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LapGUI.py
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#Based off of http://wiki.wxpython.org/GLCanvas
#Lots of help from http://wiki.wxpython.org/Getting%20Started
import sys
sys.path.append("S3DGLPy")
from OpenGL.GL import *
from OpenGL.arrays import vbo
import wx
from wx import glcanvas
from Primitives3D import *
from PolyMesh import *
from LaplacianMesh import *
from Cameras3D import *
from MeshCanvas import *
from struct import *
from sys import exit, argv
import random
import numpy as np
import scipy.io as sio
from pylab import cm
import os
import math
import time
from time import sleep
from pylab import cm
import matplotlib.pyplot as plt
from ColorTextureTools import *
#LAPLACIAN MESH CONSTANTS
SPECTRUM_K = 20
LOWPASS_K = 20
HEAT_K = 200
HKS_K = 200
HKS_T = 20
#GUI States
(STATE_NORMAL, STATE_CHOOSELAPLACEVERTICES, STATE_CHOOSECOLORVERTICES, STATE_ANIMATEHEAT) = (0, 1, 2, 3)
#Laplacian substates
(SUBSTATE_NONE, CHOOSELAPLACE_WAITING, CHOOSELAPLACE_PICKVERTEX) = (0, 1, 2)
#Color picking substates
(COLORPICK_NONE, COLORPICK_WAITING, COLORPICK_PICKVERTEX, COLORPICK_PICKCOLOR) = (0, 1, 2, 3)
class MeshViewerCanvas(BasicMeshCanvas):
def clearAllSelections(self):
#State variables for laplacian mesh operations
self.laplacianConstraints = {} #Elements will be key-value pairs (idx, Point3D(new position))
self.laplaceCurrentIdx = -1
self.laplacianSelections = [] #Stores an ordered list of the selections (used for flattening)
self.colorChoices = {} #Elements will be key-value paris (idx, np.array([R, G, B]))
self.colorCurrentIdx = -1
def __init__(self, parent):
super(MeshViewerCanvas, self).__init__(parent)
self.GUIState = STATE_NORMAL
self.GUISubstate = SUBSTATE_NONE
self.clearAllSelections()
#State variables for heat, etc
(self.eigvalues, self.eigvectors) = (np.array([]), np.array([]))
self.heatIdx = 0
self.heat_ts = np.linspace(0, 1000, 100)
#State variables for color picking
self.colorPickTexID = None
self.colorPosVBO = None
self.colorColorVBO = None
self.Bind(wx.EVT_KEY_DOWN, self.onKeyPress)
self.Bind(wx.EVT_KEY_UP, self.onKeyRelease)
self.pressingC = False
def displayMeshFacesCheckbox(self, evt):
self.displayMeshFaces = evt.Checked()
self.Refresh()
def displayMeshEdgesCheckbox(self, evt):
self.displayMeshEdges = evt.Checked()
self.Refresh()
def displayMeshVerticesCheckbox(self, evt):
self.displayMeshVertices = evt.Checked()
self.Refresh()
def displayVertexNormalsCheckbox(self, evt):
self.displayVertexNormals = evt.Checked()
self.Refresh()
def displayFaceNormalsCheckbox(self, evt):
self.displayFaceNormals = evt.Checked()
self.Refresh()
def useLightingCheckbox(self, evt):
self.useLighting = evt.Checked()
self.needsDisplayUpdate = True
self.Refresh()
def useTextureCheckbox(self, evt):
self.useTexture = evt.Checked()
self.needsDisplayUpdate = True
self.Refresh()
def onKeyPress(self, evt):
if evt.GetUnicodeKey() == 67:
self.pressingC = True
def onKeyRelease(self, evt):
if evt.GetUnicodeKey() == 67:
self.pressingC = False
#######Laplacian mesh menu handles
def doLaplacianMeshSelectVertices(self, evt):
