def update(viewer): global V, F, T, W, slice_z, overlay plane = igl.eigen.MatrixXd([ 0, 0, 1, -((1 - slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff()) ]) V_vis = igl.eigen.MatrixXd() F_vis = igl.eigen.MatrixXi() J = igl.eigen.MatrixXi() bary = igl.eigen.SparseMatrixd() igl.slice_tets(V, T, plane, V_vis, F_vis, J, bary) W_vis = igl.eigen.MatrixXd() igl.slice(W, J, W_vis) C_vis = igl.eigen.MatrixXd() igl.parula(W_vis, False, C_vis) if overlay == 1: # OVERLAY_INPUT append_mesh(C_vis, F_vis, V_vis, V, F, igl.eigen.MatrixXd([[1., 0.894, 0.227]])) elif overlay == 2: # OVERLAY_OUTPUT 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.data.set_face_based(True)
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
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
def update(viewer): global V, F, T, W, slice_z, overlay plane = igl.eigen.MatrixXd([0, 0, 1, -((1 - slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff())]) V_vis = igl.eigen.MatrixXd() F_vis = igl.eigen.MatrixXi() J = igl.eigen.MatrixXi() bary = igl.eigen.SparseMatrixd() igl.slice_tets(V, T, plane, V_vis, F_vis, J, bary) W_vis = igl.eigen.MatrixXd() igl.slice(W, J, W_vis) C_vis = igl.eigen.MatrixXd() igl.parula(W_vis, False, C_vis) if overlay == 1: # OVERLAY_INPUT append_mesh(C_vis, F_vis, V_vis, V, F, igl.eigen.MatrixXd([[1., 0.894, 0.227]])) elif overlay == 2: # OVERLAY_OUTPUT 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.data.set_face_based(True)
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.colwise().maxCoeff() - V_vis.colwise().minCoeff()).norm() # # if l.maxCoeff() < max_l: # break # # bad = e2p(l.rowwiseMaxCoeff()) # bad = bad > max_l # 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, (bad!=true).eval(), 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.array() = 0.5*(S_vis.array()/max_distance)+0.5; # C_vis = igl.eigen.MatrixXi() # # color without normalizing # igl.parula(S_vis, False, C_vis) # const auto & append_mesh = [&C_vis,&F_vis,&V_vis](const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const RowVector3d & color) # F_vis.conservativeResize(F_vis.rows() + F.rows(), 3) # F_vis.bottomRows(F.rows()) = F.array() + V_vis.rows() # V_vis.conservativeResize(V_vis.rows() + V.rows(), 3) # V_vis.bottomRows(V.rows()) = V # C_vis.conservativeResize(C_vis.rows() + V.rows(), 3) # C_vis.bottomRows(V.rows()).rowwise() = color # if overlay: # append_mesh(V, F, RowVector3d(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.colwise().maxCoeff() - V_vis.colwise().minCoeff()).norm() # # if l.maxCoeff() < max_l: # break # # bad = e2p(l.rowwiseMaxCoeff()) # bad = bad > max_l # 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, (bad!=true).eval(), 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.array() = 0.5*(S_vis.array()/max_distance)+0.5; # C_vis = igl.eigen.MatrixXi() # # color without normalizing # igl.parula(S_vis, False, C_vis) # const auto & append_mesh = [&C_vis,&F_vis,&V_vis](const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const RowVector3d & color) # F_vis.conservativeResize(F_vis.rows() + F.rows(), 3) # F_vis.bottomRows(F.rows()) = F.array() + V_vis.rows() # V_vis.conservativeResize(V_vis.rows() + V.rows(), 3) # V_vis.bottomRows(V.rows()) = V # C_vis.conservativeResize(C_vis.rows() + V.rows(), 3) # C_vis.bottomRows(V.rows()).rowwise() = color # if overlay: # append_mesh(V, F, RowVector3d(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