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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
- dependencies = ["png", "glfw"]
- check_dependencies(dependencies)
- temp_png = os.path.join(os.getcwd(),"out.png")
- def key_down(viewer, key, modifier):
- if key == ord('1'):
- # Allocate temporary buffers
- R = igl.eigen.MatrixXuc(1280, 800)
- G = igl.eigen.MatrixXuc(1280, 800)
- B = igl.eigen.MatrixXuc(1280, 800)
- A = igl.eigen.MatrixXuc(1280, 800)
- # Draw the scene in the buffers
- viewer.core.draw_buffer(viewer.data(), False, R, G, B, A)
- # Save it to a PNG
- igl.png.writePNG(R, G, B, A, temp_png)
- elif key == ord('2'):
- # Allocate temporary buffers
- R = igl.eigen.MatrixXuc()
- G = igl.eigen.MatrixXuc()
- B = igl.eigen.MatrixXuc()
- A = igl.eigen.MatrixXuc()
- # Read the PNG
- igl.png.readPNG(temp_png, R, G, B, A)
- # Replace the mesh with a triangulated square
- V = igl.eigen.MatrixXd([[-0.5, -0.5, 0],
- [0.5, -0.5, 0],
- [0.5, 0.5, 0],
- [-0.5, 0.5, 0]])
- F = igl.eigen.MatrixXd([[0, 1, 2], [2, 3, 0]]).castint()
- UV = igl.eigen.MatrixXd([[0, 0], [1, 0], [1, 1], [0, 1]])
- viewer.data().clear()
- viewer.data().set_mesh(V, F)
- viewer.data().set_uv(UV)
- viewer.core.align_camera_center(V)
- viewer.data().show_texture = True
- # Use the image as a texture
- viewer.data().set_texture(R, G, B)
- else:
- return False
- return True
- if __name__ == "__main__":
- V = igl.eigen.MatrixXd()
- F = igl.eigen.MatrixXi()
- # Load meshes in OFF format
- igl.readOFF(TUTORIAL_SHARED_PATH + "bunny.off", V, F)
- viewer = igl.glfw.Viewer()
- print(
- "Usage: Press 1 to render the scene and save it in a png. \nPress 2 to load the saved png and use it as a texture.")
- viewer.callback_key_down = key_down
- viewer.data().set_mesh(V, F)
- viewer.launch()
- os.remove(temp_png)
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