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- #!/usr/bin/env python
- #
- # This file is part of libigl, a simple c++ geometry processing library.
- #
- # Copyright (C) 2017 Sebastian Koch <s.koch@tu-berlin.de> and Daniele Panozzo <daniele.panozzo@gmail.com>
- #
- # This Source Code Form is subject to the terms of the Mozilla Public License
- # v. 2.0. If a copy of the MPL was not distributed with this file, You can
- # obtain one at http://mozilla.org/MPL/2.0/.
- import sys, os
- # Add the igl library to the modules search path
- sys.path.insert(0, os.getcwd() + "/../")
- import pyigl as igl
- from shared import TUTORIAL_SHARED_PATH, check_dependencies, print_usage
- dependencies = ["glfw"]
- check_dependencies(dependencies)
- def pre_draw(viewer):
- global pose, anim_t, C, BE, P, U, M, anim_t_dir
- if viewer.core.is_animating:
- # Interpolate pose and identity
- anim_pose = igl.RotationList(len(pose))
- for e in range(len(pose)):
- anim_pose[e] = pose[e].slerp(anim_t, igl.eigen.Quaterniond.Identity())
- # Propagate relative rotations via FK to retrieve absolute transformations
- vQ = igl.RotationList()
- vT = []
- igl.forward_kinematics(C, BE, P, anim_pose, vQ, vT)
- dim = C.cols()
- T = igl.eigen.MatrixXd(BE.rows() * (dim + 1), dim)
- for e in range(BE.rows()):
- a = igl.eigen.Affine3d.Identity()
- a.translate(vT[e])
- a.rotate(vQ[e])
- T.setBlock(e * (dim + 1), 0, dim + 1, dim, a.matrix().transpose().block(0, 0, dim + 1, dim))
- # Compute deformation via LBS as matrix multiplication
- U = M * T
- # Also deform skeleton edges
- CT = igl.eigen.MatrixXd()
- BET = igl.eigen.MatrixXi()
- igl.deform_skeleton(C, BE, T, CT, BET)
- viewer.data().set_vertices(U)
- viewer.data().set_edges(CT, BET, sea_green)
- viewer.data().compute_normals()
- anim_t += anim_t_dir
- anim_t_dir *= -1.0 if (0.0 >= anim_t or anim_t >= 1.0) else 1.0
- return False
- def key_down(viewer, key, mods):
- global selected, W
- if key == ord('.'):
- selected += 1
- selected = min(max(selected, 0), W.cols()-1)
- set_color(viewer)
- elif key == ord(','):
- selected -= 1
- selected = min(max(selected, 0), W.cols()-1)
- set_color(viewer)
- elif key == ord(' '):
- viewer.core.is_animating = not viewer.core.is_animating
- return True
- def set_color(viewer):
- global selected, W
- C = igl.eigen.MatrixXd()
- igl.jet(W.col(selected), True, C)
- viewer.data().set_colors(C)
- if __name__ == "__main__":
- keys = {".": "show next weight function",
- ",": "show previous weight function",
- "space": "toggle animation"}
- print_usage(keys)
- V = igl.eigen.MatrixXd()
- W = igl.eigen.MatrixXd()
- U = igl.eigen.MatrixXd()
- C = igl.eigen.MatrixXd()
- M = igl.eigen.MatrixXd()
- Q = igl.eigen.MatrixXd()
- T = igl.eigen.MatrixXi()
- F = igl.eigen.MatrixXi()
- BE = igl.eigen.MatrixXi()
- P = igl.eigen.MatrixXi()
- sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])
- selected = 0
- pose = igl.RotationList()
- anim_t = 1.0
- anim_t_dir = -0.03
- igl.readMESH(TUTORIAL_SHARED_PATH + "hand.mesh", V, T, F)
- U = igl.eigen.MatrixXd(V)
- igl.readTGF(TUTORIAL_SHARED_PATH + "hand.tgf", C, BE)
- # Retrieve parents for forward kinematics
- igl.directed_edge_parents(BE, P)
- # Read pose as matrix of quaternions per row
- igl.readDMAT(TUTORIAL_SHARED_PATH + "hand-pose.dmat", Q)
- igl.column_to_quats(Q, pose)
- assert (len(pose) == BE.rows())
- # List of boundary indices (aka fixed value indices into VV)
- b = igl.eigen.MatrixXi()
- # List of boundary conditions of each weight function
- bc = igl.eigen.MatrixXd()
- igl.boundary_conditions(V, T, C, igl.eigen.MatrixXi(), BE, igl.eigen.MatrixXi(), b, bc)
- # compute BBW weights matrix
- bbw_data = igl.BBWData()
- # only a few iterations for sake of demo
- bbw_data.active_set_params.max_iter = 8
- bbw_data.verbosity = 2
- if not igl.bbw(V, T, b, bc, bbw_data, W):
- exit(-1)
- # Normalize weights to sum to one
- igl.normalize_row_sums(W, W)
- # precompute linear blend skinning matrix
- igl.lbs_matrix(V, W, M)
- # Plot the mesh with pseudocolors
- viewer = igl.glfw.Viewer()
- viewer.data().set_mesh(U, F)
- set_color(viewer)
- viewer.data().set_edges(C, BE, sea_green)
- viewer.data().show_lines = False
- viewer.data().show_overlay_depth = False
- viewer.data().line_width = 1
- viewer.core.trackball_angle.normalize()
- viewer.callback_pre_draw = pre_draw
- viewer.callback_key_down = key_down
- viewer.core.is_animating = False
- viewer.core.animation_max_fps = 30.0
- viewer.launch()
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