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Assignment2.py
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Assignment2.py
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# Basic application to load a mesh from file and view it in a window
# Python imports
import sys, os
import euclid as eu
import numpy as np
## Imports from this project
# hack to allow local imports
# without creaing a module or modifying the path variable:
sys.path.append(os.path.join(os.path.dirname(__file__), '..', 'core'))
from InputOutput import *
from MeshDisplay import MeshDisplay
#from HalfEdgeMesh import *
from HalfEdgeMesh_ListImplementation import *
from Utilities import *
import pydec as dec
def main(inputfile, show=False, StaticGeometry=False):
# Get the path for the mesh to load, either from the program argument if
# one was given, or a dialog otherwise
if(len(sys.argv) > 1):
filename = sys.argv[1]
elif inputfile is not None:
filename = inputfile
else:
string1 = "ERROR: No file name specified. "
string2 = "Proper syntax is 'python Assignment2.py path/to/your/mesh.obj'."
print(string1+string2)
exit()
# Read in the mesh
mesh = HalfEdgeMesh(readMesh(filename),
staticGeometry=StaticGeometry)
# Create a viewer object
winName = 'DDG Assignment2 -- ' + os.path.basename(filename)
if show:
meshDisplay = MeshDisplay(windowTitle=winName)
meshDisplay.setMesh(mesh)
###################### BEGIN YOUR CODE
# implement the body of each of these functions
#
#
# def buildLaplaceMatrix_dense(mesh, index):
# """
# Build a Laplace operator for the mesh, with a dense representation
#
# 'index' is a dictionary mapping {vertex ==> index}
#
# Returns the resulting matrix.
# """
# #index_map = mesh.enumerateVertices()
# index_map = enumerateVertices(mesh)
#
# return Laplacian
@property
@cacheGeometry
def faceArea(self):
"""
Compute the area of a face.
Though not directly requested, this will be
useful when computing face-area weighted normals below.
This method gets called on a face,
so 'self' is a reference to the
face at which we will compute the area.
"""
v = list(self.adjacentVerts())
a = 0.5 * norm(cross(v[1].position - v[0].position,
v[2].position - v[0].position))
return a
@property
@cacheGeometry
def faceNormal(self):
"""
Compute normal at a face of the mesh.
Unlike at vertices, there is one very
obvious way to do this, since a face
uniquely defines a plane.
This method gets called on a face,
so 'self' is a reference to the
face at which we will compute the normal.
"""
v = list(self.adjacentVerts())
n = normalize(cross(v[1].position - v[0].position,
v[2].position - v[0].position))
return n
@property
@cacheGeometry
def vertexNormal_EquallyWeighted(self):
"""
Compute a vertex normal using the 'equally weighted' method.
This method gets called on a vertex,
so 'self' is a reference to the
vertex at which we will compute the normal.
http://brickisland.net/cs177/?p=217
Perhaps the simplest way to get vertex normals
is to just add up the neighboring face normals:
"""
normalSum = np.array([0.0,0.0,0.0])
for face in self.adjacentFaces():
normalSum += face.normal
n = normalize(normalSum)
#issue:
# two different tessellations of the same geometry
# can produce very different vertex normals
return n
@property
@cacheGeometry
def vertexNormal_AreaWeighted(self):
"""
Compute a vertex normal using
the 'face area weights' method.
This method gets called on a vertex,
so 'self' is a reference to the
vertex at which we will compute the normal.
The area-weighted normal vector for this vertex"""
normalSum = np.array([0.0,0.0,0.0])
for face in self.adjacentFaces():
normalSum += face.normal * face.area
n = normalize(normalSum)
#print 'computed vertexNormal_AreaWeighted n = ',n
return n
@property
@cacheGeometry
def vertexNormal_AngleWeighted(self):
"""
element type : vertex
Compute a vertex normal using the
'Tip-Angle Weights' method.
This method gets called on a vertex,
so 'self' is a reference to the
vertex at which we will compute the normal.
