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#include <igl/opengl/gl.h>
#include <igl/arap.h>
#include <igl/biharmonic_coordinates.h>
#include <igl/cat.h>
#include <igl/cotmatrix.h>
#include <igl/massmatrix.h>
#include <igl/matrix_to_list.h>
#include <igl/parula.h>
#include <igl/point_mesh_squared_distance.h>
#include <igl/readDMAT.h>
#include <igl/readMESH.h>
#include <igl/remove_unreferenced.h>
#include <igl/writeDMAT.h>
#include <igl/opengl/glfw/Viewer.h>
#include <Eigen/Sparse>
#include <iostream>
#include <queue>
struct Mesh
{
Eigen::MatrixXd V,U;
Eigen::MatrixXi T,F;
} low,high,scene;
Eigen::MatrixXd W;
igl::ARAPData arap_data;
int main(int argc, char * argv[])
{
using namespace Eigen;
using namespace std;
using namespace igl;
// read the mesh, if the code is prepared outside of tutorial, the TUTORIAL_SHARED_PATH
// should be the data folder
if(!readMESH(TUTORIAL_SHARED_PATH "/octopus-low.mesh",low.V,low.T,low.F))
{
cout<<"failed to load mesh"<<endl;
}
if(!readMESH(TUTORIAL_SHARED_PATH "/octopus-high.mesh",high.V,high.T,high.F))
{
cout<<"failed to load mesh"<<endl;
}
// Precomputation
{
Eigen::VectorXi b;
{
// this will create a vector from 0 to V.rows()-1 where the gap is 1
Eigen::VectorXi J = Eigen::VectorXi::LinSpaced(high.V.rows(),0,high.V.rows()-1);
Eigen::VectorXd sqrD;
Eigen::MatrixXd _2;
cout<<"Finding closest points..."<<endl;
// using J which is N by 1 instead of a matrix that represents faces of N by 3
// so that we will find the closest vertices istead of closest point on the face
// so far the two meshes are not seperated. So what we are really doing here
// is computing handles from low resolution and use that for the high resolution one
igl::point_mesh_squared_distance(low.V,high.V,J,sqrD,b,_2);
assert(sqrD.minCoeff() < 1e-7 && "low.V should exist in high.V");
}
// force perfect positioning, rather have popping in low-res than high-res.
// The correct/elaborate thing to do is express original low.V in terms of
// linear interpolation (or extrapolation) via elements in (high.V,high.F)
// this is to replace the vertices on low resolution
// with the vertices in high resolution. b is the list of vertices
// corresponding to the indices in high resolution which has closest
// distance to the points in low resolution
low.V = high.V(b,Eigen::all);
// list of points --> list of singleton lists
std::vector<std::vector<int> > S;
// S will hav size of low.V.rows() and each list inside will have 1 element
igl::matrix_to_list(b,S);
cout<<"Computing weights for "<<b.size()<<
" handles at "<<high.V.rows()<<" vertices..."<<endl;
// Technically k should equal 3 for smooth interpolation in 3d, but 2 is
// faster and looks OK
const int k = 2;
// using all the points in low resolution as handles for the region
// it will be too expansive to use all the points in high reolution as handles
// but since low and high resembles the same thing, using points in low reesolution
// will give you similar performance
igl::biharmonic_coordinates(high.V,high.T,S,k,W);
cout<<"Reindexing..."<<endl;
// Throw away interior tet-vertices, keep weights and indices of boundary
VectorXi I,J;
igl::remove_unreferenced(high.V.rows(),high.F,I,J);
for_each(high.F.data(),high.F.data()+high.F.size(),[&I](int & a){a=I(a);});
for_each(b.data(),b.data()+b.size(),[&I](int & a){a=I(a);});
high.V = high.V(J,Eigen::all).eval();
W = W(J,Eigen::all).eval();
}
// Resize low res (high res will also be resized by affine precision of W)
low.V.rowwise() -= low.V.colwise().mean();
low.V /= (low.V.maxCoeff()-low.V.minCoeff());
low.V.rowwise() += RowVector3d(0,1,0);
low.U = low.V;
high.U = high.V;
arap_data.with_dynamics = true;
arap_data.max_iter = 10;
arap_data.energy = ARAP_ENERGY_TYPE_DEFAULT;
arap_data.h = 0.01;
arap_data.ym = 0.001;
if(!arap_precomputation(low.V,low.T,3,VectorXi(),arap_data))
{
cerr<<"arap_precomputation failed."<<endl;
return EXIT_FAILURE;
}
// Constant gravitational force
Eigen::SparseMatrix<double> M;
igl::massmatrix(low.V,low.T,igl::MASSMATRIX_TYPE_DEFAULT,M);
const size_t n = low.V.rows();
// f = ma
arap_data.f_ext = M * RowVector3d(0,-9.8,0).replicate(n,1);
// Random initial velocities to wiggle things
arap_data.vel = MatrixXd::Random(n,3);
igl::opengl::glfw::Viewer viewer;
// Create one huge mesh containing both meshes
igl::cat(1,low.U,high.U,scene.U);
// need to remap the indices since we cat the V matrices
igl::cat(1,low.F,MatrixXi(high.F.array()+low.V.rows()),scene.F);
// Color each mesh
viewer.data().set_mesh(scene.U,scene.F);
MatrixXd C(scene.F.rows(),3);
C<<
RowVector3d(0.8,0.5,0.2).replicate(low.F.rows(),1),
RowVector3d(0.3,0.4,1.0).replicate(high.F.rows(),1);
viewer.data().set_colors(C);
viewer.callback_key_pressed =
[&](igl::opengl::glfw::Viewer & viewer,unsigned int key,int mods)->bool
{
switch(key)
{
default:
return false;
case ' ':
viewer.core().is_animating = !viewer.core().is_animating;
return true;
case 'r':
low.U = low.V;
return true;
}
};
viewer.callback_pre_draw = [&](igl::opengl::glfw::Viewer & viewer)->bool
{
glEnable(GL_CULL_FACE);
if(viewer.core().is_animating)
{
arap_solve(MatrixXd(0,3),arap_data,low.U);
for(int v = 0;v<low.U.rows();v++)
{
// collide with y=0 plane
const int y = 1;
if(low.U(v,y) < 0)
{
low.U(v,y) = -low.U(v,y);
// ~ coefficient of restitution
const double cr = 1.1;
arap_data.vel(v,y) = - arap_data.vel(v,y) / cr;
}
}
scene.U.block(0,0,low.U.rows(),low.U.cols()) = low.U;
high.U = W * (low.U.rowwise() + RowVector3d(1,0,0));
scene.U.block(low.U.rows(),0,high.U.rows(),high.U.cols()) = high.U;
viewer.data().set_vertices(scene.U);
viewer.data().compute_normals();
}
return false;
};
viewer.data().show_lines = false;
viewer.core().is_animating = true;
viewer.core().animation_max_fps = 30.;
viewer.data().set_face_based(true);
cout<<R"(
[space] to toggle animation
'r' to reset positions
)";
viewer.core().rotation_type =
igl::opengl::ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP;
viewer.launch();
}