def pre_draw(viewer): global z_max, z_dir, k, resolve, V, U, Z, F, b, bc if resolve: igl.harmonic(V, F, b, bc, k, Z) resolve = False U.setCol(2, z_max * Z) viewer.data.set_vertices(U) viewer.data.compute_normals() if viewer.core.is_animating: z_max += z_dir z_dir *= (-1.0 if z_max >= 1.0 or z_max <= 0.0 else 1.0) return False
def pre_draw(viewer): global bc_frac, bc_dir, deformation_field, V, U, V_bc, U_bc, F, b # Determine boundary conditions if (viewer.core.is_animating): bc_frac += bc_dir bc_dir *= (-1.0 if bc_frac >= 1.0 or bc_frac <= 0.0 else 1.0) U_bc_anim = V_bc + bc_frac * (U_bc - V_bc) if (deformation_field): D = igl.eigen.MatrixXd() D_bc = U_bc_anim - V_bc igl.harmonic(V, F, b, D_bc, 2, D) U = V + D else: igl.harmonic(V, F, b, U_bc_anim, 2, U) viewer.data().set_vertices(U) viewer.data().compute_normals() return False
def pre_draw(viewer): global bc_frac, bc_dir, deformation_field, V, U, V_bc, U_bc, F, b # Determine boundary conditions if (viewer.core.is_animating): bc_frac += bc_dir bc_dir *= (-1.0 if bc_frac >= 1.0 or bc_frac <= 0.0 else 1.0) U_bc_anim = V_bc + bc_frac * (U_bc - V_bc) if (deformation_field): D = igl.eigen.MatrixXd() D_bc = U_bc_anim - V_bc igl.harmonic(V, F, b, D_bc, 2, D) U = V + D else: igl.harmonic(V, F, b, U_bc_anim, 2, U) viewer.data.set_vertices(U) viewer.data.compute_normals() return False
return False # Load a mesh in OFF format igl.readOFF(TUTORIAL_SHARED_PATH + "camelhead.off", V, F) # Find the open boundary bnd = igl.eigen.MatrixXi() igl.boundary_loop(F, bnd) # Map the boundary to a circle, preserving edge proportions bnd_uv = igl.eigen.MatrixXd() igl.map_vertices_to_circle(V, bnd, bnd_uv) # Harmonic parametrization for the internal vertices igl.harmonic(V, F, bnd, bnd_uv, 1, V_uv) # Scale UV to make the texture more clear V_uv *= 5 # Plot the mesh viewer = igl.glfw.Viewer() viewer.data().set_mesh(V, F) viewer.data().set_uv(V_uv) viewer.callback_key_down = key_down # Disable wireframe viewer.data().show_lines = False # Draw checkerboard texture viewer.data().show_texture = True
viewer.core.align_camera_center(V, F) viewer.data().compute_normals() return False # Load a mesh in OFF format igl.readOFF(TUTORIAL_SHARED_PATH + "camelhead.off", V, F) # Compute the initial solution for ARAP (harmonic parametrization) bnd = igl.eigen.MatrixXi() igl.boundary_loop(F, bnd) bnd_uv = igl.eigen.MatrixXd() igl.map_vertices_to_circle(V, bnd, bnd_uv) igl.harmonic(V, F, bnd, bnd_uv, 1, initial_guess) # 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!
viewer.core.align_camera_center(V, F) viewer.data.compute_normals() return False # Load a mesh in OFF format igl.readOFF("../../tutorial/shared/camelhead.off", V, F) # Compute the initial solution for ARAP (harmonic parametrization) bnd = igl.eigen.MatrixXi() igl.boundary_loop(F, bnd) bnd_uv = igl.eigen.MatrixXd() igl.map_vertices_to_circle(V, bnd, bnd_uv) igl.harmonic(V, F, bnd, bnd_uv, 1, initial_guess) # 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!
viewer.data.compute_normals() return False # Load a mesh in OFF format igl.readOFF("../../tutorial/shared/camelhead.off", V, F) # Find the open boundary bnd = igl.eigen.MatrixXi() igl.boundary_loop(F,bnd) # Map the boundary to a circle, preserving edge proportions bnd_uv = igl.eigen.MatrixXd() igl.map_vertices_to_circle(V,bnd,bnd_uv) # Harmonic parametrization for the internal vertices igl.harmonic(V,F,bnd,bnd_uv,1,V_uv) # Scale UV to make the texture more clear V_uv *= 5; # 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