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#include <igl/boundary_loop.h>
#include <igl/readOFF.h>
#include <igl/opengl/glfw/Viewer.h>
#include <igl/lscm.h>
Eigen::MatrixXd V;
Eigen::MatrixXi F;
Eigen::MatrixXd V_uv;
bool key_down(igl::opengl::glfw::Viewer& viewer, unsigned char key, int modifier)
{
if (key == '1')
{
// Plot the 3D mesh
viewer.data().set_mesh(V,F);
viewer.core().align_camera_center(V,F);
}
else if (key == '2')
{
// Plot the mesh in 2D using the UV coordinates as vertex coordinates
viewer.data().set_mesh(V_uv,F);
viewer.core().align_camera_center(V_uv,F);
}
viewer.data().compute_normals();
return false;
}
int main(int argc, char *argv[])
{
using namespace Eigen;
using namespace std;
// Load a mesh in OFF format
igl::readOFF(TUTORIAL_SHARED_PATH "/camelhead.off", V, F);
// Fix two points on the boundary
VectorXi bnd,b(2,1);
igl::boundary_loop(F,bnd);
b(0) = bnd(0);
b(1) = bnd(bnd.size()/2);
MatrixXd bc(2,2);
bc<<0,0,1,0;
// LSCM parametrization
igl::lscm(V,F,b,bc,V_uv);
// Scale the uv
V_uv *= 5;
// 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();
}