コード例 #1
0
    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)
コード例 #2
0
    W = igl.eigen.MatrixXd()
    M = igl.eigen.MatrixXd()

    sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])

    anim_t = 0.0
    anim_t_dir = 0.015
    use_dqs = False
    recompute = True
    animation = False  # Flag needed as there is some synchronization problem with viewer.core.is_animating

    poses = [[]]

    igl.readOBJ(TUTORIAL_SHARED_PATH + "arm.obj", V, F)
    U = igl.eigen.MatrixXd(V)
    igl.readTGF(TUTORIAL_SHARED_PATH + "arm.tgf", C, BE)

    # retrieve parents for forward kinematics
    igl.directed_edge_parents(BE, P)
    rest_pose = igl.RotationList()
    igl.directed_edge_orientations(C, BE, rest_pose)
    poses = [[igl.eigen.Quaterniond.Identity() for i in range(4)] for j in range(4)]

    twist = igl.eigen.Quaterniond(pi, igl.eigen.MatrixXd([1, 0, 0]))
    poses[1][2] = rest_pose[2] * twist * rest_pose[2].conjugate()
    bend = igl.eigen.Quaterniond(-pi * 0.7, igl.eigen.MatrixXd([0, 0, 1]))
    poses[3][2] = rest_pose[2] * bend * rest_pose[2].conjugate()

    igl.readDMAT(TUTORIAL_SHARED_PATH + "arm-weights.dmat", W)
    igl.lbs_matrix(V, W, M)
コード例 #3
0
    W = igl.eigen.MatrixXd()
    M = igl.eigen.MatrixXd()

    sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])

    anim_t = 0.0
    anim_t_dir = 0.015
    use_dqs = False
    recompute = True
    animation = False  # Flag needed as there is some synchronization problem with viewer.core.is_animating

    poses = [[]]

    igl.readOBJ(TUTORIAL_SHARED_PATH + "arm.obj", V, F)
    U = igl.eigen.MatrixXd(V)
    igl.readTGF(TUTORIAL_SHARED_PATH + "arm.tgf", C, BE)

    # retrieve parents for forward kinematics
    igl.directed_edge_parents(BE, P)
    rest_pose = igl.RotationList()
    igl.directed_edge_orientations(C, BE, rest_pose)
    poses = [[igl.eigen.Quaterniond.Identity() for i in range(4)]
             for j in range(4)]

    twist = igl.eigen.Quaterniond(pi, igl.eigen.MatrixXd([1, 0, 0]))
    poses[1][2] = rest_pose[2] * twist * rest_pose[2].conjugate()
    bend = igl.eigen.Quaterniond(-pi * 0.7, igl.eigen.MatrixXd([0, 0, 1]))
    poses[3][2] = rest_pose[2] * bend * rest_pose[2].conjugate()

    igl.readDMAT(TUTORIAL_SHARED_PATH + "arm-weights.dmat", W)
    igl.lbs_matrix(V, W, M)