コード例 #1
0
ファイル: unproject_in_mesh.cpp プロジェクト: azer89/BBW
int igl::unproject_in_mesh(
  const int x,
  const int y,
  const igl::EmbreeIntersector & ei,
  Eigen::PlainObjectBase<Derivedobj> & obj,
  std::vector<igl::Hit > & hits)
{
  using namespace igl;
  using namespace std;
  using namespace Eigen;
  // Source and direction on screen
  Vector3f win_s = Vector3f(x,y,0);
  Vector3f win_d(x,y,1);
  // Source, destination and direction in world
  Vector3f s,d,dir;
  unproject(win_s,s);
  unproject(win_d,d);
  dir = d-s;
  // Shoot ray, collect all hits (could just collect first two)
  int num_rays_shot;
  hits.clear();
  ei.intersectRay(s,dir,hits,num_rays_shot);
  switch(hits.size())
  {
    case 0:
      break;
    case 1:
    {
      obj = (s + dir*hits[0].t).cast<typename Derivedobj::Scalar>();
      break;
    }
    case 2:
    default:
    {
      obj = 0.5*((s + dir*hits[0].t) + (s + dir*hits[1].t)).cast<typename Derivedobj::Scalar>();
      break;
    }
  }
  return hits.size();
}
コード例 #2
0
ファイル: example.cpp プロジェクト: kevinsunsh/libigl
int main(int argc, char * argv[])
{
  using namespace Eigen;
  using namespace igl;
  using namespace std;

  // init mesh
  string filename = "../shared/beast.obj";
  if(argc < 2)
  {
    cerr<<"Usage:"<<endl<<"    ./example input.obj"<<endl;
    cout<<endl<<"Opening default mesh..."<<endl;
  }else
  {
    // Read and prepare mesh
    filename = argv[1];
  }

  // dirname, basename, extension and filename
  string d,b,ext,f;
  pathinfo(filename,d,b,ext,f);
  // Convert extension to lower case
  transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
  vector<vector<double > > vV,vN,vTC;
  vector<vector<int > > vF,vFTC,vFN;
  if(ext == "obj")
  {
    // Convert extension to lower case
    if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
    {
      return 1;
    }
  }else if(ext == "off")
  {
    // Convert extension to lower case
    if(!igl::readOFF(filename,vV,vF,vN))
    {
      return 1;
    }
  }else if(ext == "wrl")
  {
    // Convert extension to lower case
    if(!igl::readWRL(filename,vV,vF))
    {
      return 1;
    }
  //}else
  //{
  //  // Convert extension to lower case
  //  MatrixXi T;
  //  if(!igl::readMESH(filename,V,T,F))
  //  {
  //    return 1;
  //  }
  //  //if(F.size() > T.size() || F.size() == 0)
  //  {
  //    boundary_faces(T,F);
  //  }
  }
  if(vV.size() > 0)
  {
    if(!list_to_matrix(vV,V))
    {
      return 1;
    }
    triangulate(vF,F);
  }

  // Compute normals, centroid, colors, bounding box diagonal
  per_vertex_normals(V,F,N);
  mid = 0.5*(V.colwise().maxCoeff() + V.colwise().minCoeff());
  bbd = (V.colwise().maxCoeff() - V.colwise().minCoeff()).maxCoeff();

  // Init embree
  ei.init(V.cast<float>(),F.cast<int>());

  // Init glut
  glutInit(&argc,argv);

  if( !TwInit(TW_OPENGL, NULL) )
  {
    // A fatal error occured
    fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
    return 1;
  }
  // Create a tweak bar
  rebar.TwNewBar("TweakBar");
  rebar.TwAddVarRW("scene_rot", TW_TYPE_QUAT4F, &scene_rot, "");
  rebar.TwAddVarRW("lights_on", TW_TYPE_BOOLCPP, &lights_on, "key=l");
  rebar.TwAddVarRW("color", TW_TYPE_COLOR4F, color.data(), "colormode=hls");
  rebar.TwAddVarRW("ao_factor", TW_TYPE_DOUBLE, &ao_factor, "min=0 max=1 step=0.2 keyIncr=] keyDecr=[ ");
  rebar.TwAddVarRW("ao_normalize", TW_TYPE_BOOLCPP, &ao_normalize, "key=n");
  rebar.TwAddVarRW("ao_on", TW_TYPE_BOOLCPP, &ao_on, "key=a");
  rebar.TwAddVarRW("light_intensity", TW_TYPE_DOUBLE, &light_intensity, "min=0 max=0.4 step=0.1 keyIncr=} keyDecr={ ");
  rebar.load(REBAR_NAME);

