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igl/examples/skeleton/example.cpp
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#include <igl/draw_skeleton_3d.h>
#include <igl/draw_skeleton_vector_graphics.h>
#include <igl/two_axis_valuator_fixed_up.h>
#include <igl/readOBJ.h>
#include <igl/readTGF.h>
#include <igl/writeOBJ.h>
#include <igl/writeOFF.h>
#include <igl/readWRL.h>
#include <igl/report_gl_error.h>
#include <igl/polygon_mesh_to_triangle_mesh.h>
#include <igl/readOFF.h>
#include <igl/readMESH.h>
#include <igl/draw_mesh.h>
#include <igl/draw_floor.h>
#include <igl/pathinfo.h>
#include <igl/list_to_matrix.h>
#include <igl/quat_to_mat.h>
#include <igl/per_face_normals.h>
#include <igl/material_colors.h>
#include <igl/trackball.h>
#include <igl/snap_to_canonical_view_quat.h>
#include <igl/snap_to_fixed_up.h>
#include <igl/REDRUM.h>
#include <igl/Camera.h>
#include <igl/ReAntTweakBar.h>
#include <igl/get_seconds.h>
#include <igl/forward_kinematics.h>
#include <igl/tetgen/mesh_with_skeleton.h>
#include <igl/boundary_conditions.h>
#include <igl/normalize_row_sums.h>
#include <igl/lbs_matrix.h>
#include <igl/bbw/bbw.h>
#include <Eigen/Core>
#include <Eigen/Geometry>
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <string>
#include <vector>
#include <stack>
#include <iostream>
enum SkelStyleType
{
SKEL_STYLE_TYPE_3D = 0,
SKEL_STYLE_TYPE_VECTOR_GRAPHICS = 1,
NUM_SKEL_STYLE_TYPE = 2
}skel_style;
Eigen::MatrixXd V,N,C,W,M;
Eigen::VectorXd Vmid,Vmin,Vmax;
double bbd = 1.0;
Eigen::MatrixXi F,BE;
Eigen::VectorXi P;
struct State
{
igl::Camera camera;
} s;
bool wireframe = false;
bool skeleton_on_top = false;
// See README for descriptions
enum RotationType
{
ROTATION_TYPE_IGL_TRACKBALL = 0,
ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP = 1,
NUM_ROTATION_TYPES = 2,
} rotation_type;
std::stack<State> undo_stack;
std::stack<State> redo_stack;
bool is_rotating = false;
int down_x,down_y;
igl::Camera down_camera;
bool is_animating = false;
double animation_start_time = 0;
double ANIMATION_DURATION = 0.5;
Eigen::Quaterniond animation_from_quat;
Eigen::Quaterniond animation_to_quat;
int width,height;
Eigen::Vector4f light_pos(-0.1,-0.1,0.9,0);
#define REBAR_NAME "temp.rbr"
igl::ReTwBar rebar;
void push_undo()
{
undo_stack.push(s);
// Clear
redo_stack = std::stack<State>();
}
// No-op setter, does nothing
void TW_CALL no_op(const void * /*value*/, void * /*clientData*/)
{
}
void TW_CALL set_rotation_type(const void * value, void * clientData)
{
using namespace Eigen;
using namespace std;
using namespace igl;
const RotationType old_rotation_type = rotation_type;
rotation_type = *(const RotationType *)(value);
if(rotation_type == ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP &&
old_rotation_type != ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
{
push_undo();
animation_from_quat = s.camera.m_rotation_conj;
snap_to_fixed_up(animation_from_quat,animation_to_quat);
// start animation
animation_start_time = get_seconds();
is_animating = true;
}
}
void TW_CALL get_rotation_type(void * value, void *clientData)
{
RotationType * rt = (RotationType *)(value);
*rt = rotation_type;
}
void reshape(int width, int height)
{
::width = width;
::height = height;
glViewport(0,0,width,height);
// Send the new window size to AntTweakBar
TwWindowSize(width, height);
s.camera.m_aspect = (double)width/(double)height;
}
void push_scene()
{
using namespace igl;
using namespace std;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
auto & camera = s.camera;
gluPerspective(camera.m_angle,camera.m_aspect,camera.m_near,camera.m_far);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
gluLookAt(
camera.eye()(0), camera.eye()(1), camera.eye()(2),
camera.at()(0), camera.at()(1), camera.at()(2),
