dust3d/third_party/libigl/include/igl/opengl/ViewerData.cpp

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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include "ViewerData.h"
#include "ViewerCore.h"
#include "../per_face_normals.h"
#include "../material_colors.h"
#include "../parula.h"
#include "../per_vertex_normals.h"
#include <iostream>
IGL_INLINE igl::opengl::ViewerData::ViewerData()
: dirty(MeshGL::DIRTY_ALL),
show_faces(true),
show_lines(true),
invert_normals(false),
show_overlay(true),
show_overlay_depth(true),
show_vertid(false),
show_faceid(false),
show_texture(false),
point_size(30),
line_width(0.5f),
line_color(0,0,0,1),
label_color(0,0,0.04,1),
shininess(35.0f),
id(-1),
is_visible(1)
{
clear();
};
IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue)
{
if (face_based != newvalue)
{
face_based = newvalue;
dirty = MeshGL::DIRTY_ALL;
}
}
// Helpers that draws the most common meshes
IGL_INLINE void igl::opengl::ViewerData::set_mesh(
const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
{
using namespace std;
Eigen::MatrixXd V_temp;
// If V only has two columns, pad with a column of zeros
if (_V.cols() == 2)
{
V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
V_temp.block(0,0,_V.rows(),2) = _V;
}
else
V_temp = _V;
if (V.rows() == 0 && F.rows() == 0)
{
V = V_temp;
F = _F;
compute_normals();
uniform_colors(
Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
grid_texture();
}
else
{
if (_V.rows() == V.rows() && _F.rows() == F.rows())
{
V = V_temp;
F = _F;
}
else
cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
}
dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION;
}
IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
{
V = _V;
assert(F.size() == 0 || F.maxCoeff() < V.rows());
dirty |= MeshGL::DIRTY_POSITION;
}
IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N)
{
using namespace std;
if (N.rows() == V.rows())
{
set_face_based(false);
V_normals = N;
}
else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
{
set_face_based(true);
F_normals = N;
}
else
cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
dirty |= MeshGL::DIRTY_NORMAL;
}
IGL_INLINE void igl::opengl::ViewerData::set_visible(bool value, unsigned int core_id /*= 1*/)
{
if (value)
is_visible |= core_id;
else
is_visible &= ~core_id;
}
IGL_INLINE void igl::opengl::ViewerData::copy_options(const ViewerCore &from, const ViewerCore &to)
{
to.set(show_overlay , from.is_set(show_overlay) );
to.set(show_overlay_depth, from.is_set(show_overlay_depth));
to.set(show_texture , from.is_set(show_texture) );
to.set(show_faces , from.is_set(show_faces) );
to.set(show_lines , from.is_set(show_lines) );
}
IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C)
{
using namespace std;
using namespace Eigen;
if(C.rows()>0 && C.cols() == 1)
{
Eigen::MatrixXd C3;
igl::parula(C,true,C3);
return set_colors(C3);
}
// Ambient color should be darker color
const auto ambient = [](const MatrixXd & C)->MatrixXd
{
MatrixXd T = 0.1*C;
T.col(3) = C.col(3);
return T;
};
// Specular color should be a less saturated and darker color: dampened
// highlights
const auto specular = [](const MatrixXd & C)->MatrixXd
{
const double grey = 0.3;
MatrixXd T = grey+0.1*(C.array()-grey);
T.col(3) = C.col(3);
return T;
};
if (C.rows() == 1)
{
for (unsigned i=0;i<V_material_diffuse.rows();++i)
{
if (C.cols() == 3)
V_material_diffuse.row(i) << C.row(0),1;
else if (C.cols() == 4)
V_material_diffuse.row(i) << C.row(0);
}
V_material_ambient = ambient(V_material_diffuse);
V_material_specular = specular(V_material_diffuse);
for (unsigned i=0;i<F_material_diffuse.rows();++i)
{
if (C.cols() == 3)
F_material_diffuse.row(i) << C.row(0),1;
else if (C.cols() == 4)
F_material_diffuse.row(i) << C.row(0);
}
F_material_ambient = ambient(F_material_diffuse);
F_material_specular = specular(F_material_diffuse);
}
else if (C.rows() == V.rows())
{
set_face_based(false);
for (unsigned i=0;i<V_material_diffuse.rows();++i)
{
if (C.cols() == 3)
V_material_diffuse.row(i) << C.row(i), 1;
else if (C.cols() == 4)
V_material_diffuse.row(i) << C.row(i);