if self.mesh:
self.mesh.updateIndexDisplayList()
self.GUIState = STATE_CHOOSELAPLACEVERTICES
self.GUISubstate = CHOOSELAPLACE_WAITING
self.Refresh()
def clearLaplacianMeshSelection(self, evt):
self.laplacianConstraints.clear()
self.Refresh()
def getAnchors(self):
anchors = np.zeros((len(self.laplacianConstraints), 3))
i = 0
anchorsIdx = []
for anchor in self.laplacianConstraints:
anchorsIdx.append(anchor)
anchors[i, :] = self.laplacianConstraints[anchor]
i += 1
anchorsIdx = np.array(anchorsIdx)
return (anchors, anchorsIdx)
def getSelectedColors(self):
colors = np.zeros((len(self.colorChoices), 3))
colorsIdx = []
i = 0
for idx in self.colorChoices:
colorsIdx.append(idx)
colors[i, :] = self.colorChoices[idx]
i += 1
return (colors, colorsIdx)
def doLaplacianSolveWithConstraints(self, evt):
(anchors, anchorsIdx) = self.getAnchors()
solveLaplacianMesh(self.mesh, anchors, anchorsIdx)
self.mesh.needsDisplayUpdate = True
self.mesh.updateIndexDisplayList()
self.Refresh()
def estimateCurvature(self, evt):
#Color vertices to be equal to mean curvature
curvs = estimateMeanCurvature(self.mesh)
curvs = curvs - np.min(curvs)
curvs = curvs / np.max(curvs)
cmConvert = cm.get_cmap('jet')
self.mesh.VColors = cmConvert(curvs)[:, 0:3]
self.mesh.needsDisplayUpdate = True
def doLaplacianSmooth(self, evt):
doLaplacianSmooth(self.mesh)
self.mesh.needsDisplayUpdate = True
self.Refresh()
def doLaplacianSharpen(self, evt):
doLaplacianSharpen(self.mesh)
self.mesh.needsDisplayUpdate = True
self.Refresh()
def doMinimalSurface(self, evt):
(anchors, anchorsIdx) = self.getAnchors()
makeMinimalSurface(self.mesh, anchors, anchorsIdx)
#solveLaplacianMesh(self.mesh, anchors, anchorsIdx)
self.mesh.needsDisplayUpdate = True
self.mesh.updateIndexDisplayList()
self.Refresh()
def getSpectrum(self, evt):
cmap = plt.get_cmap('jet')
(VPos, ITris) = (self.mesh.VPos, self.mesh.ITris)
K = SPECTRUM_K
if (K >= self.mesh.VPos.shape[0]):
K = self.mesh.VPos.shape[0]-1
(lam, U) = getLaplacianSpectrum(self.mesh, K)
for k in range(U.shape[1]):
Y = np.zeros(U.shape[0])
if k > 0:
Y = U[:, k]
Y = Y - np.min(Y)
Y = Y/np.max(Y)
VColors = np.array(np.round(255.0*cmap(Y)[:, 0:3]), dtype=np.int64)
saveOffFileExternal("spectrum%i.off"%k, VPos, VColors, ITris)
def doLowpass(self, evt):
K = LOWPASS_K
if (K >= self.mesh.VPos.shape[0]):
K = self.mesh.VPos.shape[0]-1
doLowpassFiltering(self.mesh, K)
self.mesh.needsDisplayUpdate = True
self.mesh.updateIndexDisplayList()
self.Refresh()
def doHeat(self, evt):
K = HEAT_K
if (K >= self.mesh.VPos.shape[0]):
K = self.mesh.VPos.shape[0]-1
(self.eigvalues, self.eigvectors) = getLaplacianSpectrum(self.mesh, K)
self.GUIState = STATE_ANIMATEHEAT
self.heatIdx = 0
self.heat_ts = np.linspace(0, 1.0/self.eigvalues[1], 100)
self.Refresh()
def doHKS(self, evt):
K = HKS_K
if (K >= self.mesh.VPos.shape[0]):
K = self.mesh.VPos.shape[0]-1
heat = getHKS(self.mesh, K, HKS_T)
heat = heat/np.max(heat)
cmap = plt.get_cmap('jet')
self.mesh.VColors = cmap(heat)[:, 0:3]
self.mesh.needsDisplayUpdate = True
self.Refresh()
def doFlattening(self, evt):
print self.laplacianSelections
