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igl/python/tutorial/403_BoundedBiharmonicWeights.py
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Daniele Panozzo 53ee86a4ab fixing py tutorials
fixing runtime errors introduced by updating to pybind 2.2


Former-commit-id: ac4ffe2434
2018-02-14 16:05:19 -04:00

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Python
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# This file is part of libigl, a simple c++ geometry processing library.
#
# Copyright (C) 2017 Sebastian Koch <s.koch@tu-berlin.de> and Daniele Panozzo <daniele.panozzo@gmail.com>
#
# This Source Code Form is subject to the terms of the Mozilla Public License
# v. 2.0. If a copy of the MPL was not distributed with this file, You can
# obtain one at http://mozilla.org/MPL/2.0/.
import sys, os
# Add the igl library to the modules search path
sys.path.insert(0, os.getcwd() + "/../")
import pyigl as igl
from shared import TUTORIAL_SHARED_PATH, check_dependencies, print_usage
dependencies = ["glfw"]
check_dependencies(dependencies)
def pre_draw(viewer):
global pose, anim_t, C, BE, P, U, M, anim_t_dir
if viewer.core.is_animating:
# Interpolate pose and identity
anim_pose = igl.RotationList(len(pose))
for e in range(len(pose)):
anim_pose[e] = pose[e].slerp(anim_t, igl.eigen.Quaterniond.Identity())
# Propagate relative rotations via FK to retrieve absolute transformations
vQ = igl.RotationList()
vT = []
igl.forward_kinematics(C, BE, P, anim_pose, vQ, vT)
dim = C.cols()
T = igl.eigen.MatrixXd(BE.rows() * (dim + 1), dim)
for e in range(BE.rows()):
a = igl.eigen.Affine3d.Identity()
a.translate(vT[e])
a.rotate(vQ[e])
T.setBlock(e * (dim + 1), 0, dim + 1, dim, a.matrix().transpose().block(0, 0, dim + 1, dim))
# Compute deformation via LBS as matrix multiplication
U = M * T
# Also deform skeleton edges
CT = igl.eigen.MatrixXd()
BET = igl.eigen.MatrixXi()
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()
anim_t += anim_t_dir
anim_t_dir *= -1.0 if (0.0 >= anim_t or anim_t >= 1.0) else 1.0
return False
def key_down(viewer, key, mods):
global selected, W
if key == ord('.'):
selected += 1
selected = min(max(selected, 0), W.cols()-1)
set_color(viewer)
elif key == ord(','):
selected -= 1
selected = min(max(selected, 0), W.cols()-1)
set_color(viewer)
elif key == ord(' '):
viewer.core.is_animating = not viewer.core.is_animating
return True
def set_color(viewer):
global selected, W
C = igl.eigen.MatrixXd()
igl.jet(W.col(selected), True, C)
viewer.data().set_colors(C)
if __name__ == "__main__":
keys = {".": "show next weight function",
",": "show previous weight function",
"space": "toggle animation"}
print_usage(keys)
V = igl.eigen.MatrixXd()
W = igl.eigen.MatrixXd()
U = igl.eigen.MatrixXd()
C = igl.eigen.MatrixXd()
M = igl.eigen.MatrixXd()
Q = igl.eigen.MatrixXd()
T = igl.eigen.MatrixXi()
F = igl.eigen.MatrixXi()
BE = igl.eigen.MatrixXi()
P = igl.eigen.MatrixXi()
sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])
selected = 0
pose = igl.RotationList()
anim_t = 1.0
anim_t_dir = -0.03
igl.readMESH(TUTORIAL_SHARED_PATH + "hand.mesh", V, T, F)
U = igl.eigen.MatrixXd(V)
igl.readTGF(TUTORIAL_SHARED_PATH + "hand.tgf", C, BE)
# Retrieve parents for forward kinematics
igl.directed_edge_parents(BE, P)
# Read pose as matrix of quaternions per row
igl.readDMAT(TUTORIAL_SHARED_PATH + "hand-pose.dmat", Q)
igl.column_to_quats(Q, pose)
assert (len(pose) == BE.rows())
# List of boundary indices (aka fixed value indices into VV)
b = igl.eigen.MatrixXi()
# List of boundary conditions of each weight function
bc = igl.eigen.MatrixXd()
igl.boundary_conditions(V, T, C, igl.eigen.MatrixXi(), BE, igl.eigen.MatrixXi(), b, bc)
# compute BBW weights matrix
bbw_data = igl.BBWData()
# only a few iterations for sake of demo
bbw_data.active_set_params.max_iter = 8
bbw_data.verbosity = 2
if not igl.bbw(V, T, b, bc, bbw_data, W):
exit(-1)
# Normalize weights to sum to one
igl.normalize_row_sums(W, W)
# precompute linear blend skinning matrix
igl.lbs_matrix(V, W, M)
# Plot the mesh with pseudocolors
viewer = igl.glfw.Viewer()
viewer.data().set_mesh(U, F)
set_color(viewer)
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.animation_max_fps = 30.0
viewer.launch()