A simple way to reduce dependence
on the tessellation is to weigh face normals
by their corresponding tip angles theta, i.e.,
the interior angles incident on the vertex of interest:
"""
normalSum = np.array([0.0,0.0,0.0])
for face in self.adjacentFaces():
vl = list(face.adjacentVerts())
vl.remove(self)
v1 = vl[0].position - self.position
v2 = vl[1].position - self.position
# norm ->no need for check:
# it doesn not matter what the sign is?
#area = norm(cross(v1, v2))
##if area < 0.0000000001*max((norm(v1),norm(v2))):
#if area < 0.:
# area *= -1.
alpha = np.arctan2(norm(cross(v1,v2)),
dot(v1,v2))
#print v1
#print v2
#print alpha
#print ''
normalSum += face.normal * alpha
n = normalize(normalSum)
return n
@property
@cacheGeometry
def cotan(self):
"""
element type : halfedge
Compute the cotangent of
the angle OPPOSITE this halfedge.
This is not directly required,
but will be useful
when computing the mean curvature
normals below.
This method gets called
on a halfedge,
so 'self' is a reference to the
halfedge at which we will compute the cotangent.
https://math.stackexchange.com/questions/2041099/
angle-between-vectors-given-cross-and-dot-product
see half edge here:
Users/lukemcculloch/Documents/Coding/Python/
DifferentialGeometry/course-master/libddg_userguide.pdf
"""
if self.isReal:
# Relevant vectors
A = -self.next.vector
B = self.next.next.vector
# Nifty vector equivalent of cot(theta)
val = np.dot(A,B) / norm(cross(A,B))
return val
else:
return 0.0
@property
@cacheGeometry
def vertex_Laplace(self):
"""
element type : vertex
Compute a vertex normal
using the 'mean curvature' method.
del del phi = 2NH
-picked up negative sign due to
cross products pointing into the page?
-no they are normalized.
-picked up a negative sign due to
the cotan(s) being defined
for pj, instead of pi.
But how did it change anything?
SwissArmyLaplacian.pdf, page 147
Applying 'L' to a column bector u
implements the cotan formula
M = [square diagonal]
"""
hl = list(self.adjacentHalfEdges())
pi = self.position
sumj = 0.
ot = 1./3.
for hlfedge in hl:
pj = hlfedge.vertex.position
ct1 = hlfedge.cotan
ct2 = hlfedge.twin.cotan
sumj += (ct1+ct2)*(pj-pi)
#laplace = .5*sumj
return normalize(.5*sumj)
@property
@cacheGeometry
def vertexNormal_MeanCurvature(self):
"""
element type : vertex
Compute a vertex normal
using the 'mean curvature' method.
Be sure to understand
the relationship between
this method and the
area gradient method.
aka, http://brickisland.net/cs177/?p=217:
(the remarkable fact is that the most
straightforward discretization of laplacian
leads us right back to the cotan formula! I
n other words, the vertex normals we get from
the mean curvature vector are precisely
the same as the ones we get from the area gradient.)
p 60 siggraph2013
del del phi = 2NH
This method gets called
on a vertex, so 'self' is a reference to the
vertex at which we will compute the normal.
http://brickisland.net/cs177/?p=309
For the dual area of a vertex
you can simply use one-third
the area of the incident faces
hl[0].next.next.next is hl[0]
>>> True
hl[0].twin.twin is hl[0]
>>> True
"""
hl = list(self.adjacentHalfEdges())
# lenhl = len(hl)
#
# for hlfedge in self.adjacentHalfEdges:
# pass.
pi = self.position
sumj = 0.
ot = 1./3.
for hlfedge in hl:
pj = hlfedge.vertex.position
#ct1 = hlfedge.next.cotan
ct2 = hlfedge.cotan
#ct2 = hlfedge.twin.next.cotan
ct1 = hlfedge.twin.cotan
#dual_area = -ot*hlfedge.face.area #wtf
sumj += (ct2+ct1)*(pj-pi)#/dual_area
laplace = .5*sumj
"""
Picked up a sign because?
-picked up negative sign due to
cross products pointing into the page?
-no they are normalized.
-picked up a negative sign due to
the cotan(s) being defined
for pj, instead of pi.
But how did it change anything?