doFlattening(self.mesh, self.laplacianSelections)
self.mesh.needsDisplayUpdate = True
self.mesh.updateIndexDisplayList()
self.Refresh()
def doUVCoords(self, evt):
(anchors, quadIdxs) = self.getAnchors()
U = getTexCoords(self.mesh, quadIdxs)
self.mesh.VTexCoords = U
if self.mesh.texID == -1:
self.mesh.texID = loadTexture("texture.png")
print "Loaded texture: ", self.mesh.texID
self.useTexture = True
self.parent.useTextureCheckbox.SetValue(True)
self.mesh.needsDisplayUpdate = True
self.Refresh()
##Color callbacks
def doSelectColorVertices(self, evt):
if self.mesh:
self.mesh.updateIndexDisplayList()
self.GUIState = STATE_CHOOSECOLORVERTICES
self.GUISubstate = COLORPICK_WAITING
self.colorCurrentIdx = -1
self.Refresh()
def clearColorVertexSelection(self, evt):
self.colorChoices.clear()
def doInterpolateColors(self, evt):
if not self.mesh:
return
(colors, colorsIdx) = self.getSelectedColors()
if len(colorsIdx) == 0:
return
self.mesh.VColors = smoothColors(self.mesh, colors/255.0, colorsIdx)
for k in range(3):
self.mesh.VColors[self.mesh.VColors[:, k] < 0.0, k] = 0
self.mesh.VColors[self.mesh.VColors[:, k] > 1.0 , k] = 1.0
print self.mesh.VColors
self.mesh.needsDisplayUpdate = True
self.Refresh()
def updateColorChoiceBuffers(self):
#Remake color and vertex buffers
if self.colorPosVBO:
self.colorPosVBO.delete()
if self.colorColorVBO:
self.colorColorVBO.delete()
N = len(self.colorChoices)
Pos = np.zeros((N, 3))
Colors = np.zeros((N, 3))
i = 0
for idx in self.colorChoices:
Pos[i, :] = self.mesh.VPos[idx, :]
Colors[i, :] = self.colorChoices[idx]/255.0
i += 1
self.colorPosVBO = vbo.VBO(np.array(Pos, dtype=np.float32))
self.colorColorVBO = vbo.VBO(np.array(Colors, dtype=np.float32))
def drawMeshStandard(self):
glEnable(GL_LIGHTING)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, [0.8, 0.8, 0.8, 1.0])
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [0.2, 0.2, 0.2, 1.0])
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 64)
self.camera.gotoCameraFrame()
glLightfv(GL_LIGHT0, GL_POSITION, np.array([0, 0, 0, 1]))
self.mesh.renderGL(self.displayMeshEdges, self.displayMeshVertices, self.displayMeshFaces, self.displayVertexNormals, self.displayFaceNormals, self.useLighting, self.useTexture)
def repaint(self):
self.setupPerspectiveMatrix()
glClearColor(0.0, 0.0, 0.0, 0.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
if self.GUIState == STATE_NORMAL and self.mesh:
self.drawMeshStandard()
elif self.GUIState == STATE_ANIMATEHEAT and self.eigvectors.size > 0 and self.eigvalues.size > 0:
cmap = plt.get_cmap('jet')
(anchors, anchorsIdx) = self.getAnchors()
heat = getHeat(self.mesh, self.eigvalues, self.eigvectors, self.heat_ts[self.heatIdx], anchorsIdx)
# if self.heatIdx == 0:
# self.heatScale = np.max(heat)
# heat = heat/self.heatScale
self.mesh.VColors = cmap(heat)[:, 0:3]
if self.mesh.VColorsVBO:
self.mesh.VColorsVBO.delete()
self.mesh.VColorsVBO = vbo.VBO(np.array(self.mesh.VColors, dtype=np.float32))
self.drawMeshStandard()
saveImageGL(self, "heat%i.png"%self.heatIdx)
self.heatIdx += 1
if self.heatIdx >= len(self.heat_ts):
self.GUIState = STATE_NORMAL