  glutInitDisplayString( "rgba depth double samples>=8 ");
  glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT));
  glutCreateWindow("ambient-occlusion");
  glutDisplayFunc(display);
  glutReshapeFunc(reshape);
  glutKeyboardFunc(key);
  glutMouseFunc(mouse);
  glutMotionFunc(mouse_drag);
  glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
  glutMainLoop();
  return 0;
}
コード例 #3
0
ファイル: example.cpp プロジェクト: dsh2wrt/libigl
int main(int argc, char * argv[])
{
  using namespace std;
  using namespace Eigen;
  using namespace igl;
  string filename = "../shared/decimated-knight.obj";
  string skel_filename = "";
  output_filename = "";
  switch(argc)
  {
    case 4:
      output_filename = argv[3];
      //fall through
    case 3:
      skel_filename = argv[2];
      if(output_filename.size() == 0)
      {
        output_filename = skel_filename;
      }
      //fall through
    case 2:
      // Read and prepare mesh
      filename = argv[1];
      break;
    default:
      cerr<<"Usage:"<<endl<<"    ./example input.obj [input/output.tgf]"<<endl;
      cout<<endl<<"Opening default mesh..."<<endl;
  }

  // print key commands
  cout<<"[Click] and [drag]     Create bone (or select node) and reposition."<<endl;
  cout<<"⇧ +[Click] and [drag]  Select node (or create one) and _pull out_ new bone."<<endl;
  cout<<"⌥ +[Click] and [drag]  Rotate secene."<<endl;
  cout<<"⌫                      Delete selected node(s) and incident bones."<<endl;
  cout<<"A,a                    Select all."<<endl;
  cout<<"D,d                    Deselect all."<<endl;
  cout<<"C,c                    Snap close nodes."<<endl;
  cout<<"P,p                    Split \"parent\" bone(s) of selection by creating new node(s)."<<endl;
  cout<<"R,r                    Breadth first search at selection to redirect skeleton into tree."<<endl;
  cout<<"S,s                    Save current skeleton to output .tgf file."<<endl;
  cout<<"U,u                    Project then unproject inside mesh (as if dragging each by ε)."<<endl;
  cout<<"Y,Y                    Symmetrize selection over plane through object centroid and right vector."<<endl;
  cout<<"Z,z                    Snap to canonical view."<<endl;
  cout<<"⌘ Z                    Undo."<<endl;
  cout<<"⇧ ⌘ Z                  Redo."<<endl;
  cout<<"^C,ESC                 Exit (without saving)."<<endl;

  // dirname, basename, extension and filename
  string dir,base,ext,name;
  pathinfo(filename,dir,base,ext,name);
  // Convert extension to lower case
  transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
  vector<vector<double > > vV,vN,vTC;
  vector<vector<int > > vF,vFTC,vFN;
  if(ext == "obj")
  {
    // Convert extension to lower case
    if(!igl::readOBJ(filename,vV,vTC,vN,vF,vFTC,vFN))
    {
      return 1;
    }
  }else if(ext == "off")
  {
    // Convert extension to lower case
    if(!igl::readOFF(filename,vV,vF,vN))
    {
      return 1;
    }
  }else if(ext == "wrl")
  {
    // Convert extension to lower case
    if(!igl::readWRL(filename,vV,vF))
    {
      return 1;
    }
  //}else
  //{
  //  // Convert extension to lower case
  //  MatrixXi T;
  //  if(!igl::readMESH(filename,V,T,F))
  //  {
  //    return 1;
  //  }
  //  //if(F.size() > T.size() || F.size() == 0)
  //  {
  //    boundary_facets(T,F);
  //  }
  }
  if(vV.size() > 0)
  {
    if(!list_to_matrix(vV,V))
    {
      return 1;
    }
    polygon_mesh_to_triangle_mesh(vF,F);
  }
  if(output_filename.size() == 0)
  {
    output_filename = dir+"/"+name+".tgf";
  }

  if(file_exists(output_filename.c_str()))
  {
    cout<<YELLOWGIN("Output set to overwrite "<<output_filename)<<endl;
  }else
  {
    cout<<BLUEGIN("Output set to "<<output_filename)<<endl;
  }

  if(skel_filename.length() > 0)
  {
    readTGF(skel_filename,s.C,s.BE);
  }

  init_relative();
  ei.init(V.cast<float>(),F.cast<int>());