"""
return normalize(laplace)
#return normalize(laplace*(.5/self.angleDefect))
@property
@cacheGeometry
def vertexNormal_SphereInscribed(self):
"""
element type : vertex
Compute a vertex normal
using the 'inscribed sphere' method.
This method gets called on a vertex,
so 'self' is a reference to the
vertex at which we will compute the normal.
normal at a vertex pi
can be expressed purely in terms of the
edge vectors
ej = pj-pi
where pj
are the immediate neighbors
of pi
"""
vl = list(self.adjacentVerts())
lenvl = len(vl)
vl.append(vl[0])
# Ns = Vector3D(0.0,0.0,0.0)
# for i in range(lenvl):
# v1 = vl[i].position
# v2 = vl[i+1].position
# e1 = v1 - self.position
# e2 = v2 - self.position
# Ns += cross(e1,e2)/((norm(e1)**2)*
# (norm(e2)**2))
hl = list(self.adjacentHalfEdges())
lenhl = len(hl)
hl.append(hl[0])
Ns = Vector3D(0.0,0.0,0.0)
for i in range(lenhl):
e1 = hl[i].vector
e2 = hl[i+1].vector
#Ns += cross(e1,e2)/(sum(abs(e1)**2)*
# sum(abs(e2)**2))
Ns += cross(e1,e2)/((norm(e1)**2)*
(norm(e2)**2)
)
return normalize(-Ns)
#return Vector3D(0.0,0.0,0.0) # placeholder value
@property
@cacheGeometry
def angleDefect(self):
"""
angleDefect <=> local Gaussian Curvature
element type : vertex
Compute the angle defect of a vertex,
d(v) (see Assignment 1 Exercise 8).
This method gets called on a vertex,
so 'self' is a reference to the
vertex at which we will compute the angle defect.
"""
"""
el = list(self.adjacentEdges())
evpl = list(self.adjacentEdgeVertexPairs())
fl = list(self.adjacentFaces())
vl = list(self.adjacentVerts())
https://scicomp.stackexchange.com/questions/27689/
numerically-stable-way-of-computing-angles-between-vectors
#"""
hl = list(self.adjacentHalfEdges())
lenhl = len(hl)
hl.append(hl[0])
alpha = 0.
for i in range(lenhl):
v1 = hl[i].vector
v2 = hl[i+1].vector
alpha += np.arctan2(norm(cross(v1,v2)),
dot(v1,v2))
#dv = 2.*np.pi - alpha
return 2.*np.pi - alpha
def totalGaussianCurvature():
"""
Compute the total Gaussian curvature
in the mesh,
meaning the sum of Gaussian
curvature at each vertex.
Note that you can access
the mesh with the 'mesh' variable.
"""
tot = 0.
for vel in mesh.verts:
tot += vel.angleDefect
return tot
def gaussianCurvatureFromGaussBonnet():
"""
Compute the total Gaussian curvature
that the mesh should have, given that the
Gauss-Bonnet theorem holds
(see Assignment 1 Exercise 9).
Note that you can access
the mesh with the 'mesh' variable.
The mesh includes members like
'mesh.verts' and 'mesh.faces', which are
sets of the vertices (resp. faces) in the mesh.