camera.up()(0), camera.up()(1), camera.up()(2));
}
void push_object()
{
using namespace igl;
glPushMatrix();
glScaled(2./bbd,2./bbd,2./bbd);
glTranslated(-Vmid(0),-Vmid(1),-Vmid(2));
}
void pop_object()
{
glPopMatrix();
}
void pop_scene()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
// Set up double-sided lights
void lights()
{
using namespace std;
using namespace Eigen;
glEnable(GL_LIGHTING);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
float WHITE[4] = {0.8,0.8,0.8,1.};
float GREY[4] = {0.4,0.4,0.4,1.};
float BLACK[4] = {0.,0.,0.,1.};
Vector4f pos = light_pos;
glLightfv(GL_LIGHT0,GL_AMBIENT,GREY);
glLightfv(GL_LIGHT0,GL_DIFFUSE,WHITE);
glLightfv(GL_LIGHT0,GL_SPECULAR,BLACK);
glLightfv(GL_LIGHT0,GL_POSITION,pos.data());
pos(0) *= -1;
pos(1) *= -1;
pos(2) *= -1;
glLightfv(GL_LIGHT1,GL_AMBIENT,GREY);
glLightfv(GL_LIGHT1,GL_DIFFUSE,WHITE);
glLightfv(GL_LIGHT1,GL_SPECULAR,BLACK);
glLightfv(GL_LIGHT1,GL_POSITION,pos.data());
}
void display()
{
using namespace igl;
using namespace std;
using namespace Eigen;
const float back[4] = {30.0/255.0,30.0/255.0,50.0/255.0,0};
glClearColor(back[0],back[1],back[2],0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(is_animating)
{
double t = (get_seconds() - animation_start_time)/ANIMATION_DURATION;
if(t > 1)
{
t = 1;
is_animating = false;
}
Quaterniond q = animation_from_quat.slerp(t,animation_to_quat).normalized();
auto & camera = s.camera;
camera.orbit(q.conjugate());
}
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
lights();
push_scene();
// Draw a nice floor
glEnable(GL_DEPTH_TEST);
glPushMatrix();
const double floor_offset =
-2./bbd*(V.col(1).maxCoeff()-Vmid(1));
glTranslated(0,floor_offset,0);
const float GREY[4] = {0.5,0.5,0.6,1.0};
const float DARK_GREY[4] = {0.2,0.2,0.3,1.0};
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
draw_floor(GREY,DARK_GREY);
glPopMatrix();
push_object();
// Set material properties
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, SILVER_AMBIENT);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, SILVER_DIFFUSE );
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, SILVER_SPECULAR);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 128);
typedef std::vector<
Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
RotationList;
RotationList dQ(BE.rows(),Quaterniond::Identity()),vQ;
vector<Vector3d> vT;
Matrix3d A = Matrix3d::Identity();
for(int e = 0;e<BE.rows();e++)
{
dQ[e] = AngleAxisd((sin(get_seconds()+e))*0.06*PI,A.col(e%3));
}
forward_kinematics(C,BE,P,dQ,vQ,vT);
const int dim = C.cols();
MatrixXd T(BE.rows()*(dim+1),dim);
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);
}
if(wireframe)
{
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
}
glLineWidth(1.0);
MatrixXd U = M*T;
per_face_normals(U,F,N);
draw_mesh(U,F,N);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
if(skeleton_on_top)
{
glDisable(GL_DEPTH_TEST);
}
switch(skel_style)
{
default:
case SKEL_STYLE_TYPE_3D:
draw_skeleton_3d(C,BE,T,MAYA_VIOLET,bbd*0.5);
break;
case SKEL_STYLE_TYPE_VECTOR_GRAPHICS:
draw_skeleton_vector_graphics(C,BE,T);
break;
}
pop_object();
pop_scene();
report_gl_error();
TwDraw();
glutSwapBuffers();
glutPostRedisplay();
}
void mouse_wheel(int wheel, int direction, int mouse_x, int mouse_y)
{
using namespace std;
using namespace igl;
using namespace Eigen;
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
if(wheel == 0 && TwMouseMotion(mouse_x, viewport[3] - mouse_y))
{
static double mouse_scroll_y = 0;
const double delta_y = 0.125*direction;
mouse_scroll_y += delta_y;
TwMouseWheel(mouse_scroll_y);
return;
}
push_undo();
auto & camera = s.camera;
if(wheel==0)
{
// factor of zoom change
double s = (1.-0.01*direction);
//// FOV zoom: just widen angle. This is hardly ever appropriate.
