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import sys, os
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from math import sin, cos, pi
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# Add the igl library to the modules search path
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import math
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sys.path.insert(0, os.getcwd() + "/../")
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import pyigl as igl
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from shared import TUTORIAL_SHARED_PATH, check_dependencies, print_usage
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dependencies = ["viewer"]
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check_dependencies(dependencies)
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def pre_draw(viewer):
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global recompute, anim_t, poses, C, BE, P, U
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if recompute:
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# Find pose interval
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begin = int(math.floor(anim_t)) % len(poses)
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end = int(math.floor(anim_t) + 1) % len(poses)
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t = anim_t - math.floor(anim_t)
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# Interpolate pose and identity
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anim_pose = []
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for e in range(len(poses[begin])):
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anim_pose.append(poses[begin][e].slerp(t, poses[end][e]))
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# Propogate relative rotations via FK to retrieve absolute transformations
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vQ = []
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vT = []
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igl.forward_kinematics(C, BE, P, anim_pose, vQ, vT)
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dim = C.cols()
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T = igl.eigen.MatrixXd(BE.rows() * (dim + 1), dim)
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for e in range(BE.rows()):
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a = igl.eigen.Affine3d.Identity()
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a.translate(vT[e])
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a.rotate(vQ[e])
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T.setBlock(e * (dim + 1), 0, dim + 1, dim, a.matrix().transpose().block(0, 0, dim + 1, dim))
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# Compute deformation via LBS as matrix multiplication
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if use_dqs:
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igl.dqs(V, W, vQ, vT, U)
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else:
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U = M * T
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# Also deform skeleton edges
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CT = igl.eigen.MatrixXd()
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BET = igl.eigen.MatrixXi()
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igl.deform_skeleton(C, BE, T, CT, BET)
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viewer.data.set_vertices(U)
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viewer.data.set_edges(CT, BET, sea_green)
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viewer.data.compute_normals()
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if viewer.core.is_animating:
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anim_t += anim_t_dir
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else:
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recompute = False
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return False
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def key_down(viewer, key, mods):
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global recompute, use_dqs
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recompute = True
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if key == ord('D') or key == ord('d'):
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use_dqs = not use_dqs
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return True
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elif key == ord(' '):
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viewer.core.is_animating = not viewer.core.is_animating
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return True
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return False
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if __name__ == "__main__":
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keys = {"d": "toggle between LBS and DQS",
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"space": "toggle animation"}
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print_usage(keys)
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V = igl.eigen.MatrixXd()
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F = igl.eigen.MatrixXi()
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C = igl.eigen.MatrixXd()
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BE = igl.eigen.MatrixXi()
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P = igl.eigen.MatrixXi()
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W = igl.eigen.MatrixXd()
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M = igl.eigen.MatrixXd()
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sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])
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anim_t = 0.0
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anim_t_dir = 0.015
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use_dqs = False
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recompute = True
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poses = [[]]
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igl.readOBJ(TUTORIAL_SHARED_PATH + "arm.obj", V, F)
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U = igl.eigen.MatrixXd(V)
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igl.readTGF(TUTORIAL_SHARED_PATH + "arm.tgf", C, BE)
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# retrieve parents for forward kinematics
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igl.directed_edge_parents(BE, P)
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rest_pose = []
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igl.directed_edge_orientations(C, BE, rest_pose)
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poses = [[igl.eigen.Quaterniond.Identity() for i in range(4)] for j in range(4)]
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twist = igl.eigen.Quaterniond(pi, igl.eigen.MatrixXd([1, 0, 0]))
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poses[1][2] = rest_pose[2] * twist * rest_pose[2].conjugate()
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bend = igl.eigen.Quaterniond(-pi * 0.7, igl.eigen.MatrixXd([0, 0, 1]))
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poses[3][2] = rest_pose[2] * bend * rest_pose[2].conjugate()
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igl.readDMAT(TUTORIAL_SHARED_PATH + "arm-weights.dmat", W)
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igl.lbs_matrix(V, W, M)
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# Plot the mesh with pseudocolors
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viewer = igl.viewer.Viewer()
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viewer.data.set_mesh(U, F)
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viewer.data.set_edges(C, BE, sea_green)
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viewer.core.show_lines = False
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viewer.core.show_overlay_depth = False
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viewer.core.line_width = 1
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# viewer.core.trackball_angle.normalize()
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viewer.callback_pre_draw = pre_draw
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viewer.callback_key_down = key_down
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viewer.core.is_animating = False
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viewer.core.camera_zoom = 2.5
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viewer.core.animation_max_fps = 30.0
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viewer.launch()
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Reference in New Issue
Block a user