304 lines
10 KiB
C
304 lines
10 KiB
C
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_VIEWERDATA_H
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#define IGL_VIEWERDATA_H
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#include "../igl_inline.h"
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#include "MeshGL.h"
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#include <cassert>
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#include <cstdint>
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#include <Eigen/Core>
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#include <memory>
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#include <vector>
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// Alec: This is a mesh class containing a variety of data types (normals,
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// overlays, material colors, etc.)
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//
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// WARNING: Eigen data members (such as Eigen::Vector4f) should explicitly
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// disable alignment (e.g. use `Eigen::Matrix<float, 4, 1, Eigen::DontAlign>`),
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// in order to avoid alignment issues further down the line (esp. if the
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// structure are stored in a std::vector).
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//
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// See this thread for a more detailed discussion:
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// https://github.com/libigl/libigl/pull/1029
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//
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namespace igl
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{
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// TODO: write documentation
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namespace opengl
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{
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// Forward declaration
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class ViewerCore;
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class ViewerData
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{
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public:
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ViewerData();
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// Empty all fields
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IGL_INLINE void clear();
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// Change the visualization mode, invalidating the cache if necessary
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IGL_INLINE void set_face_based(bool newvalue);
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// Helpers that can draw the most common meshes
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IGL_INLINE void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F);
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IGL_INLINE void set_vertices(const Eigen::MatrixXd& V);
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IGL_INLINE void set_normals(const Eigen::MatrixXd& N);
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IGL_INLINE void set_visible(bool value, unsigned int core_id = 1);
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// Set the color of the mesh
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//
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// Inputs:
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// C #V|#F|1 by 3 list of colors
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IGL_INLINE void set_colors(const Eigen::MatrixXd &C);
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// Set per-vertex UV coordinates
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//
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// Inputs:
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// UV #V by 2 list of UV coordinates (indexed by F)
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IGL_INLINE void set_uv(const Eigen::MatrixXd& UV);
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// Set per-corner UV coordinates
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//
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// Inputs:
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// UV_V #UV by 2 list of UV coordinates
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// UV_F #F by 3 list of UV indices into UV_V
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IGL_INLINE void set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F);
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// Set the texture associated with the mesh.
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//
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// Inputs:
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// R width by height image matrix of red channel
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// G width by height image matrix of green channel
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// B width by height image matrix of blue channel
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//
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IGL_INLINE void set_texture(
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B);
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// Set the texture associated with the mesh.
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//
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// Inputs:
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// R width by height image matrix of red channel
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// G width by height image matrix of green channel
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// B width by height image matrix of blue channel
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// A width by height image matrix of alpha channel
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//
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IGL_INLINE void set_texture(
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A);
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// Sets points given a list of point vertices. In constrast to `set_points`
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// this will (purposefully) clober existing points.
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//
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// Inputs:
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// P #P by 3 list of vertex positions
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// C #P|1 by 3 color(s)
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IGL_INLINE void set_points(
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const Eigen::MatrixXd& P,
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const Eigen::MatrixXd& C);
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IGL_INLINE void add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C);
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// Sets edges given a list of edge vertices and edge indices. In constrast
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// to `add_edges` this will (purposefully) clober existing edges.
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//
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// Inputs:
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// P #P by 3 list of vertex positions
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// E #E by 2 list of edge indices into P
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// C #E|1 by 3 color(s)
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IGL_INLINE void set_edges (const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C);
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// Alec: This is very confusing. Why does add_edges have a different API from
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// set_edges?
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IGL_INLINE void add_edges (const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C);
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// Adds text labels at the given positions in 3D.
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// Note: This requires the ImGui viewer plugin to display text labels.
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IGL_INLINE void add_label (const Eigen::VectorXd& P, const std::string& str);
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// Clear the label data
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IGL_INLINE void clear_labels ();
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// Computes the normals of the mesh
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IGL_INLINE void compute_normals();
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// Assigns uniform colors to all faces/vertices
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IGL_INLINE void uniform_colors(
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const Eigen::Vector3d& diffuse,
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const Eigen::Vector3d& ambient,
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const Eigen::Vector3d& specular);
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// Assigns uniform colors to all faces/vertices
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IGL_INLINE void uniform_colors(
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const Eigen::Vector4d& ambient,
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const Eigen::Vector4d& diffuse,
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const Eigen::Vector4d& specular);
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// Generates a default grid texture
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IGL_INLINE void grid_texture();
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// Copy visualization options from one viewport to another
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IGL_INLINE void copy_options(const ViewerCore &from, const ViewerCore &to);
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Eigen::MatrixXd V; // Vertices of the current mesh (#V x 3)
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Eigen::MatrixXi F; // Faces of the mesh (#F x 3)
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// Per face attributes
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Eigen::MatrixXd F_normals; // One normal per face
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Eigen::MatrixXd F_material_ambient; // Per face ambient color
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Eigen::MatrixXd F_material_diffuse; // Per face diffuse color
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Eigen::MatrixXd F_material_specular; // Per face specular color
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// Per vertex attributes
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Eigen::MatrixXd V_normals; // One normal per vertex
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Eigen::MatrixXd V_material_ambient; // Per vertex ambient color
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Eigen::MatrixXd V_material_diffuse; // Per vertex diffuse color
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Eigen::MatrixXd V_material_specular; // Per vertex specular color
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// UV parametrization
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Eigen::MatrixXd V_uv; // UV vertices
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Eigen::MatrixXi F_uv; // optional faces for UVs
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// Texture
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Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_R;
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Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_G;
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Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_B;
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Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_A;
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// Overlays
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// Lines plotted over the scene
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// (Every row contains 9 doubles in the following format S_x, S_y, S_z, T_x, T_y, T_z, C_r, C_g, C_b),
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// with S and T the coordinates of the two vertices of the line in global coordinates, and C the color in floating point rgb format
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Eigen::MatrixXd lines;
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// Points plotted over the scene
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// (Every row contains 6 doubles in the following format P_x, P_y, P_z, C_r, C_g, C_b),
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// with P the position in global coordinates of the center of the point, and C the color in floating point rgb format
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Eigen::MatrixXd points;
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// Text labels plotted over the scene
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// Textp contains, in the i-th row, the position in global coordinates where the i-th label should be anchored
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// Texts contains in the i-th position the text of the i-th label
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Eigen::MatrixXd labels_positions;
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std::vector<std::string> labels_strings;
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// Marks dirty buffers that need to be uploaded to OpenGL
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uint32_t dirty;
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// Enable per-face or per-vertex properties
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bool face_based;
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// Invert mesh normals
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bool invert_normals;
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// Visualization options
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// Each option is a binary mask specifying on which viewport each option is set.
