Пример #1
0
    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)

    # Plot the mesh with pseudocolors
    viewer = igl.viewer.Viewer()
    viewer.data.set_mesh(U, F)
    viewer.data.set_edges(C, BE, sea_green)
    viewer.core.show_lines = False
    viewer.core.show_overlay_depth = False
    viewer.core.line_width = 1
    viewer.core.trackball_angle.normalize()
    viewer.callback_pre_draw = pre_draw
    viewer.callback_key_down = key_down
    viewer.core.is_animating = False
    viewer.core.camera_zoom = 2.5
    viewer.core.animation_max_fps = 30.0
    viewer.launch()
    bc = igl.eigen.MatrixXd()

    igl.boundary_conditions(V, T, C, igl.eigen.MatrixXi(), BE, igl.eigen.MatrixXi(), b, bc)

    # compute BBW weights matrix
    bbw_data = igl.BBWData()
    # only a few iterations for sake of demo
    bbw_data.active_set_params.max_iter = 8
    bbw_data.verbosity = 2
    if not igl.bbw(V, T, b, bc, bbw_data, W):
        exit(-1)

    # Normalize weights to sum to one
    igl.normalize_row_sums(W, W)
    # precompute linear blend skinning matrix
    igl.lbs_matrix(V, W, M)

    # Plot the mesh with pseudocolors
    viewer = igl.viewer.Viewer()
    viewer.data.set_mesh(U, F)
    set_color(viewer)
    viewer.data.set_edges(C, BE, sea_green)
    viewer.core.show_lines = False
    viewer.core.show_overlay_depth = False
    viewer.core.line_width = 1
    viewer.core.trackball_angle.normalize()
    viewer.callback_pre_draw = pre_draw
    viewer.callback_key_down = key_down
    viewer.core.is_animating = False
    viewer.core.animation_max_fps = 30.0
    viewer.launch()