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igl/tutorial/408_DirectDeltaMush/main.cpp
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2020-06-04 18:10:58 -04:00

170 lines
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C++

#include <igl/direct_delta_mush.h>
#include <igl/directed_edge_orientations.h>
#include <igl/directed_edge_parents.h>
#include <igl/forward_kinematics.h>
#include <igl/PI.h>
#include <igl/lbs_matrix.h>
#include <igl/deform_skeleton.h>
#include <igl/readDMAT.h>
#include <igl/readOBJ.h>
#include <igl/readTGF.h>
#include <igl/opengl/glfw/Viewer.h>
#include <vector>
#include <iostream>
#include "tutorial_shared_path.h"
typedef std::vector<Eigen::Quaterniond, Eigen::aligned_allocator<Eigen::Quaterniond>>
RotationList;
typedef std::vector<Eigen::Affine3d, Eigen::aligned_allocator<Eigen::Affine3d>>
TransformationList;
const Eigen::RowVector3d sea_green(70. / 255., 252. / 255., 167. / 255.);
Eigen::MatrixXd V, W, C, U, M, Omega;
Eigen::MatrixXi F, BE;
Eigen::VectorXi P;
std::vector<RotationList> poses;
double anim_t = 0.0;
double anim_t_dir = 0.015;
bool use_ddm = false;
bool recompute = true;
// precomputation parameters
// lambda controls the precision of smoothness
// p * lambda controls the rotation smoothness amount
// p * kappa controls the translation smoothness amount
// alpha controls the translation smoothness blending weight
int p = 10;
float lambda = 0.9; // 0 < lambda <= 1
float kappa = 0.7; // 0 < kappa < lambda
float alpha = 0.8; // 0 <= alpha < 1
bool pre_draw(igl::opengl::glfw::Viewer & viewer)
{
using namespace Eigen;
using namespace std;
if (recompute)
{
// Find pose interval
const int begin = (int) floor(anim_t) % poses.size();
const int end = (int) (floor(anim_t) + 1) % poses.size();
const double t = anim_t - floor(anim_t);
// Interpolate pose and identity
RotationList anim_pose(poses[begin].size());
for (int e = 0; e < poses[begin].size(); e++)
{
anim_pose[e] = poses[begin][e].slerp(t, poses[end][e]);
}
// Propagate relative rotations via FK to retrieve absolute transformations
RotationList vQ;
vector<Vector3d> vT;
igl::forward_kinematics(C, BE, P, anim_pose, vQ, vT);
const int dim = C.cols();
MatrixXd T(BE.rows() * (dim + 1), dim);
TransformationList T_list;
for (int e = 0; e < BE.rows(); e++)
{
Affine3d a = Affine3d::Identity();
a.translate(vT[e]);
a.rotate(vQ[e]);
T.block(e * (dim + 1), 0, dim + 1, dim) =
a.matrix().transpose().block(0, 0, dim + 1, dim);
T_list.push_back(a);
}
if (use_ddm)
{
igl::direct_delta_mush(V, F, C, BE, T_list, Omega, U);
}
else
{
// Compute deformation via LBS as matrix multiplication
U = M * T;
}
// Also deform skeleton edges
MatrixXd CT;
MatrixXi BET;
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;
}
bool key_down(igl::opengl::glfw::Viewer & viewer, unsigned char key, int mods)
{
recompute = true;
switch (key)
{
case 'D':
case 'd':
use_ddm = !use_ddm;
return true;
case ' ':
viewer.core().is_animating = !viewer.core().is_animating;
return true;
default:
return false;
}
}
int main(int argc, char *argv[])
{
using namespace Eigen;
using namespace std;
igl::readOBJ(TUTORIAL_SHARED_PATH "/arm.obj", V, F);
U = V;
igl::readTGF(TUTORIAL_SHARED_PATH "/arm.tgf", C, BE);
// retrieve parents for forward kinematics
igl::directed_edge_parents(BE, P);
RotationList rest_pose;
igl::directed_edge_orientations(C, BE, rest_pose);
poses.resize(4, RotationList(4, Quaterniond::Identity()));
const Quaterniond twist(AngleAxisd(igl::PI, Vector3d(1, 0, 0)));
poses[1][2] = rest_pose[2] * twist * rest_pose[2].conjugate();
const Quaterniond bend(AngleAxisd(-igl::PI * 0.7, Vector3d(0, 0, 1)));
poses[3][2] = rest_pose[2] * bend * rest_pose[2].conjugate();
igl::readDMAT(TUTORIAL_SHARED_PATH "/arm-weights.dmat", W);
SparseMatrix<double> W_sparse = W.sparseView();
igl::lbs_matrix(V, W, M);
// Precomputation for Direct Delta Mush
cout << "Precomputing with parameters:" << endl
<< "- p: " << p << endl
<< "- lambda: " << lambda << endl
<< "- kappa: " << kappa << endl
<< "- alpha: " << alpha << endl;
igl::direct_delta_mush_precomputation(V, F, C, BE, W_sparse, p, lambda, kappa, alpha, Omega);
// Plot the mesh with pseudocolors
igl::opengl::glfw::Viewer 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.;
cout << "Press [d] to toggle between LBS and DDM" << endl
<< "Press [space] to toggle animation" << endl;
viewer.launch();
}