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// When using a single viewport, standard boolean can still be used for simplicity.
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unsigned int is_visible;
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unsigned int show_overlay;
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unsigned int show_overlay_depth;
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unsigned int show_texture;
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unsigned int show_faces;
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unsigned int show_lines;
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bool show_vertid; // shared across viewports for now
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bool show_faceid; // shared across viewports for now
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// Point size / line width
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float point_size;
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float line_width;
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Eigen::Matrix<float, 4, 1, Eigen::DontAlign> line_color;
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Eigen::Matrix<float, 4, 1, Eigen::DontAlign> label_color;
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// Shape material
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float shininess;
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// Unique identifier
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int id;
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// OpenGL representation of the mesh
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igl::opengl::MeshGL meshgl;
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// Update contents from a 'Data' instance
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IGL_INLINE void updateGL(
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const igl::opengl::ViewerData& data,
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const bool invert_normals,
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igl::opengl::MeshGL& meshgl);
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};
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} // namespace opengl
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} // namespace igl
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////////////////////////////////////////////////////////////////////////////////
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#include <igl/serialize.h>
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namespace igl
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{
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namespace serialization
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{
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inline void serialization(bool s, igl::opengl::ViewerData& obj, std::vector<char>& buffer)
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{
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SERIALIZE_MEMBER(V);
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SERIALIZE_MEMBER(F);
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SERIALIZE_MEMBER(F_normals);
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SERIALIZE_MEMBER(F_material_ambient);
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SERIALIZE_MEMBER(F_material_diffuse);
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SERIALIZE_MEMBER(F_material_specular);
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SERIALIZE_MEMBER(V_normals);
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SERIALIZE_MEMBER(V_material_ambient);
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SERIALIZE_MEMBER(V_material_diffuse);
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SERIALIZE_MEMBER(V_material_specular);
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SERIALIZE_MEMBER(V_uv);
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SERIALIZE_MEMBER(F_uv);
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SERIALIZE_MEMBER(texture_R);
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SERIALIZE_MEMBER(texture_G);
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SERIALIZE_MEMBER(texture_B);
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SERIALIZE_MEMBER(texture_A);
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SERIALIZE_MEMBER(lines);
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SERIALIZE_MEMBER(points);
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SERIALIZE_MEMBER(labels_positions);
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SERIALIZE_MEMBER(labels_strings);
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SERIALIZE_MEMBER(dirty);
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SERIALIZE_MEMBER(face_based);
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SERIALIZE_MEMBER(show_faces);
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SERIALIZE_MEMBER(show_lines);
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SERIALIZE_MEMBER(invert_normals);
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SERIALIZE_MEMBER(show_overlay);
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SERIALIZE_MEMBER(show_overlay_depth);
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SERIALIZE_MEMBER(show_vertid);
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SERIALIZE_MEMBER(show_faceid);
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SERIALIZE_MEMBER(show_texture);
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SERIALIZE_MEMBER(point_size);
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SERIALIZE_MEMBER(line_width);
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SERIALIZE_MEMBER(line_color);
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SERIALIZE_MEMBER(shininess);
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SERIALIZE_MEMBER(id);
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}
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template<>
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inline void serialize(const igl::opengl::ViewerData& obj, std::vector<char>& buffer)
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{
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serialization(true, const_cast<igl::opengl::ViewerData&>(obj), buffer);
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}
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template<>
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inline void deserialize(igl::opengl::ViewerData& obj, const std::vector<char>& buffer)
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{
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serialization(false, obj, const_cast<std::vector<char>&>(buffer));
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obj.dirty = igl::opengl::MeshGL::DIRTY_ALL;
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}
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}
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}
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#ifndef IGL_STATIC_LIBRARY
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# include "ViewerData.cpp"
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#endif
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#endif
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