//camera.m_angle *= s;
//camera.m_angle = min(max(camera.m_angle,1),89);
camera.push_away(s);
}else
{
// Dolly zoom:
camera.dolly_zoom((double)direction*1.0);
}
}
void mouse(int glutButton, int glutState, int mouse_x, int mouse_y)
{
using namespace std;
using namespace Eigen;
using namespace igl;
bool tw_using = TwEventMouseButtonGLUT(glutButton,glutState,mouse_x,mouse_y);
switch(glutButton)
{
case GLUT_RIGHT_BUTTON:
case GLUT_LEFT_BUTTON:
{
switch(glutState)
{
case 1:
// up
glutSetCursor(GLUT_CURSOR_INHERIT);
is_rotating = false;
break;
case 0:
if(!tw_using)
{
push_undo();
glutSetCursor(GLUT_CURSOR_CYCLE);
// collect information for trackball
is_rotating = true;
down_camera = s.camera;
down_x = mouse_x;
down_y = mouse_y;
}
break;
}
break;
}
// Scroll down
case 3:
{
mouse_wheel(0,-1,mouse_x,mouse_y);
break;
}
// Scroll up
case 4:
{
mouse_wheel(0,1,mouse_x,mouse_y);
break;
}
// Scroll left
case 5:
{
mouse_wheel(1,-1,mouse_x,mouse_y);
break;
}
// Scroll right
case 6:
{
mouse_wheel(1,1,mouse_x,mouse_y);
break;
}
}
}
void mouse_drag(int mouse_x, int mouse_y)
{
using namespace igl;
using namespace std;
using namespace Eigen;
if(is_rotating)
{
glutSetCursor(GLUT_CURSOR_CYCLE);
Quaterniond q;
auto & camera = s.camera;
switch(rotation_type)
{
case ROTATION_TYPE_IGL_TRACKBALL:
{
// Rotate according to trackball
igl::trackball<double>(
width,
height,
2.0,
down_camera.m_rotation_conj.coeffs().data(),
down_x,
down_y,
mouse_x,
mouse_y,
q.coeffs().data());
break;
}
case ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP:
{
// Rotate according to two axis valuator with fixed up vector
two_axis_valuator_fixed_up(
width, height,
2.0,
down_camera.m_rotation_conj,
down_x, down_y, mouse_x, mouse_y,
q);
break;
}
default:
break;
}
camera.orbit(q.conjugate());
}
}
void init_relative()
{
using namespace Eigen;
using namespace igl;
per_face_normals(V,F,N);
Vmax = V.colwise().maxCoeff();
Vmin = V.colwise().minCoeff();
Vmid = 0.5*(Vmax + Vmin);
bbd = (Vmax-Vmin).norm();
}
void undo()
{
using namespace std;
if(!undo_stack.empty())
{
redo_stack.push(s);
s = undo_stack.top();
undo_stack.pop();
}
}
void redo()
{
using namespace std;
if(!redo_stack.empty())
{
undo_stack.push(s);
s = redo_stack.top();
redo_stack.pop();
}
}
void key(unsigned char key, int mouse_x, int mouse_y)
{
using namespace std;
using namespace igl;
using namespace Eigen;
int mod = glutGetModifiers();
const bool command_down = GLUT_ACTIVE_COMMAND & mod;
const bool shift_down = GLUT_ACTIVE_SHIFT & mod;
switch(key)
{
// ESC
case char(27):
rebar.save(REBAR_NAME);
// ^C
case char(3):
exit(0);
case 'z':
case 'Z':
if(command_down)
{
if(shift_down)
{
redo();
}else
{
undo();
}
break;
}else
{
push_undo();
Quaterniond q;
snap_to_canonical_view_quat(s.camera.m_rotation_conj,1.0,q);
s.camera.orbit(q.conjugate());
}
default:
if(!TwEventKeyboardGLUT(key,mouse_x,mouse_y))
{
cout<<"Unknown key command: "<<key<<" "<<int(key)<<endl;
}
}
}
bool init_weights(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
const Eigen::MatrixXd & C,
const Eigen::MatrixXi & BE,
Eigen::MatrixXd & W)
{
using namespace igl;
using namespace Eigen;
// Mesh with samples on skeleton
// New vertices of tet mesh, V prefaces VV
MatrixXd VV;
MatrixXi TT,FF,CE;
VectorXi P;
if(!mesh_with_skeleton(V,F,C,P,BE,CE,10,VV,TT,FF))
{
return false;
}
// List of boundary indices (aka fixed value indices into VV)
VectorXi b;
// List of boundary conditions of each weight function