  // Init glut
  glutInit(&argc,argv);
  if( !TwInit(TW_OPENGL, NULL) )
  {
    // A fatal error occured
    fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
    return 1;
  }
  // Create a tweak bar
  rebar.TwNewBar("TweakBar");
  rebar.TwAddVarRW("camera_rotation", TW_TYPE_QUAT4D,
    camera.m_rotation_conj.coeffs().data(), "open readonly=true");
  TwType RotationTypeTW = ReTwDefineEnumFromString("RotationType",
    "igl_trackball,two-a...-fixed-up");
  rebar.TwAddVarCB( "rotation_type", RotationTypeTW,
    set_rotation_type,get_rotation_type,NULL,"keyIncr=] keyDecr=[");
  rebar.TwAddVarRW("skeleton_on_top", TW_TYPE_BOOLCPP,&skeleton_on_top,"key=O");
  rebar.TwAddVarRW("wireframe", TW_TYPE_BOOLCPP,&wireframe,"key=l");
  TwType SkelStyleTypeTW = ReTwDefineEnumFromString("SkelStyleType",
    "3d,vector-graphics");
  rebar.TwAddVarRW("style",SkelStyleTypeTW,&skel_style,"");
  rebar.TwAddVarRW("alpha",TW_TYPE_DOUBLE,&alpha,
    "keyIncr=} keyDecr={ min=0 max=1 step=0.1");
  rebar.load(REBAR_NAME);

  // Init antweakbar
  glutInitDisplayString( "rgba depth double samples>=8 ");
  glutInitWindowSize(glutGet(GLUT_SCREEN_WIDTH)/2.0,glutGet(GLUT_SCREEN_HEIGHT)/2.0);
  glutCreateWindow("skeleton-builder");
  glutDisplayFunc(display);
  glutReshapeFunc(reshape);
  glutKeyboardFunc(key);
  glutMouseFunc(mouse);
  glutMotionFunc(mouse_drag);
  glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
  glutMainLoop();

  return 0;
}
コード例 #4
0
ファイル: bone_visible.cpp プロジェクト: JiaranZhou/libigl
IGL_INLINE void igl::bone_visible(
  const Eigen::PlainObjectBase<DerivedV> & V,
  const Eigen::PlainObjectBase<DerivedF> & F,
  const igl::EmbreeIntersector & ei,
  const Eigen::PlainObjectBase<DerivedSD> & s,
  const Eigen::PlainObjectBase<DerivedSD> & d,
  Eigen::PlainObjectBase<Derivedflag>  & flag)
{
  using namespace igl;
  using namespace std;
  using namespace Eigen;
  flag.resize(V.rows());
  const double sd_norm = (s-d).norm();
  // Embree seems to be parallel when constructing but not when tracing rays
#pragma omp parallel for
  // loop over mesh vertices
  for(int v = 0;v<V.rows();v++)
  {
    const Vector3d Vv = V.row(v);
    // Project vertex v onto line segment sd
    //embree.intersectSegment
    double t,sqrd;
    Vector3d projv;
    // degenerate bone, just snap to s
    if(sd_norm < DOUBLE_EPS)
    {
      t = 0;
      sqrd = (Vv-s).array().pow(2).sum();
      projv = s;
    }else
    {
      // project onto (infinite) line
      project_to_line(
        Vv(0),Vv(1),Vv(2),s(0),s(1),s(2),d(0),d(1),d(2),
        projv(0),projv(1),projv(2),t,sqrd);
      // handle projections past endpoints
      if(t<0)
      {
        t = 0;
        sqrd = (Vv-s).array().pow(2).sum();
        projv = s;
      } else if(t>1)
      {
        t = 1;
        sqrd = (Vv-d).array().pow(2).sum();
        projv = d;
      }
    }
    igl::Hit hit;
    // perhaps 1.0 should be 1.0-epsilon, or actually since we checking the
    // incident face, perhaps 1.0 should be 1.0+eps
    const Vector3d dir = (Vv-projv)*1.0;
    if(ei.intersectSegment(
       projv.template cast<float>(),
       dir.template cast<float>(), 
       hit))
    {
      // mod for double sided lighting
      const int fi = hit.id % F.rows();

      //if(v == 1228-1)
      //{
      //  Vector3d bc,P;
      //  bc << 1 - hit.u - hit.v, hit.u, hit.v; // barycentric
      //  P = V.row(F(fi,0))*bc(0) + 
      //      V.row(F(fi,1))*bc(1) + 
      //      V.row(F(fi,2))*bc(2);
      //  cout<<(fi+1)<<endl;
      //  cout<<bc.transpose()<<endl;
      //  cout<<P.transpose()<<endl;
      //  cout<<hit.t<<endl;
      //  cout<<(projv + dir*hit.t).transpose()<<endl;
      //  cout<<Vv.transpose()<<endl;
      //}

      // Assume hit is valid, so not visible
      flag(v) = false;
      // loop around corners of triangle
      for(int c = 0;c<F.cols();c++)
      {
        if(F(fi,c) == v)
        {
          // hit self, so no hits before, so vertex v is visible
          flag(v) = true;
          break;
        }
      }
      // Hit is actually past v
      if(!flag(v) && (hit.t*hit.t*dir.squaredNorm())>sqrd)
      {
        flag(v) = true;
      }
    }else
    {
      // no hit so vectex v is visible
      flag(v) = true;
    }
  }
}