"""
V = len(mesh.verts)
E = len(mesh.edges)
F = len(mesh.faces)
EulerChar = V-E+F
return 2.*np.pi*EulerChar
###################### END YOUR CODE
# Set these newly-defined methods
# as the methods to use in the classes
Face.normal = faceNormal
Face.area = faceArea
Vertex.normal = vertexNormal_AreaWeighted
Vertex.vertexNormal_EquallyWeighted = vertexNormal_EquallyWeighted
Vertex.vertexNormal_AreaWeighted = vertexNormal_AreaWeighted
Vertex.vertexNormal_AngleWeighted = vertexNormal_AngleWeighted
Vertex.vertexNormal_MeanCurvature = vertexNormal_MeanCurvature
#
Vertex.vertex_Laplace = vertex_Laplace
#
Vertex.vertexNormal_SphereInscribed = vertexNormal_SphereInscribed
Vertex.angleDefect = angleDefect
HalfEdge.cotan = cotan
if show:
## Functions which will be called
# by keypresses to visualize these definitions
def toggleFaceVectors():
print("\nToggling vertex vector display")
if toggleFaceVectors.val:
toggleFaceVectors.val = False
meshDisplay.setVectors(None)
else:
toggleFaceVectors.val = True
meshDisplay.setVectors('normal', vectorDefinedAt='face')
meshDisplay.generateVectorData()
toggleFaceVectors.val = False # ridiculous Python scoping hack
meshDisplay.registerKeyCallback('1',
toggleFaceVectors,
docstring="Toggle drawing face normal vectors")
def toggleVertexVectors():
print("\nToggling vertex vector display")
if toggleVertexVectors.val:
toggleVertexVectors.val = False
meshDisplay.setVectors(None)
else:
toggleVertexVectors.val = True
meshDisplay.setVectors('normal', vectorDefinedAt='vertex')
meshDisplay.generateVectorData()
toggleVertexVectors.val = False # ridiculous Python scoping hack
meshDisplay.registerKeyCallback('2',
toggleVertexVectors,
docstring="Toggle drawing vertex normal vectors")
def toggleDefect():
print("\nToggling angle defect display")
if toggleDefect.val:
toggleDefect.val = False
meshDisplay.setShapeColorToDefault()
else:
toggleDefect.val = True
meshDisplay.setShapeColorFromScalar("angleDefect",
cmapName="seismic")
# vMinMax=[-pi/8,pi/8])
meshDisplay.generateFaceData()
toggleDefect.val = False
meshDisplay.registerKeyCallback('3',
toggleDefect,
docstring="Toggle drawing angle defect coloring")
def useEquallyWeightedNormals():
mesh.staticGeometry = False
print("\nUsing equally-weighted normals")
Vertex.normal = vertexNormal_EquallyWeighted
mesh.staticGeometry = True
meshDisplay.generateAllMeshValues()
meshDisplay.registerKeyCallback('4',
useEquallyWeightedNormals,
docstring="Use equally-weighted normal computation")
def useAreaWeightedNormals():
mesh.staticGeometry = False
print("\nUsing area-weighted normals")
Vertex.normal = vertexNormal_AreaWeighted
mesh.staticGeometry = True
meshDisplay.generateAllMeshValues()
meshDisplay.registerKeyCallback('5',
useAreaWeightedNormals,
docstring="Use area-weighted normal computation")
def useAngleWeightedNormals():
mesh.staticGeometry = False
print("\nUsing angle-weighted normals")
Vertex.normal = vertexNormal_AngleWeighted
mesh.staticGeometry = True
meshDisplay.generateAllMeshValues()
meshDisplay.registerKeyCallback('6',
useAngleWeightedNormals, docstring="Use angle-weighted normal computation")
def useMeanCurvatureNormals():
mesh.staticGeometry = False
print("\nUsing mean curvature normals")
Vertex.normal = vertexNormal_MeanCurvature
mesh.staticGeometry = True
meshDisplay.generateAllMeshValues()
meshDisplay.registerKeyCallback('7',
useMeanCurvatureNormals,
docstring="Use mean curvature normal computation")
def useSphereInscribedNormals():
mesh.staticGeometry = False
print("\nUsing sphere-inscribed normals")
Vertex.normal = vertexNormal_SphereInscribed
mesh.staticGeometry = True
meshDisplay.generateAllMeshValues()
meshDisplay.registerKeyCallback('8',
useSphereInscribedNormals,
docstring="Use sphere-inscribed normal computation")
def computeDiscreteGaussBonnet():