}
V_material_ambient = ambient(V_material_diffuse);
V_material_specular = specular(V_material_diffuse);
}
else if (C.rows() == F.rows())
{
set_face_based(true);
for (unsigned i=0;i<F_material_diffuse.rows();++i)
{
if (C.cols() == 3)
F_material_diffuse.row(i) << C.row(i), 1;
else if (C.cols() == 4)
F_material_diffuse.row(i) << C.row(i);
}
F_material_ambient = ambient(F_material_diffuse);
F_material_specular = specular(F_material_diffuse);
}
else
cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;
dirty |= MeshGL::DIRTY_DIFFUSE;
}
IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV)
{
using namespace std;
if (UV.rows() == V.rows())
{
set_face_based(false);
V_uv = UV;
}
else
cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
dirty |= MeshGL::DIRTY_UV;
}
IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
{
set_face_based(true);
V_uv = UV_V.block(0,0,UV_V.rows(),2);
F_uv = UV_F;
dirty |= MeshGL::DIRTY_UV;
}
IGL_INLINE void igl::opengl::ViewerData::set_texture(
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
{
texture_R = R;
texture_G = G;
texture_B = B;
texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
dirty |= MeshGL::DIRTY_TEXTURE;
}
IGL_INLINE void igl::opengl::ViewerData::set_texture(
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
{
texture_R = R;
texture_G = G;
texture_B = B;
texture_A = A;
dirty |= MeshGL::DIRTY_TEXTURE;
}
IGL_INLINE void igl::opengl::ViewerData::set_points(
const Eigen::MatrixXd& P,
const Eigen::MatrixXd& C)
{
// clear existing points
points.resize(0,0);
add_points(P,C);
}
IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
{
Eigen::MatrixXd P_temp;
// If P only has two columns, pad with a column of zeros
if (P.cols() == 2)
{
P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
P_temp.block(0,0,P.rows(),2) = P;
}
else
P_temp = P;
int lastid = points.rows();
points.conservativeResize(points.rows() + P_temp.rows(),6);
for (unsigned i=0; i<P_temp.rows(); ++i)
points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
dirty |= MeshGL::DIRTY_OVERLAY_POINTS;
}
IGL_INLINE void igl::opengl::ViewerData::set_edges(
const Eigen::MatrixXd& P,
const Eigen::MatrixXi& E,
const Eigen::MatrixXd& C)
{
using namespace Eigen;
lines.resize(E.rows(),9);
assert(C.cols() == 3);
for(int e = 0;e<E.rows();e++)
{
RowVector3d color;
if(C.size() == 3)
{
color<<C;
}else if(C.rows() == E.rows())
{
color<<C.row(e);
}
lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
}
dirty |= MeshGL::DIRTY_OVERLAY_LINES;
}
IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
{
Eigen::MatrixXd P1_temp,P2_temp;
// If P1 only has two columns, pad with a column of zeros
if (P1.cols() == 2)
{
P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
P1_temp.block(0,0,P1.rows(),2) = P1;
P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
P2_temp.block(0,0,P2.rows(),2) = P2;
}
else
{
P1_temp = P1;
P2_temp = P2;
}
int lastid = lines.rows();
lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
for (unsigned i=0; i<P1_temp.rows(); ++i)
lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
dirty |= MeshGL::DIRTY_OVERLAY_LINES;
}
IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
{
Eigen::RowVectorXd P_temp;
// If P only has two columns, pad with a column of zeros
if (P.size() == 2)
{
P_temp = Eigen::RowVectorXd::Zero(3);
P_temp << P.transpose(), 0;
}
else
P_temp = P;
int lastid = labels_positions.rows();
labels_positions.conservativeResize(lastid+1, 3);
labels_positions.row(lastid) = P_temp;
labels_strings.push_back(str);
}
IGL_INLINE void igl::opengl::ViewerData::clear_labels()
{
labels_positions.resize(0,3);
labels_strings.clear();
}
IGL_INLINE void igl::opengl::ViewerData::clear()
{
V = Eigen::MatrixXd (0,3);
F = Eigen::MatrixXi (0,3);
F_material_ambient = Eigen::MatrixXd (0,4);
F_material_diffuse = Eigen::MatrixXd (0,4);
F_material_specular = Eigen::MatrixXd (0,4);
V_material_ambient = Eigen::MatrixXd (0,4);
V_material_diffuse = Eigen::MatrixXd (0,4);
V_material_specular = Eigen::MatrixXd (0,4);
F_normals = Eigen::MatrixXd (0,3);