self.Refresh()
elif self.GUIState == STATE_CHOOSELAPLACEVERTICES:
if self.GUISubstate == CHOOSELAPLACE_WAITING:
self.camera.gotoCameraFrame()
glDisable(GL_LIGHTING)
glPointSize(10)
glBegin(GL_POINTS)
for idx in self.laplacianConstraints:
P = self.mesh.VPos[self.mesh.vertices[idx].ID, :]
glColor3f(0, 1, 0)
glVertex3f(P[0], P[1], P[2])
P = self.laplacianConstraints[idx]
if idx == self.laplaceCurrentIdx:
glColor3f(1, 0, 0)
else:
glColor3f(0, 0, 1)
glVertex3f(P[0], P[1], P[2])
glEnd()
glColor3f(1, 1, 0)
glBegin(GL_LINES)
for idx in self.laplacianConstraints:
P1 = self.mesh.VPos[self.mesh.vertices[idx].ID, :]
P2 = self.laplacianConstraints[idx]
glVertex3f(P1[0], P1[1], P1[2])
glVertex3f(P2[0], P2[1], P2[2])
glEnd()
self.drawMeshStandard()
elif self.GUISubstate == CHOOSELAPLACE_PICKVERTEX:
glClearColor(0.0, 0.0, 0.0, 0.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.camera.gotoCameraFrame()
self.mesh.renderGLIndices()
pixel = glReadPixels(self.MousePos[0], self.MousePos[1], 1, 1, GL_RGBA, GL_UNSIGNED_BYTE)
[R, G, B, A] = [int(pixel.encode("hex")[i*2:(i+1)*2], 16) for i in range(4)]
idx = extractFromRGBA(R, G, B, 0) - 1
if idx >= 0 and idx < len(self.mesh.vertices):
print idx
if idx in self.laplacianConstraints:
#De-select if it's already selected
self.laplaceCurrentIdx = -1
self.laplacianConstraints.pop(idx, None)
self.laplacianSelections.remove(idx)
else:
self.laplacianConstraints[idx] = np.array(self.mesh.VPos[self.mesh.vertices[idx].ID, :])
self.laplaceCurrentIdx = idx
self.laplacianSelections.append(idx)
self.GUISubstate = CHOOSELAPLACE_WAITING
self.Refresh()
elif self.GUIState == STATE_CHOOSECOLORVERTICES:
if self.GUISubstate == COLORPICK_WAITING:
self.drawMeshStandard()
if not self.colorPickTexID:
self.colorPickTexID = getColorPickingTexture()
if self.colorPosVBO:
self.camera.gotoCameraFrame()
glDisable(GL_LIGHTING)
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
self.colorPosVBO.bind()
glVertexPointerf(self.colorPosVBO)
self.colorColorVBO.bind()
glColorPointerf(self.colorColorVBO)
glPointSize(10)
glDrawArrays(GL_POINTS, 0, len(self.colorChoices))
self.colorPosVBO.unbind()
self.colorColorVBO.unbind()
glDisableClientState(GL_COLOR_ARRAY)
glDisableClientState(GL_VERTEX_ARRAY)
drawColorPicker(self.size.width, self.size.height, self.colorPickTexID)
elif self.GUISubstate == COLORPICK_PICKVERTEX:
glClearColor(0.0, 0.0, 0.0, 0.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.camera.gotoCameraFrame()
self.mesh.renderGLIndices()
pixel = glReadPixels(self.MousePos[0], self.MousePos[1], 1, 1, GL_RGBA, GL_UNSIGNED_BYTE)
[R, G, B, A] = [int(pixel.encode("hex")[i*2:(i+1)*2], 16) for i in range(4)]
idx = extractFromRGBA(R, G, B, 0) - 1
if idx >= 0 and idx < len(self.mesh.vertices):
if idx in self.colorChoices:
#De-select if it's already selected
self.colorCurrentIdx = -1
self.colorChoices.pop(idx, None)
else:
self.colorChoices[idx] = np.array([255, 255, 255])
self.colorCurrentIdx = idx
self.updateColorChoiceBuffers()
self.GUISubstate = COLORPICK_WAITING
self.Refresh()
elif self.GUISubstate == COLORPICK_PICKCOLOR:
self.drawMeshStandard()
