Added initial (not yet fully) working tutorial 704

Former-commit-id: e2542ecf24
This commit is contained in:
Sebastian Koch
2016-05-20 20:26:18 +02:00
parent 39ade1009b
commit 7074cdd396
+140
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from __future__ import print_function
# Add the igl library to the modules search path
import sys, os
sys.path.insert(0, os.getcwd() + "/../")
import pyigl as igl
from iglhelpers import e2p
import math
TUTORIAL_SHARED_PATH = "../../tutorial/shared/"
global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay
V = igl.eigen.MatrixXd()
F = igl.eigen.MatrixXi()
T = igl.eigen.MatrixXi()
tree = igl.AABB()
FN = igl.eigen.MatrixXd()
VN = igl.eigen.MatrixXd()
EN = igl.eigen.MatrixXd()
E = igl.eigen.MatrixXi()
EMAP = igl.eigen.MatrixXi()
max_distance = 1
slice_z = 0.5
overlay = False
viewer = igl.viewer.Viewer()
def update_visualization(viewer):
global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay
plane = igl.eigen.MatrixXd([0.0, 0.0, 1.0, -((1-slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff())])
V_vis = igl.eigen.MatrixXd()
F_vis = igl.eigen.MatrixXi()
# Extract triangle mesh slice through volume mesh and subdivide nasty triangles
J = igl.eigen.MatrixXi()
bary = igl.eigen.SparseMatrixd()
igl.slice_tets(V, T, plane, V_vis, F_vis, J, bary)
max_l = 0.03
# while True:
# l = igl.eigen.MatrixXd()
# igl.edge_lengths(V_vis, F_vis, l)
# l /= (V_vis.colwise().maxCoeff() - V_vis.colwise().minCoeff()).norm()
#
# if l.maxCoeff() < max_l:
# break
#
# bad = e2p(l.rowwiseMaxCoeff())
# bad = bad > max_l
# F_vis_bad = igl.eigen.MatrixXi()
# F_vis_good = igl.eigen.MatrixXi()
# igl::slice_mask(F_vis, bad, 1, F_vis_bad);
# igl::slice_mask(F_vis, (bad!=true).eval(), 1, F_vis_good);
# igl.upsample(V_vis, F_vis_bad)
# F_vis = igl.cat(1, F_vis_bad, F_vis_good)
# #Compute signed distance
# S_vis = igl.eigen.MatrixXd()
# I = igl.eigen.MatrixXi()
# N = igl.eigen.MatrixXd()
# C = igl.eigen.MatrixXd()
# # Bunny is a watertight mesh so use pseudonormal for signing
# igl.signed_distance_pseudonormal(V_vis, V, F, tree, FN, VN, EN, EMAP, S_vis, I, C, N)
# # push to [0,1] range
# S_vis.array() = 0.5*(S_vis.array()/max_distance)+0.5;
# C_vis = igl.eigen.MatrixXi()
# # color without normalizing
# igl.parula(S_vis, False, C_vis)
# const auto & append_mesh = [&C_vis,&F_vis,&V_vis](const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const RowVector3d & color)
# F_vis.conservativeResize(F_vis.rows() + F.rows(), 3)
# F_vis.bottomRows(F.rows()) = F.array() + V_vis.rows()
# V_vis.conservativeResize(V_vis.rows() + V.rows(), 3)
# V_vis.bottomRows(V.rows()) = V
# C_vis.conservativeResize(C_vis.rows() + V.rows(), 3)
# C_vis.bottomRows(V.rows()).rowwise() = color
# if overlay:
# append_mesh(V, F, RowVector3d(0.8,0.8,0.8))
viewer.data.clear()
viewer.data.set_mesh(V_vis, F_vis)
# viewer.data.set_colors(C_vis)
viewer.core.lighting_factor = overlay
def key_down(viewer, key, modifier):
global slice_z, overlay
if key == ord(' '):
overlay = not overlay
elif key == ord('.'):
slice_z = min(slice_z + 0.01, 0.99)
elif key == ord(','):
slice_z = max(slice_z - 0.01, 0.01)
else:
return False
update_visualization(viewer)
return True
print("Press [space] to toggle showing surface.")
print("Press '.'/',' to push back/pull forward slicing plane.")
#Load mesh: (V,T) tet-mesh of convex hull, F contains original surface triangles
igl.readMESH(TUTORIAL_SHARED_PATH + "bunny.mesh", V, T, F);
#Call to point_mesh_squared_distance to determine bounds
sqrD = igl.eigen.MatrixXd()
I = igl.eigen.MatrixXi()
C = igl.eigen.MatrixXd()
igl.point_mesh_squared_distance(V, V, F, sqrD, I, C)
max_distance = math.sqrt(sqrD.maxCoeff())
#Precompute signed distance AABB tree
tree.init(V, F)
#Precompute vertex, edge and face normals
igl.per_face_normals(V, F, FN)
igl.per_vertex_normals(V, F, igl.PER_VERTEX_NORMALS_WEIGHTING_TYPE_ANGLE, FN, VN)
igl.per_edge_normals(V, F, igl.PER_EDGE_NORMALS_WEIGHTING_TYPE_UNIFORM, FN, EN, E, EMAP)
#Plot the generated mesh
update_visualization(viewer);
viewer.callback_key_down = key_down
viewer.core.show_lines = False
viewer.launch()