def pre_draw(viewer): global seq_id global time_step filename = "/Users/kostrikov/tmp/arap/results_lap/samples_epoch_{0:03d}_{1:03d}".format( seq_id, time_step % 20) if time_step < 20: filename += "_0curr.obj" else: filename += "_1pred.obj" global V, F global V_other, F_other igl.readOBJ(filename, V, F) if filename.find('1pred') and args.draw_gt == True: filename_other = filename.replace('1pred', '2targ') igl.readOBJ(filename_other, V_other, F_other) V_full = igl.cat(1, V, V_other) F_full = igl.cat(1, F, F_other + V.rows()) else: V_full = V F_full = F viewer.data.clear() viewer.data.set_mesh(V_full, F_full) C = igl.eigen.MatrixXd(F_full.rows(), 3) red = igl.eigen.MatrixXd([[1.0, 0.0, 0.0]]) blue = igl.eigen.MatrixXd([[0.0, 0.0, 1.0]]) green = igl.eigen.MatrixXd([[0.0, 1.0, 0.0]]) for f in range(F_full.rows()): if time_step < 20: C.setRow(f, red) else: if f < F.rows(): C.setRow(f, blue) else: C.setRow(f, green) viewer.data.set_colors(C) time_step += 1 if time_step == 40: time_step = 0 seq_id += 1 if seq_id == 64: seq_id = 0 return False
def update_visualization(viewer): global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay plane = igl.eigen.MatrixXd([ 0.0, 0.0, 1.0, -((1 - slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff()) ]) V_vis = igl.eigen.MatrixXd() F_vis = igl.eigen.MatrixXi() # Extract triangle mesh slice through volume mesh and subdivide nasty triangles J = igl.eigen.MatrixXi() bary = igl.eigen.SparseMatrixd() igl.marching_tets(V, T, plane, V_vis, F_vis, J, bary) max_l = 0.03 while True: l = igl.eigen.MatrixXd() igl.edge_lengths(V_vis, F_vis, l) l /= (V_vis.colwiseMaxCoeff() - V_vis.colwiseMinCoeff()).norm() if l.maxCoeff() < max_l: break bad = l.rowwiseMaxCoeff() > max_l notbad = l.rowwiseMaxCoeff() <= max_l # TODO replace by ~ operator F_vis_bad = igl.eigen.MatrixXi() F_vis_good = igl.eigen.MatrixXi() igl.slice_mask(F_vis, bad, 1, F_vis_bad) igl.slice_mask(F_vis, notbad, 1, F_vis_good) igl.upsample(V_vis, F_vis_bad) F_vis = igl.cat(1, F_vis_bad, F_vis_good) # Compute signed distance S_vis = igl.eigen.MatrixXd() I = igl.eigen.MatrixXi() N = igl.eigen.MatrixXd() C = igl.eigen.MatrixXd() # Bunny is a watertight mesh so use pseudonormal for signing igl.signed_distance_pseudonormal(V_vis, V, F, tree, FN, VN, EN, EMAP, S_vis, I, C, N) # push to [0,1] range S_vis = 0.5 * (S_vis / max_distance) + 0.5 C_vis = igl.eigen.MatrixXd() # color without normalizing igl.parula(S_vis, False, C_vis) if overlay: append_mesh(C_vis, F_vis, V_vis, V, F, igl.eigen.MatrixXd([[0.8, 0.8, 0.8]])) viewer.data().clear() viewer.data().set_mesh(V_vis, F_vis) viewer.data().set_colors(C_vis) viewer.core.lighting_factor = overlay
def update_visualization(viewer): global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay plane = igl.eigen.MatrixXd([0.0, 0.0, 1.0, -((1 - slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff())]) V_vis = igl.eigen.MatrixXd() F_vis = igl.eigen.MatrixXi() # Extract triangle mesh slice through volume mesh and subdivide nasty triangles J = igl.eigen.MatrixXi() bary = igl.eigen.SparseMatrixd() igl.slice_tets(V, T, plane, V_vis, F_vis, J, bary) max_l = 0.03 while True: l = igl.eigen.MatrixXd() igl.edge_lengths(V_vis, F_vis, l) l /= (V_vis.colwiseMaxCoeff() - V_vis.colwiseMinCoeff()).norm() if l.maxCoeff() < max_l: break bad = l.rowwiseMaxCoeff() > max_l notbad = l.rowwiseMaxCoeff() <= max_l # TODO replace by ~ operator F_vis_bad = igl.eigen.MatrixXi() F_vis_good = igl.eigen.MatrixXi() igl.slice_mask(F_vis, bad, 1, F_vis_bad) igl.slice_mask(F_vis, notbad, 1, F_vis_good) igl.upsample(V_vis, F_vis_bad) F_vis = igl.cat(1, F_vis_bad, F_vis_good) # Compute signed distance S_vis = igl.eigen.MatrixXd() I = igl.eigen.MatrixXi() N = igl.eigen.MatrixXd() C = igl.eigen.MatrixXd() # Bunny is a watertight mesh so use pseudonormal for signing igl.signed_distance_pseudonormal(V_vis, V, F, tree, FN, VN, EN, EMAP, S_vis, I, C, N) # push to [0,1] range S_vis = 0.5 * (S_vis / max_distance) + 0.5 C_vis = igl.eigen.MatrixXd() # color without normalizing igl.parula(S_vis, False, C_vis) if overlay: append_mesh(C_vis, F_vis, V_vis, V, F, igl.eigen.MatrixXd([[0.8, 0.8, 0.8]])) viewer.data.clear() viewer.data.set_mesh(V_vis, F_vis) viewer.data.set_colors(C_vis) viewer.core.lighting_factor = overlay