drawColorPicker(self.size.width, self.size.height, self.colorPickTexID)
if self.colorCurrentIdx != -1 and self.MousePos[0] < 200 and self.MousePos[1] < 200:
pixel = glReadPixels(self.MousePos[0], self.MousePos[1], 1, 1, GL_RGBA, GL_UNSIGNED_BYTE)
[R, G, B, A] = [int(pixel.encode("hex")[i*2:(i+1)*2], 16) for i in range(4)]
self.colorChoices[self.colorCurrentIdx] = np.array([R, G, B])
self.updateColorChoiceBuffers()
self.GUISubstate = COLORPICK_WAITING
self.Refresh()
self.SwapBuffers()
def MouseDown(self, evt):
state = wx.GetMouseState()
if self.GUIState == STATE_CHOOSELAPLACEVERTICES:
if state.ShiftDown():
#Pick vertex for laplacian mesh constraints
self.GUISubstate = CHOOSELAPLACE_PICKVERTEX
elif self.GUIState == STATE_CHOOSECOLORVERTICES:
if state.ShiftDown():
self.GUISubstate = COLORPICK_PICKVERTEX
elif state.CmdDown() or self.pressingC:
self.GUISubstate = COLORPICK_PICKCOLOR
x, y = evt.GetPosition()
self.CaptureMouse()
self.handleMouseStuff(x, y)
self.Refresh()
def MouseMotion(self, evt):
state = wx.GetMouseState()
x, y = evt.GetPosition()
[lastX, lastY] = self.MousePos
self.handleMouseStuff(x, y)
dX = self.MousePos[0] - lastX
dY = self.MousePos[1] - lastY
if evt.Dragging():
idx = self.laplaceCurrentIdx
if self.GUIState == STATE_CHOOSELAPLACEVERTICES and (state.CmdDown() or self.pressingC) and self.laplaceCurrentIdx in self.laplacianConstraints:
#Move up laplacian mesh constraint based on where the user drags
#the mouse
t = self.camera.towards
u = self.camera.up
r = np.cross(t, u)
P0 = self.laplacianConstraints[idx]
#Construct a plane going through the point which is parallel to the
#viewing plane
plane = Plane3D(P0, t)
#Construct a ray through the pixel where the user is clicking
tanFOV = math.tan(self.camera.yfov/2)
scaleX = tanFOV*(self.MousePos[0] - self.size.x/2)/(self.size.x/2)
scaleY = tanFOV*(self.MousePos[1] - self.size.y/2)/(self.size.y/2)
V = t + scaleX*r + scaleY*u
ray = Ray3D(self.camera.eye, V)
self.laplacianConstraints[idx] = ray.intersectPlane(plane)[1]
else:
#Translate/rotate shape
if evt.MiddleIsDown():
self.camera.translate(dX, dY)
elif evt.RightIsDown():
self.camera.zoom(-dY)#Want to zoom in as the mouse goes up
elif evt.LeftIsDown():
self.camera.orbitLeftRight(dX)
self.camera.orbitUpDown(dY)
self.Refresh()
class MeshViewerFrame(wx.Frame):
(ID_LOADDATASET, ID_SAVEDATASET, ID_SAVEDATASETMETERS, ID_SAVESCREENSHOT, ID_CONNECTEDCOMPONENTS, ID_SPLITFACES, ID_TRUNCATE, ID_FILLHOLES, ID_GEODESICDISTANCES, ID_PRST, ID_INTERPOLATECOLORS, ID_SAVEROTATINGSCREENSOTS, ID_SAVELIGHTINGSCREENSHOTS, ID_SELECTLAPLACEVERTICES, ID_CLEARLAPLACEVERTICES, ID_SOLVEWITHCONSTRAINTS, ID_MEMBRANEWITHCONSTRAINTS, ID_GETHKS, ID_GETHEATFLOW, ID_LAPLACIANSMOOTH, ID_LAPLACIANSHARPEN, ID_MINIMALSURFACE, ID_ESTIMATECURVATURE, ID_GETSPECTRUM, ID_DOLOWPASS, ID_DOHEAT, ID_DOHKS, ID_SELECTCOLORVERTICES, ID_CLEARCOLORVERTICES, ID_INTERPOLATECOLORS, ID_DOFLATTENING, ID_DOUVCOORDS) = (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)
def __init__(self, parent, id, title, pos=DEFAULT_POS, size=DEFAULT_SIZE, style=wx.DEFAULT_FRAME_STYLE, name = 'GLWindow'):
