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#include <igl/directed_edge_orientations.h>
#include <igl/directed_edge_parents.h>
#include <igl/forward_kinematics.h>
#include <igl/PI.h>
#include <igl/lbs_matrix.h>
#include <igl/deform_skeleton.h>
#include <igl/dqs.h>
#include <igl/readDMAT.h>
#include <igl/readOBJ.h>
#include <igl/readTGF.h>
#include <igl/opengl/glfw/Viewer.h>
#include <Eigen/Geometry>
#include <Eigen/StdVector>
#include <vector>
#include <algorithm>
#include <iostream>
typedef
std::vector<Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
RotationList;
const Eigen::RowVector3d sea_green(70./255.,252./255.,167./255.);
Eigen::MatrixXd V,W,C,U,M;
Eigen::MatrixXi F,BE;
Eigen::VectorXi P;
std::vector<RotationList > poses;
double anim_t = 0.0;
double anim_t_dir = 0.015;
bool use_dqs = false;
bool recompute = true;
bool pre_draw(igl::opengl::glfw::Viewer & viewer)
{
using namespace Eigen;
using namespace std;
if(recompute)
{
// Find pose interval
const int begin = (int)floor(anim_t)%poses.size();
const int end = (int)(floor(anim_t)+1)%poses.size();
const double t = anim_t - floor(anim_t);
// Interpolate pose and identity
RotationList anim_pose(poses[begin].size());
for(int e = 0;e<poses[begin].size();e++)
{
anim_pose[e] = poses[begin][e].slerp(t,poses[end][e]);
}
// Propagate relative rotations via FK to retrieve absolute transformations
RotationList vQ;
vector<Vector3d> vT;
igl::forward_kinematics(C,BE,P,anim_pose,vQ,vT);
const int dim = C.cols();
MatrixXd T(BE.rows()*(dim+1),dim);
for(int e = 0;e<BE.rows();e++)
{
Affine3d a = Affine3d::Identity();
a.translate(vT[e]);
a.rotate(vQ[e]);
T.block(e*(dim+1),0,dim+1,dim) =
a.matrix().transpose().block(0,0,dim+1,dim);
}
// Compute deformation via LBS as matrix multiplication
if(use_dqs)
{
igl::dqs(V,W,vQ,vT,U);
}else
{
U = M*T;
}
// Also deform skeleton edges
MatrixXd CT;
MatrixXi BET;
igl::deform_skeleton(C,BE,T,CT,BET);
viewer.data().set_vertices(U);
viewer.data().set_edges(CT,BET,sea_green);
viewer.data().compute_normals();
if(viewer.core().is_animating)
{
anim_t += anim_t_dir;
}
else
{
recompute=false;
}
}
return false;
}
bool key_down(igl::opengl::glfw::Viewer &viewer, unsigned char key, int mods)
{
recompute = true;
switch(key)
{
case 'D':
case 'd':
use_dqs = !use_dqs;
return true;
case ' ':
viewer.core().is_animating = !viewer.core().is_animating;
return true;
}
return false;
}
int main(int argc, char *argv[])
{
using namespace Eigen;
using namespace std;
igl::readOBJ(TUTORIAL_SHARED_PATH "/arm.obj",V,F);
U=V;
igl::readTGF(TUTORIAL_SHARED_PATH "/arm.tgf",C,BE);
// retrieve parents for forward kinematics
igl::directed_edge_parents(BE,P);
RotationList rest_pose;
igl::directed_edge_orientations(C,BE,rest_pose);
poses.resize(4,RotationList(4,Quaterniond::Identity()));
// poses[1] // twist
const Quaterniond twist(AngleAxisd(igl::PI,Vector3d(1,0,0)));
poses[1][2] = rest_pose[2]*twist*rest_pose[2].conjugate();
const Quaterniond bend(AngleAxisd(-igl::PI*0.7,Vector3d(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
igl::opengl::glfw::Viewer viewer;
viewer.data().set_mesh(U, F);
viewer.data().set_edges(C,BE,sea_green);
viewer.data().show_lines = false;
viewer.data().show_overlay_depth = false;
viewer.data().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.;
cout<<"Press [d] to toggle between LBS and DQS"<<endl<<
"Press [space] to toggle animation"<<endl;
viewer.launch();
}