V_normals = Eigen::MatrixXd (0,3);
V_uv = Eigen::MatrixXd (0,2);
F_uv = Eigen::MatrixXi (0,3);
lines = Eigen::MatrixXd (0,9);
points = Eigen::MatrixXd (0,6);
labels_positions = Eigen::MatrixXd (0,3);
labels_strings.clear();
face_based = false;
}
IGL_INLINE void igl::opengl::ViewerData::compute_normals()
{
igl::per_face_normals(V, F, F_normals);
igl::per_vertex_normals(V, F, F_normals, V_normals);
dirty |= MeshGL::DIRTY_NORMAL;
}
IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
const Eigen::Vector3d& ambient,
const Eigen::Vector3d& diffuse,
const Eigen::Vector3d& specular)
{
Eigen::Vector4d ambient4;
Eigen::Vector4d diffuse4;
Eigen::Vector4d specular4;
ambient4 << ambient, 1;
diffuse4 << diffuse, 1;
specular4 << specular, 1;
uniform_colors(ambient4,diffuse4,specular4);
}
IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
const Eigen::Vector4d& ambient,
const Eigen::Vector4d& diffuse,
const Eigen::Vector4d& specular)
{
V_material_ambient.resize(V.rows(),4);
V_material_diffuse.resize(V.rows(),4);
V_material_specular.resize(V.rows(),4);
for (unsigned i=0; i<V.rows();++i)
{
V_material_ambient.row(i) = ambient;
V_material_diffuse.row(i) = diffuse;
V_material_specular.row(i) = specular;
}
F_material_ambient.resize(F.rows(),4);
F_material_diffuse.resize(F.rows(),4);
F_material_specular.resize(F.rows(),4);
for (unsigned i=0; i<F.rows();++i)
{
F_material_ambient.row(i) = ambient;
F_material_diffuse.row(i) = diffuse;
F_material_specular.row(i) = specular;
}
dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT;
}
IGL_INLINE void igl::opengl::ViewerData::grid_texture()
{
// Don't do anything for an empty mesh
if(V.rows() == 0)
{
V_uv.resize(V.rows(),2);
return;
}
if (V_uv.rows() == 0)
{
V_uv = V.block(0, 0, V.rows(), 2);
V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff();
V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff();
V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff();
V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff();
V_uv = V_uv.array() * 10;
dirty |= MeshGL::DIRTY_TEXTURE;
}
unsigned size = 128;
unsigned size2 = size/2;
texture_R.resize(size, size);
for (unsigned i=0; i<size; ++i)
{
for (unsigned j=0; j<size; ++j)
{
texture_R(i,j) = 0;
if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
texture_R(i,j) = 255;
}
}
texture_G = texture_R;
texture_B = texture_R;
texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
dirty |= MeshGL::DIRTY_TEXTURE;
}
IGL_INLINE void igl::opengl::ViewerData::updateGL(
const igl::opengl::ViewerData& data,
const bool invert_normals,
igl::opengl::MeshGL& meshgl
)
{
if (!meshgl.is_initialized)
{
meshgl.init();
}
bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
meshgl.dirty |= data.dirty;
// Input:
// X #F by dim quantity
// Output:
// X_vbo #F*3 by dim scattering per corner
const auto per_face = [&data](
const Eigen::MatrixXd & X,
MeshGL::RowMatrixXf & X_vbo)
{
assert(X.cols() == 4);
X_vbo.resize(data.F.rows()*3,4);
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
X_vbo.row(i*3+j) = X.row(i).cast<float>();
};
// Input:
// X #V by dim quantity
// Output:
// X_vbo #F*3 by dim scattering per corner
const auto per_corner = [&data](
const Eigen::MatrixXd & X,
MeshGL::RowMatrixXf & X_vbo)
{
X_vbo.resize(data.F.rows()*3,X.cols());
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
};
if (!data.face_based)
{
if (!(per_corner_uv || per_corner_normals))
{
// Vertex positions
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
meshgl.V_vbo = data.V.cast<float>();
// Vertex normals
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
{
meshgl.V_normals_vbo = data.V_normals.cast<float>();
if (invert_normals)
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
}
// Per-vertex material settings
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>();
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>();
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
meshgl.V_specular_vbo = data.V_material_specular.cast<float>();
// Face indices
if (meshgl.dirty & MeshGL::DIRTY_FACE)
meshgl.F_vbo = data.F.cast<unsigned>();