style = style | wx.NO_FULL_REPAINT_ON_RESIZE
super(MeshViewerFrame, self).__init__(parent, id, title, pos, size, style, name)
#Initialize the menu
self.CreateStatusBar()
self.size = size
self.pos = pos
print "MeshViewerFrameSize = %s, pos = %s"%(self.size, self.pos)
self.glcanvas = MeshViewerCanvas(self)
#####File menu
filemenu = wx.Menu()
menuOpenMesh = filemenu.Append(MeshViewerFrame.ID_LOADDATASET, "&Load Mesh","Load a polygon mesh")
self.Bind(wx.EVT_MENU, self.OnLoadMesh, menuOpenMesh)
menuSaveMesh = filemenu.Append(MeshViewerFrame.ID_SAVEDATASET, "&Save Mesh", "Save the edited polygon mesh")
self.Bind(wx.EVT_MENU, self.OnSaveMesh, menuSaveMesh)
menuSaveScreenshot = filemenu.Append(MeshViewerFrame.ID_SAVESCREENSHOT, "&Save Screenshot", "Save a screenshot of the GL Canvas")
self.Bind(wx.EVT_MENU, self.OnSaveScreenshot, menuSaveScreenshot)
menuExit = filemenu.Append(wx.ID_EXIT,"E&xit"," Terminate the program")
self.Bind(wx.EVT_MENU, self.OnExit, menuExit)
#####Laplacian Mesh Menu
laplacianMenu = wx.Menu()
menuSelectLaplaceVertices = laplacianMenu.Append(MeshViewerFrame.ID_SELECTLAPLACEVERTICES, "&Select Laplace Vertices", "Select Laplace Vertices")
self.Bind(wx.EVT_MENU, self.glcanvas.doLaplacianMeshSelectVertices, menuSelectLaplaceVertices)
menuClearLaplaceVertices = laplacianMenu.Append(MeshViewerFrame.ID_CLEARLAPLACEVERTICES, "&Clear vertex selection", "Clear Vertex Selection")
self.Bind(wx.EVT_MENU, self.glcanvas.clearLaplacianMeshSelection, menuClearLaplaceVertices)
menuSolveWithConstraints = laplacianMenu.Append(MeshViewerFrame.ID_SOLVEWITHCONSTRAINTS, "&Solve with Constraints", "Solve with Constraints")
self.Bind(wx.EVT_MENU, self.glcanvas.doLaplacianSolveWithConstraints, menuSolveWithConstraints)
# menuEstimateCurvature = laplacianMenu.Append(MeshViewerFrame.ID_ESTIMATECURVATURE, "&Estimate Mean Curvature", "Estimate Mean Curvature")
# self.Bind(wx.EVT_MENU, self.glcanvas.estimateCurvature, menuEstimateCurvature)
menuLaplacianSmooth = laplacianMenu.Append(MeshViewerFrame.ID_LAPLACIANSMOOTH, "&Laplacian Smooth", "Laplacian Smooth")
self.Bind(wx.EVT_MENU, self.glcanvas.doLaplacianSmooth, menuLaplacianSmooth)
menuLaplacianSharpen = laplacianMenu.Append(MeshViewerFrame.ID_LAPLACIANSHARPEN, "&Laplacian Sharpen", "Laplacian Sharpen")
self.Bind(wx.EVT_MENU, self.glcanvas.doLaplacianSharpen, menuLaplacianSharpen)
menuMinimalSurface = laplacianMenu.Append(MeshViewerFrame.ID_MINIMALSURFACE, "&Minimal Surface", "Minimal Surface")
self.Bind(wx.EVT_MENU, self.glcanvas.doMinimalSurface, menuMinimalSurface)
menuGetSpectrum = laplacianMenu.Append(MeshViewerFrame.ID_GETSPECTRUM, "&Get Spectrum", "Get Spectrum")
self.Bind(wx.EVT_MENU, self.glcanvas.getSpectrum, menuGetSpectrum)
menuDoLowpass = laplacianMenu.Append(MeshViewerFrame.ID_DOLOWPASS, "&Do Lowpass", "Do Lowpass")
self.Bind(wx.EVT_MENU, self.glcanvas.doLowpass, menuDoLowpass)
menuDoHeat = laplacianMenu.Append(MeshViewerFrame.ID_DOHEAT, "&Do Heat Flow Simulation", "Do Heat Flow Simulation")
self.Bind(wx.EVT_MENU, self.glcanvas.doHeat, menuDoHeat)
menuDoHKS = laplacianMenu.Append(MeshViewerFrame.ID_DOHKS, "&Compute Heat Kernel Signature", "Do Heat Heat Kernel Signature")
