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#include <igl/boundary_loop.h>
#include <igl/harmonic.h>
#include <igl/map_vertices_to_circle.h>
#include <igl/read_triangle_mesh.h>
#include <igl/opengl/glfw/Viewer.h>
int main(int argc, char *argv[])
{
Eigen::MatrixXd V, V_uv;
Eigen::MatrixXi F;
// Load a mesh in OFF format
igl::read_triangle_mesh(TUTORIAL_SHARED_PATH "/camelhead.off", V, F);
// Find the open boundary
Eigen::VectorXi bnd;
igl::boundary_loop(F,bnd);
// Map the boundary to a circle, preserving edge proportions
Eigen::MatrixXd bnd_uv;
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
igl::opengl::glfw::Viewer viewer;
viewer.data().set_mesh(V, F);
viewer.data().set_uv(V_uv);
// Attach callback to allow toggling between 3D and 2D view
viewer.callback_key_pressed =
[&V,&V_uv,&F](igl::opengl::glfw::Viewer& viewer, unsigned int key, int /*mod*/)
{
if(key == '3' || key == '2')
{
// Plot the 3D mesh or 2D UV coordinates
viewer.data().set_vertices(key=='3'?V:V_uv);
viewer.data().compute_normals();
viewer.core().align_camera_center(key=='3'?V:V_uv,F);
// key press was used
return true;
}
// key press not used
return false;
};
// Disable wireframe
viewer.data().show_lines = false;
// Draw default checkerboard texture
viewer.data().show_texture = true;
std::cout<<R"(
3 Show 3D model
2 Show 2D parametrization
)";
// Launch the viewer
viewer.launch();
}