// Texture coordinates
if (meshgl.dirty & MeshGL::DIRTY_UV)
{
meshgl.V_uv_vbo = data.V_uv.cast<float>();
}
}
else
{
// Per vertex properties with per corner UVs
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
{
per_corner(data.V,meshgl.V_vbo);
}
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
{
meshgl.V_ambient_vbo.resize(data.F.rows()*3,4);
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
meshgl.V_ambient_vbo.row(i*3+j) = data.V_material_ambient.row(data.F(i,j)).cast<float>();
}
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
{
meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4);
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
meshgl.V_diffuse_vbo.row(i*3+j) = data.V_material_diffuse.row(data.F(i,j)).cast<float>();
}
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
{
meshgl.V_specular_vbo.resize(data.F.rows()*3,4);
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
meshgl.V_specular_vbo.row(i*3+j) = data.V_material_specular.row(data.F(i,j)).cast<float>();
}
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
{
meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
meshgl.V_normals_vbo.row(i*3+j) =
per_corner_normals ?
data.F_normals.row(i*3+j).cast<float>() :
data.V_normals.row(data.F(i,j)).cast<float>();
if (invert_normals)
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
}
if (meshgl.dirty & MeshGL::DIRTY_FACE)
{
meshgl.F_vbo.resize(data.F.rows(),3);
for (unsigned i=0; i<data.F.rows();++i)
meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
}
if (meshgl.dirty & MeshGL::DIRTY_UV)
{
meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
meshgl.V_uv_vbo.row(i*3+j) =
data.V_uv.row(per_corner_uv ?
data.F_uv(i,j) : data.F(i,j)).cast<float>();
}
}
}
else
{
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
{
per_corner(data.V,meshgl.V_vbo);
}
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
{
per_face(data.F_material_ambient,meshgl.V_ambient_vbo);
}
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
{
per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo);
}
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
{
per_face(data.F_material_specular,meshgl.V_specular_vbo);
}
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
{
meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
meshgl.V_normals_vbo.row(i*3+j) =
per_corner_normals ?
data.F_normals.row(i*3+j).cast<float>() :
data.F_normals.row(i).cast<float>();
if (invert_normals)
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
}
if (meshgl.dirty & MeshGL::DIRTY_FACE)
{
meshgl.F_vbo.resize(data.F.rows(),3);
for (unsigned i=0; i<data.F.rows();++i)
meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
}
if (meshgl.dirty & MeshGL::DIRTY_UV)
{
meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
for (unsigned i=0; i<data.F.rows();++i)
for (unsigned j=0;j<3;++j)
meshgl.V_uv_vbo.row(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).cast<float>();
}
}
if (meshgl.dirty & MeshGL::DIRTY_TEXTURE)
{
meshgl.tex_u = data.texture_R.rows();
meshgl.tex_v = data.texture_R.cols();
meshgl.tex.resize(data.texture_R.size()*4);
for (unsigned i=0;i<data.texture_R.size();++i)
{
meshgl.tex(i*4+0) = data.texture_R(i);
meshgl.tex(i*4+1) = data.texture_G(i);
meshgl.tex(i*4+2) = data.texture_B(i);
meshgl.tex(i*4+3) = data.texture_A(i);
}
}
if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES)
{
meshgl.lines_V_vbo.resize(data.lines.rows()*2,3);
meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3);
meshgl.lines_F_vbo.resize(data.lines.rows()*2,1);
for (unsigned i=0; i<data.lines.rows();++i)
{
meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
meshgl.lines_F_vbo(2*i+0) = 2*i+0;
meshgl.lines_F_vbo(2*i+1) = 2*i+1;
}
}
if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS)
{
meshgl.points_V_vbo.resize(data.points.rows(),3);
meshgl.points_V_colors_vbo.resize(data.points.rows(),3);
meshgl.points_F_vbo.resize(data.points.rows(),1);
for (unsigned i=0; i<data.points.rows();++i)
{
meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
meshgl.points_F_vbo(i) = i;
}
}
}