self.Bind(wx.EVT_MENU, self.glcanvas.doHKS, menuDoHKS)
menuDoFlattening = laplacianMenu.Append(MeshViewerFrame.ID_DOFLATTENING, "&Do Flattening", "Do Flattening")
self.Bind(wx.EVT_MENU, self.glcanvas.doFlattening, menuDoFlattening)
menuDoUVCoords = laplacianMenu.Append(MeshViewerFrame.ID_DOUVCOORDS, "&Compute UV Coordinates", "Compute UV Coordinates")
self.Bind(wx.EVT_MENU, self.glcanvas.doUVCoords, menuDoUVCoords)
#####Color Selection Menu
colorMenu = wx.Menu()
menuSelectColorVertices = colorMenu.Append(MeshViewerFrame.ID_SELECTCOLORVERTICES, "&Select Color Vertices", "Select Color Vertices")
self.Bind(wx.EVT_MENU, self.glcanvas.doSelectColorVertices, menuSelectColorVertices)
menuClearColorVertices = colorMenu.Append(MeshViewerFrame.ID_CLEARCOLORVERTICES, "&Clear color vertex selection", "Clear Color Vertex Selection")
self.Bind(wx.EVT_MENU, self.glcanvas.clearColorVertexSelection, menuClearColorVertices)
menuInterpolateColors = colorMenu.Append(MeshViewerFrame.ID_INTERPOLATECOLORS, "&Interpolate Colors", "Interpolate Colors")
self.Bind(wx.EVT_MENU, self.glcanvas.doInterpolateColors, menuInterpolateColors)
# Creating the menubar.
menuBar = wx.MenuBar()
menuBar.Append(filemenu,"&File") # Adding the "filemenu" to the MenuBar
menuBar.Append(laplacianMenu,"&MeshLaplacian") # Adding the "filemenu" to the MenuBar
menuBar.Append(colorMenu,"&MeshColoring") #Adding the coloring menu
self.SetMenuBar(menuBar) # Adding the MenuBar to the Frame content.
self.rightPanel = wx.BoxSizer(wx.VERTICAL)
#Buttons to go to a default view
viewPanel = wx.BoxSizer(wx.HORIZONTAL)
topViewButton = wx.Button(self, -1, "Top")
self.Bind(wx.EVT_BUTTON, self.glcanvas.viewFromTop, topViewButton)
viewPanel.Add(topViewButton, 0, wx.EXPAND)
sideViewButton = wx.Button(self, -1, "Side")
self.Bind(wx.EVT_BUTTON, self.glcanvas.viewFromSide, sideViewButton)
viewPanel.Add(sideViewButton, 0, wx.EXPAND)
frontViewButton = wx.Button(self, -1, "Front")
self.Bind(wx.EVT_BUTTON, self.glcanvas.viewFromFront, frontViewButton)
viewPanel.Add(frontViewButton, 0, wx.EXPAND)
self.rightPanel.Add(wx.StaticText(self, label="Views"), 0, wx.EXPAND)
self.rightPanel.Add(viewPanel, 0, wx.EXPAND)
#Checkboxes for displaying data
self.displayMeshFacesCheckbox = wx.CheckBox(self, label = "Display Mesh Faces")
self.displayMeshFacesCheckbox.SetValue(True)
self.Bind(wx.EVT_CHECKBOX, self.glcanvas.displayMeshFacesCheckbox, self.displayMeshFacesCheckbox)
self.rightPanel.Add(self.displayMeshFacesCheckbox, 0, wx.EXPAND)
self.displayMeshEdgesCheckbox = wx.CheckBox(self, label = "Display Mesh Edges")
self.displayMeshEdgesCheckbox.SetValue(False)
self.Bind(wx.EVT_CHECKBOX, self.glcanvas.displayMeshEdgesCheckbox, self.displayMeshEdgesCheckbox)
self.rightPanel.Add(self.displayMeshEdgesCheckbox, 0, wx.EXPAND)
self.displayMeshVerticesCheckbox = wx.CheckBox(self, label = "Display Mesh Points")
self.displayMeshVerticesCheckbox.SetValue(True)
self.Bind(wx.EVT_CHECKBOX, self.glcanvas.displayMeshVerticesCheckbox, self.displayMeshVerticesCheckbox)
