main.cpp 4.0 KB

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  1. #include <igl/directed_edge_orientations.h>
  2. #include <igl/directed_edge_parents.h>
  3. #include <igl/forward_kinematics.h>
  4. #include <igl/PI.h>
  5. #include <igl/lbs_matrix.h>
  6. #include <igl/deform_skeleton.h>
  7. #include <igl/dqs.h>
  8. #include <igl/readDMAT.h>
  9. #include <igl/readOBJ.h>
  10. #include <igl/readTGF.h>
  11. #include <igl/viewer/Viewer.h>
  12. #include <Eigen/Geometry>
  13. #include <Eigen/StdVector>
  14. #include <vector>
  15. #include <algorithm>
  16. #include <iostream>
  17. typedef
  18. std::vector<Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
  19. RotationList;
  20. const Eigen::RowVector3d sea_green(70./255.,252./255.,167./255.);
  21. Eigen::MatrixXd V,W,C,U,M;
  22. Eigen::MatrixXi F,BE;
  23. Eigen::VectorXi P;
  24. std::vector<RotationList > poses;
  25. double anim_t = 0.0;
  26. double anim_t_dir = 0.015;
  27. bool use_dqs = false;
  28. bool recompute = true;
  29. bool pre_draw(igl::viewer::Viewer & viewer)
  30. {
  31. using namespace Eigen;
  32. using namespace std;
  33. if(recompute)
  34. {
  35. // Find pose interval
  36. const int begin = (int)floor(anim_t)%poses.size();
  37. const int end = (int)(floor(anim_t)+1)%poses.size();
  38. const double t = anim_t - floor(anim_t);
  39. // Interpolate pose and identity
  40. RotationList anim_pose(poses[begin].size());
  41. for(int e = 0;e<poses[begin].size();e++)
  42. {
  43. anim_pose[e] = poses[begin][e].slerp(t,poses[end][e]);
  44. }
  45. // Propogate relative rotations via FK to retrieve absolute transformations
  46. RotationList vQ;
  47. vector<Vector3d> vT;
  48. igl::forward_kinematics(C,BE,P,anim_pose,vQ,vT);
  49. const int dim = C.cols();
  50. MatrixXd T(BE.rows()*(dim+1),dim);
  51. for(int e = 0;e<BE.rows();e++)
  52. {
  53. Affine3d a = Affine3d::Identity();
  54. a.translate(vT[e]);
  55. a.rotate(vQ[e]);
  56. T.block(e*(dim+1),0,dim+1,dim) =
  57. a.matrix().transpose().block(0,0,dim+1,dim);
  58. }
  59. // Compute deformation via LBS as matrix multiplication
  60. if(use_dqs)
  61. {
  62. igl::dqs(V,W,vQ,vT,U);
  63. }else
  64. {
  65. U = M*T;
  66. }
  67. // Also deform skeleton edges
  68. MatrixXd CT;
  69. MatrixXi BET;
  70. igl::deform_skeleton(C,BE,T,CT,BET);
  71. viewer.data.set_vertices(U);
  72. viewer.data.set_edges(CT,BET,sea_green);
  73. viewer.data.compute_normals();
  74. if(viewer.core.is_animating)
  75. {
  76. anim_t += anim_t_dir;
  77. }
  78. else
  79. {
  80. recompute=false;
  81. }
  82. }
  83. return false;
  84. }
  85. bool key_down(igl::viewer::Viewer &viewer, unsigned char key, int mods)
  86. {
  87. recompute = true;
  88. switch(key)
  89. {
  90. case 'D':
  91. case 'd':
  92. use_dqs = !use_dqs;
  93. return true;
  94. case ' ':
  95. viewer.core.is_animating = !viewer.core.is_animating;
  96. return true;
  97. }
  98. return false;
  99. }
  100. int main(int argc, char *argv[])
  101. {
  102. using namespace Eigen;
  103. using namespace std;
  104. igl::readOBJ("../shared/arm.obj",V,F);
  105. U=V;
  106. igl::readTGF("../shared/arm.tgf",C,BE);
  107. // retrieve parents for forward kinematics
  108. igl::directed_edge_parents(BE,P);
  109. RotationList rest_pose;
  110. igl::directed_edge_orientations(C,BE,rest_pose);
  111. poses.resize(4,RotationList(4,Quaterniond::Identity()));
  112. // poses[1] // twist
  113. const Quaterniond twist(AngleAxisd(igl::PI,Vector3d(1,0,0)));
  114. poses[1][2] = rest_pose[2]*twist*rest_pose[2].conjugate();
  115. const Quaterniond bend(AngleAxisd(-igl::PI*0.7,Vector3d(0,0,1)));
  116. poses[3][2] = rest_pose[2]*bend*rest_pose[2].conjugate();
  117. igl::readDMAT("../shared/arm-weights.dmat",W);
  118. igl::lbs_matrix(V,W,M);
  119. // Plot the mesh with pseudocolors
  120. igl::viewer::Viewer viewer;
  121. viewer.data.set_mesh(U, F);
  122. viewer.data.set_edges(C,BE,sea_green);
  123. viewer.core.show_lines = false;
  124. viewer.core.show_overlay_depth = false;
  125. viewer.core.line_width = 1;
  126. viewer.core.trackball_angle.normalize();
  127. viewer.callback_pre_draw = &pre_draw;
  128. viewer.callback_key_down = &key_down;
  129. viewer.core.is_animating = false;
  130. viewer.core.camera_zoom = 2.5;
  131. viewer.core.animation_max_fps = 30.;
  132. cout<<"Press [d] to toggle between LBS and DQS"<<endl<<
  133. "Press [space] to toggle animation"<<endl;
  134. viewer.launch();
  135. }