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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
- from math import sin, cos, pi
- # Add the igl library to the modules search path
- import math
- 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 recompute, anim_t, poses, C, BE, P, U, M, anim_t_dir
- if recompute:
- # Find pose interval
- begin = int(math.floor(anim_t)) % len(poses)
- end = int(math.floor(anim_t) + 1) % len(poses)
- t = anim_t - math.floor(anim_t)
- # Interpolate pose and identity
- anim_pose = igl.RotationList()
- for e in range(len(poses[begin])):
- anim_pose.append(poses[begin][e].slerp(t, poses[end][e]))
- # 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
- if use_dqs:
- igl.dqs(V, W, vQ, vT, U)
- else:
- 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()
- if viewer.core.is_animating:
- anim_t += anim_t_dir
- else:
- recompute = False
- return False
- def key_down(viewer, key, mods):
- global recompute, use_dqs, animation
- recompute = True
- if key == ord('D') or key == ord('d'):
- use_dqs = not use_dqs
- viewer.core.is_animating = False
- animation = False
- if use_dqs:
- print("Switched to Dual Quaternion Skinning")
- else:
- print("Switched to Linear Blend Skinning")
- elif key == ord(' '):
- if animation:
- viewer.core.is_animating = False
- animation = False
- else:
- viewer.core.is_animating = True
- animation = True
- return False
- if __name__ == "__main__":
- keys = {"d": "toggle between LBS and DQS",
- "space": "toggle animation"}
- print_usage(keys)
- V = igl.eigen.MatrixXd()
- F = igl.eigen.MatrixXi()
- C = igl.eigen.MatrixXd()
- BE = igl.eigen.MatrixXi()
- P = igl.eigen.MatrixXi()
- W = igl.eigen.MatrixXd()
- M = igl.eigen.MatrixXd()
- sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])
- anim_t = 0.0
- anim_t_dir = 0.015
- use_dqs = False
- recompute = True
- animation = False # Flag needed as there is some synchronization problem with viewer.core.is_animating
- poses = [[]]
- igl.readOBJ(TUTORIAL_SHARED_PATH + "arm.obj", V, F)
- U = igl.eigen.MatrixXd(V)
- igl.readTGF(TUTORIAL_SHARED_PATH + "arm.tgf", C, BE)
- # retrieve parents for forward kinematics
- igl.directed_edge_parents(BE, P)
- rest_pose = igl.RotationList()
- igl.directed_edge_orientations(C, BE, rest_pose)
- poses = [[igl.eigen.Quaterniond.Identity() for i in range(4)] for j in range(4)]
- twist = igl.eigen.Quaterniond(pi, igl.eigen.MatrixXd([1, 0, 0]))
- poses[1][2] = rest_pose[2] * twist * rest_pose[2].conjugate()
- bend = igl.eigen.Quaterniond(-pi * 0.7, igl.eigen.MatrixXd([0, 0, 1]))
- poses[3][2] = rest_pose[2] * bend * rest_pose[2].conjugate()
- igl.readDMAT(TUTORIAL_SHARED_PATH + "arm-weights.dmat", W)
- igl.lbs_matrix(V, W, M)
- # Plot the mesh with pseudocolors
- viewer = igl.glfw.Viewer()
- viewer.data().set_mesh(U, F)
- 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.camera_zoom = 2.5
- viewer.core.animation_max_fps = 30.0
- viewer.launch()
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