fixing runtime errors introduced by updating to pybind 2.2
Former-commit-id: ac4ffe2434
153 lines
4.6 KiB
Python
Executable File
153 lines
4.6 KiB
Python
Executable File
# This file is part of libigl, a simple c++ geometry processing library.
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#
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# Copyright (C) 2017 Sebastian Koch <s.koch@tu-berlin.de> and Daniele Panozzo <daniele.panozzo@gmail.com>
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#
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# This Source Code Form is subject to the terms of the Mozilla Public License
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# v. 2.0. If a copy of the MPL was not distributed with this file, You can
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# obtain one at http://mozilla.org/MPL/2.0/.
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import sys, os
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# Add the igl library to the modules search path
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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 = ["glfw"]
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check_dependencies(dependencies)
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def pre_draw(viewer):
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global pose, anim_t, C, BE, P, U, M, anim_t_dir
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if viewer.core.is_animating:
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# Interpolate pose and identity
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anim_pose = igl.RotationList(len(pose))
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for e in range(len(pose)):
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anim_pose[e] = pose[e].slerp(anim_t, igl.eigen.Quaterniond.Identity())
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# Propagate relative rotations via FK to retrieve absolute transformations
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vQ = igl.RotationList()
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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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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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anim_t += anim_t_dir
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anim_t_dir *= -1.0 if (0.0 >= anim_t or anim_t >= 1.0) else 1.0
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return False
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def key_down(viewer, key, mods):
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global selected, W
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if key == ord('.'):
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selected += 1
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selected = min(max(selected, 0), W.cols()-1)
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set_color(viewer)
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elif key == ord(','):
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selected -= 1
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selected = min(max(selected, 0), W.cols()-1)
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set_color(viewer)
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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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def set_color(viewer):
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global selected, W
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C = igl.eigen.MatrixXd()
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igl.jet(W.col(selected), True, C)
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viewer.data().set_colors(C)
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if __name__ == "__main__":
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keys = {".": "show next weight function",
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",": "show previous weight function",
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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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W = igl.eigen.MatrixXd()
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U = igl.eigen.MatrixXd()
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C = igl.eigen.MatrixXd()
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M = igl.eigen.MatrixXd()
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Q = igl.eigen.MatrixXd()
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T = igl.eigen.MatrixXi()
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F = igl.eigen.MatrixXi()
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BE = igl.eigen.MatrixXi()
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P = igl.eigen.MatrixXi()
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sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])
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selected = 0
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pose = igl.RotationList()
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anim_t = 1.0
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anim_t_dir = -0.03
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igl.readMESH(TUTORIAL_SHARED_PATH + "hand.mesh", V, T, F)
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U = igl.eigen.MatrixXd(V)
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igl.readTGF(TUTORIAL_SHARED_PATH + "hand.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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# Read pose as matrix of quaternions per row
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igl.readDMAT(TUTORIAL_SHARED_PATH + "hand-pose.dmat", Q)
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igl.column_to_quats(Q, pose)
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assert (len(pose) == BE.rows())
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# List of boundary indices (aka fixed value indices into VV)
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b = igl.eigen.MatrixXi()
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# List of boundary conditions of each weight function
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bc = igl.eigen.MatrixXd()
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igl.boundary_conditions(V, T, C, igl.eigen.MatrixXi(), BE, igl.eigen.MatrixXi(), b, bc)
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# compute BBW weights matrix
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bbw_data = igl.BBWData()
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# only a few iterations for sake of demo
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bbw_data.active_set_params.max_iter = 8
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bbw_data.verbosity = 2
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if not igl.bbw(V, T, b, bc, bbw_data, W):
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exit(-1)
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# Normalize weights to sum to one
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igl.normalize_row_sums(W, W)
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# precompute linear blend skinning matrix
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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.glfw.Viewer()
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viewer.data().set_mesh(U, F)
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set_color(viewer)
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viewer.data().set_edges(C, BE, sea_green)
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viewer.data().show_lines = False
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viewer.data().show_overlay_depth = False
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viewer.data().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.animation_max_fps = 30.0
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viewer.launch()
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