MatrixXd bc;
if(!boundary_conditions(VV,TT,C,P,BE,CE,b,bc))
{
return false;
}
// compute BBW
// Default bbw data and flags
BBWData bbw_data;
bbw_data.active_set_params.max_iter = 4;
// Weights matrix
if(!bbw(VV,TT,b,bc,bbw_data,W))
{
return false;
}
// Normalize weights to sum to one
normalize_row_sums(W,W);
W.conservativeResize(V.rows(),W.cols());
return true;
}
int main(int argc, char * argv[])
{
using namespace std;
using namespace Eigen;
using namespace igl;
string filename = "../shared/cheburashka.off";
string skel_filename = "../shared/cheburashka.tgf";
if(argc < 3)
{
cerr<<"Usage:"<<endl<<" ./example input.obj"<<endl;
cout<<endl<<"Opening default mesh..."<<endl;
}else
{
// Read and prepare mesh
filename = argv[1];
skel_filename = argv[2];
}
// print key commands
cout<<"[Click] and [drag] Rotate model using trackball."<<endl;
cout<<"[Z,z] Snap rotation to canonical view."<<endl;
cout<<"[⌘ Z] Undo."<<endl;
cout<<"[⇧ ⌘ Z] Redo."<<endl;
cout<<"[^C,ESC] Exit."<<endl;
// dirname, basename, extension and filename
string d,b,ext,f;
pathinfo(filename,d,b,ext,f);
// Convert extension to lower case
transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
vector<vector<double > > vV,vN,vTC;
vector<vector<int > > vF,vFTC,vFN;
if(ext == "obj")
{
// Convert extension to lower case
if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
{
return 1;
}
}else if(ext == "off")
{
// Convert extension to lower case
if(!igl::readOFF(filename,vV,vF,vN))
{
return 1;
}
}else if(ext == "wrl")
{
// Convert extension to lower case
if(!igl::readWRL(filename,vV,vF))
{
return 1;
}
//}else
//{
// // Convert extension to lower case
// MatrixXi T;
// if(!igl::readMESH(filename,V,T,F))
// {
// return 1;
// }
// //if(F.size() > T.size() || F.size() == 0)
// {
// boundary_facets(T,F);
// }
}
if(vV.size() > 0)
{
if(!list_to_matrix(vV,V))
{
return 1;
}
polygon_mesh_to_triangle_mesh(vF,F);
}
readTGF(skel_filename,C,BE);
// Recover parent indices because (C,BE) is crappy format for a tree.
P.resize(BE.rows(),1);
for(int e = 0;e<BE.rows();e++)
{
P(e) = -1;
for(int f = 0;f<BE.rows();f++)
{
if(BE(e,0) == BE(f,1))
{
P(e) = f;
}
}
}
init_weights(V,F,C,BE,W);
lbs_matrix(V,W,M);
init_relative();
// Init glut
glutInit(&argc,argv);
if( !TwInit(TW_OPENGL, NULL) )
{
// A fatal error occured
fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
return 1;
}
// Create a tweak bar
rebar.TwNewBar("TweakBar");
rebar.TwAddVarRW("camera_rotation", TW_TYPE_QUAT4D,
s.camera.m_rotation_conj.coeffs().data(), "open readonly=true");
TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType",
"igl_trackball,two-a...-fixed-up");
rebar.TwAddVarCB( "rotation_type", RotationTypeTW,
set_rotation_type,get_rotation_type,NULL,"keyIncr=] keyDecr=[");
rebar.TwAddVarRW("skeleton_on_top", TW_TYPE_BOOLCPP,&skeleton_on_top,"key=O");
rebar.TwAddVarRW("wireframe", TW_TYPE_BOOLCPP,&wireframe,"key=l");
TwType SkelStyleTypeTW = ReTwDefineEnumFromString("SkelStyleType",
"3d,vector-graphics");
rebar.TwAddVarRW("style",SkelStyleTypeTW,&skel_style,"key=s");
rebar.load(REBAR_NAME);
// Init antweakbar
glutInitDisplayString( "rgba depth double samples>=8 ");
glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)/2.0);
glutCreateWindow("upright");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutMouseFunc(mouse);
glutMotionFunc(mouse_drag);
glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
glutMainLoop();
return 0;
}