Datasets:

Modalities:
Image
Text
Formats:
text
Size:
< 1K
Libraries:
Datasets
License:
File size: 4,188 Bytes
5b89cb9
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
#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();
}