print("\nComputing total curvature:")
computed = totalGaussianCurvature()
predicted = gaussianCurvatureFromGaussBonnet()
print(" Total computed curvature: " + str(computed))
print(" Predicted value from Gauss-Bonnet is: " + str(predicted))
print(" Error is: " + str(abs(computed - predicted)))
meshDisplay.registerKeyCallback('z',
computeDiscreteGaussBonnet,
docstring="Compute total curvature")
def deformShape():
print("\nDeforming shape")
mesh.staticGeometry = False
# Get the center and scale of the shape
center = meshDisplay.dataCenter
scale = meshDisplay.scaleFactor
# Rotate according to swirly function
ax = eu.Vector3(-1.0,.75,0.5)
for v in mesh.verts:
vec = v.position - center
theta = 0.8 * norm(vec) / scale
newVec = np.array(eu.Vector3(*vec).rotate_around(ax, theta))
v.position = center + newVec
mesh.staticGeometry = True
meshDisplay.generateAllMeshValues()
meshDisplay.registerKeyCallback('x',
deformShape,
docstring="Apply a swirly deformation to the shape")
## Register pick functions that output useful information on click
def pickVert(vert):
print(" Position:" + printVec3(vert.position))
print(" Angle defect: {:.5f}".format(vert.angleDefect))
print(" Normal (equally weighted): " + printVec3(vert.vertexNormal_EquallyWeighted))
print(" Normal (area weighted): " + printVec3(vert.vertexNormal_AreaWeighted))
print(" Normal (angle weighted): " + printVec3(vert.vertexNormal_AngleWeighted))
print(" Normal (sphere-inscribed): " + printVec3(vert.vertexNormal_SphereInscribed))
print(" Normal (mean curvature): " + printVec3(vert.vertexNormal_MeanCurvature))
meshDisplay.pickVertexCallback = pickVert
def pickFace(face):
print(" Face area: {:.5f}".format(face.area))
print(" Normal: " + printVec3(face.normal))
print(" Vertex positions: ")
for (i, vert) in enumerate(face.adjacentVerts()):
print(" v{}: {}".format((i+1),printVec3(vert.position)))
meshDisplay.pickFaceCallback = pickFace
# Start the viewer running
if show:
meshDisplay.startMainLoop()
return mesh
if __name__ == "__main__":
#mesh, meshDisplay = main(
# inputfile='../meshes/sphere_small.obj',
# show=True)
#
# sphere_small
# sphere_large - 7.3 MB !
# torus
# teapot
# bunny
# spot
# plane_small
# plane_large
#
mesh = main(
inputfile='../meshes/bunny.obj',
show=True,
StaticGeometry=True)
f1 = mesh.faces[0]
he = mesh.halfEdges[0]
ed = mesh.edges[0]
v1 = mesh.verts[0]
self = v1
vl = list(self.adjacentVerts())
hl = list(self.adjacentHalfEdges())
fl = list(self.adjacentFaces())
d0 = mesh.buildExteriorDerivative0Form()
d1 = mesh.buildExteriorDerivative1Form()
h0 = mesh.buildHodgeStar0Form()
h1 = mesh.buildHodgeStar1Form()
h2 = mesh.buildHodgeStar2Form()
bb = d1.dot(d0)
print 'boundary of boundary representation: ',np.shape(bb)
print 'any non-zero dd ? =>', np.min(bb),np.max(bb)
"""
d0js = mesh.buildExteriorDerivative0FormJS()
d1js = mesh.buildExteriorDerivative1FormJS()
print d0js.todense() - d0.todense()
print d1js.todense() - d1.todense()
bb = d1js.dot(d0js)
print 'boundary of boundary representation: ',np.shape(bb)
print 'any non-zero dd ? =>', np.min(bb),np.max(bb)
#"""
"""
v1.vertexNormal_MeanCurvature
v1.vertex_Laplace
#Out[11]: array([ 1.73796675e-07, 1.15007117e-01, -1.38777878e-17])
#Out[4]: array([ 1.51118192e-06, 1.00000000e+00, -1.20668948e-16])
v1.vertexNormal_SphereInscribed
#Out[36]: array([ 5.63171872e-07, 1.00000000e+00, -6.08380079e-18])
#Out[3]: array([-5.63171872e-07, -1.00000000e+00, 6.08380079e-18])
#Out[6]: array([-5.63171872e-07, -1.00000000e+00, -0.00000000e+00])
v1.vertexNormal_AreaWeighted
#Out[12]: array([-1.59270406e-06, -1.00000000e+00, 0.00000000e+00])
v1.vertexNormal_EquallyWeighted
#Out[13]: array([-9.12346898e-07, -1.00000000e+00, 0.00000000e+00])
v1.vertexNormal_AngleWeighted
Out[8]: array([-1.30601294e-06, -1.00000000e+00, 0.00000000e+00])
"""