self.rightPanel.Add(self.displayMeshVerticesCheckbox, 0, wx.EXPAND)
self.displayVertexNormalsCheckbox = wx.CheckBox(self, label = "Display Vertex Normals")
self.displayVertexNormalsCheckbox.SetValue(False)
self.Bind(wx.EVT_CHECKBOX, self.glcanvas.displayVertexNormalsCheckbox, self.displayVertexNormalsCheckbox)
self.rightPanel.Add(self.displayVertexNormalsCheckbox, 0, wx.EXPAND)
self.displayFaceNormalsCheckbox = wx.CheckBox(self, label = "Display Face Normals")
self.displayFaceNormalsCheckbox.SetValue(False)
self.Bind(wx.EVT_CHECKBOX, self.glcanvas.displayFaceNormalsCheckbox, self.displayFaceNormalsCheckbox)
self.rightPanel.Add(self.displayFaceNormalsCheckbox, 0, wx.EXPAND)
self.useLightingCheckbox = wx.CheckBox(self, label = "Use Lighting")
self.useLightingCheckbox.SetValue(True)
self.Bind(wx.EVT_CHECKBOX, self.glcanvas.useLightingCheckbox, self.useLightingCheckbox)
self.rightPanel.Add(self.useLightingCheckbox, 0, wx.EXPAND)
self.useTextureCheckbox = wx.CheckBox(self, label = "Use Texture")
self.useTextureCheckbox.SetValue(False)
self.Bind(wx.EVT_CHECKBOX, self.glcanvas.useTextureCheckbox, self.useTextureCheckbox)
self.rightPanel.Add(self.useTextureCheckbox, 0, wx.EXPAND)
#Finally add the two main panels to the sizer
self.sizer = wx.BoxSizer(wx.HORIZONTAL)
#cubecanvas = CubeCanvas(self)
#self.sizer.Add(cubecanvas, 2, wx.EXPAND)
self.sizer.Add(self.glcanvas, 2, wx.EXPAND)
self.sizer.Add(self.rightPanel, 0, wx.EXPAND)
self.SetSizer(self.sizer)
self.Layout()
self.glcanvas.Show()
def OnLoadMesh(self, evt):
dlg = wx.FileDialog(self, "Choose a file", ".", "", "OFF files (*.off)|*.off|TOFF files (*.toff)|*.toff|OBJ files (*.obj)|*.obj", wx.FD_OPEN)
if dlg.ShowModal() == wx.ID_OK:
filename = dlg.GetFilename()
dirname = dlg.GetDirectory()
filepath = os.path.join(dirname, filename)
print dirname
self.glcanvas.mesh = PolyMesh()
print "Loading mesh %s..."%filename
self.glcanvas.mesh.loadFile(filepath)
self.glcanvas.meshCentroid = self.glcanvas.mesh.getCentroid()
self.glcanvas.meshPrincipalAxes = self.glcanvas.mesh.getPrincipalAxes()
print "Finished loading mesh"
print self.glcanvas.mesh
self.glcanvas.initMeshBBox()
self.glcanvas.clearAllSelections()
self.glcanvas.Refresh()
dlg.Destroy()
return
def OnSaveMesh(self, evt):
dlg = wx.FileDialog(self, "Choose a file", ".", "", "*", wx.FD_SAVE)
if dlg.ShowModal() == wx.ID_OK:
filename = dlg.GetFilename()
dirname = dlg.GetDirectory()
filepath = os.path.join(dirname, filename)
self.glcanvas.mesh.saveFile(filepath, True)
self.glcanvas.Refresh()
dlg.Destroy()
return
def OnSaveScreenshot(self, evt):
dlg = wx.FileDialog(self, "Choose a file", ".", "", "*", wx.FD_SAVE)
if dlg.ShowModal() == wx.ID_OK:
filename = dlg.GetFilename()
dirname = dlg.GetDirectory()
filepath = os.path.join(dirname, filename)
saveImageGL(self.glcanvas, filepath)
dlg.Destroy()
return
def OnExit(self, evt):
self.Close(True)
return
class MeshViewer(object):
def __init__(self, filename = None, ts = False, sp = "", ra = 0):
app = wx.App()
frame = MeshViewerFrame(None, -1, 'MeshViewer')
frame.Show(True)
app.MainLoop()
app.Destroy()
if __name__ == '__main__':
viewer = MeshViewer()