def pre_draw(viewer): global anim_t bc = igl.eigen.MatrixXd(b.size(), V.cols()) for i in range(0, b.size()): bc.setRow(i, V.row(b[i])) if S[b[i]] == 0: r = mid[0] * 0.25 bc[i, 0] = bc[i, 0] + r * sin(0.5 * anim_t * 2. * pi) bc[i, 1] = bc[i, 1] - r + r * cos(pi + 0.5 * anim_t * 2. * pi) elif S[b[i]] == 1: r = mid[1] * 0.15 bc[i, 1] = bc[i, 1] + r + r * cos(pi + 0.15 * anim_t * 2. * pi) bc[i, 2] = bc[i, 2] - r * sin(0.15 * anim_t * 2. * pi) elif S[b[i]] == 2: r = mid[1] * 0.15 bc[i, 2] = bc[i, 2] + r + r * cos(pi + 0.35 * anim_t * 2. * pi) bc[i, 0] = bc[i, 0] + r * sin(0.35 * anim_t * 2. * pi) igl.arap_solve(bc, arap_data, U) viewer.data.set_vertices(U) viewer.data.compute_normals() if viewer.core.is_animating: anim_t += anim_t_dir return False
def pre_draw(viewer): global anim_t bc = igl.eigen.MatrixXd(b.size(),V.cols()) for i in range(0,b.size()): bc.setRow(i,V.row(b[i])) if S[b[i]] == 0: r = mid[0]*0.25 bc[i,0] = bc[i,0] + r*sin(0.5*anim_t*2.*pi) bc[i,1] = bc[i,1] - r+r*cos(pi+0.5*anim_t*2.*pi) elif S[b[i]] == 1: r = mid[1]*0.15 bc[i,1] = bc[i,1] + r + r*cos(pi + 0.15*anim_t*2.*pi) bc[i,2] = bc[i,2] - r*sin(0.15*anim_t*2.*pi) elif S[b[i]] == 2: r = mid[1]*0.15 bc[i,2] = bc[i,2] + r+r*cos(pi+0.35*anim_t*2.*pi) bc[i,0] = bc[i,0] + r*sin(0.35*anim_t*2.*pi) igl.arap_solve(bc,arap_data,U) viewer.data.set_vertices(U) viewer.data.compute_normals() if viewer.core.is_animating: anim_t += anim_t_dir return False
# Add dynamic regularization to avoid to specify boundary conditions arap_data = igl.ARAPData() arap_data.with_dynamics = True b = igl.eigen.MatrixXi.Zero(0,0); bc = igl.eigen.MatrixXd.Zero(0,0); # Initialize ARAP arap_data.max_iter = 100 # 2 means that we're going to *solve* in 2d igl.arap_precomputation(V,F,2,b,arap_data) # Solve arap using the harmonic map as initial guess V_uv = igl.eigen.MatrixXd(initial_guess) # important, make a copy of it! igl.arap_solve(bc,arap_data,V_uv) # Scale UV to make the texture more clear V_uv *= 20 # Plot the mesh viewer = igl.viewer.Viewer() viewer.data.set_mesh(V, F) viewer.data.set_uv(V_uv) viewer.callback_key_down = key_down # Disable wireframe viewer.core.show_lines = False # Draw checkerboard texture viewer.core.show_texture = True