#include #include #include #include #include #include Eigen::MatrixXd V; Eigen::MatrixXi F; Eigen::MatrixXd V_uv; Eigen::MatrixXd initial_guess; bool show_uv = false; bool key_down(igl::opengl::glfw::Viewer& viewer, unsigned char key, int modifier) { if (key == '1') show_uv = false; else if (key == '2') show_uv = true; if (key == 'q') V_uv = initial_guess; if (show_uv) { viewer.data().set_mesh(V_uv,F); viewer.core().align_camera_center(V_uv,F); } else { viewer.data().set_mesh(V,F); viewer.core().align_camera_center(V,F); } viewer.data().compute_normals(); return false; } int main(int argc, char *argv[]) { using namespace std; // Load a mesh in OFF format igl::readOFF(TUTORIAL_SHARED_PATH "/camelhead.off", V, F); // Compute the initial solution for ARAP (harmonic parametrization) Eigen::VectorXi bnd; igl::boundary_loop(F,bnd); Eigen::MatrixXd bnd_uv; 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 igl::ARAPData arap_data; arap_data.with_dynamics = true; Eigen::VectorXi b = Eigen::VectorXi::Zero(0); Eigen::MatrixXd bc = Eigen::MatrixXd::Zero(0,0); // Initialize ARAP arap_data.max_iter = 100; // 2 means that we're going to *solve* in 2d arap_precomputation(V,F,2,b,arap_data); // Solve arap using the harmonic map as initial guess V_uv = initial_guess; arap_solve(bc,arap_data,V_uv); // Scale UV to make the texture more clear V_uv *= 20; // Plot the mesh igl::opengl::glfw::Viewer 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; // Launch the viewer viewer.launch(); }