// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2014 Daniele Panozzo // // 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/. #ifndef IGL_VIEWERDATA_H #define IGL_VIEWERDATA_H #include "../igl_inline.h" #include "MeshGL.h" #include #include #include #include #include // Alec: This is a mesh class containing a variety of data types (normals, // overlays, material colors, etc.) // // WARNING: Eigen data members (such as Eigen::Vector4f) should explicitly // disable alignment (e.g. use `Eigen::Matrix`), // in order to avoid alignment issues further down the line (esp. if the // structure are stored in a std::vector). // // See this thread for a more detailed discussion: // https://github.com/libigl/libigl/pull/1029 // namespace igl { // TODO: write documentation namespace opengl { // Forward declaration class ViewerCore; class ViewerData { public: ViewerData(); // Empty all fields IGL_INLINE void clear(); // Change the visualization mode, invalidating the cache if necessary IGL_INLINE void set_face_based(bool newvalue); // Helpers that can draw the most common meshes IGL_INLINE void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F); IGL_INLINE void set_vertices(const Eigen::MatrixXd& V); IGL_INLINE void set_normals(const Eigen::MatrixXd& N); IGL_INLINE void set_visible(bool value, unsigned int core_id = 1); // Set the color of the mesh // // Inputs: // C #V|#F|1 by 3 list of colors IGL_INLINE void set_colors(const Eigen::MatrixXd &C); // Set per-vertex UV coordinates // // Inputs: // UV #V by 2 list of UV coordinates (indexed by F) IGL_INLINE void set_uv(const Eigen::MatrixXd& UV); // Set per-corner UV coordinates // // Inputs: // UV_V #UV by 2 list of UV coordinates // UV_F #F by 3 list of UV indices into UV_V IGL_INLINE void set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F); // Set the texture associated with the mesh. // // Inputs: // R width by height image matrix of red channel // G width by height image matrix of green channel // B width by height image matrix of blue channel // IGL_INLINE void set_texture( const Eigen::Matrix& R, const Eigen::Matrix& G, const Eigen::Matrix& B); // Set the texture associated with the mesh. // // Inputs: // R width by height image matrix of red channel // G width by height image matrix of green channel // B width by height image matrix of blue channel // A width by height image matrix of alpha channel // IGL_INLINE void set_texture( const Eigen::Matrix& R, const Eigen::Matrix& G, const Eigen::Matrix& B, const Eigen::Matrix& A); // Sets points given a list of point vertices. In constrast to `set_points` // this will (purposefully) clober existing points. // // Inputs: // P #P by 3 list of vertex positions // C #P|1 by 3 color(s) IGL_INLINE void set_points( const Eigen::MatrixXd& P, const Eigen::MatrixXd& C); IGL_INLINE void add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C); // Sets edges given a list of edge vertices and edge indices. In constrast // to `add_edges` this will (purposefully) clober existing edges. // // Inputs: // P #P by 3 list of vertex positions // E #E by 2 list of edge indices into P // C #E|1 by 3 color(s) IGL_INLINE void set_edges (const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C); // Alec: This is very confusing. Why does add_edges have a different API from // set_edges? IGL_INLINE void add_edges (const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C); // Adds text labels at the given positions in 3D. // Note: This requires the ImGui viewer plugin to display text labels. IGL_INLINE void add_label (const Eigen::VectorXd& P, const std::string& str); // Clear the label data IGL_INLINE void clear_labels (); // Computes the normals of the mesh IGL_INLINE void compute_normals(); // Assigns uniform colors to all faces/vertices IGL_INLINE void uniform_colors( const Eigen::Vector3d& diffuse, const Eigen::Vector3d& ambient, const Eigen::Vector3d& specular); // Assigns uniform colors to all faces/vertices IGL_INLINE void uniform_colors( const Eigen::Vector4d& ambient, const Eigen::Vector4d& diffuse, const Eigen::Vector4d& specular); // Generates a default grid texture IGL_INLINE void grid_texture(); // Copy visualization options from one viewport to another IGL_INLINE void copy_options(const ViewerCore &from, const ViewerCore &to); Eigen::MatrixXd V; // Vertices of the current mesh (#V x 3) Eigen::MatrixXi F; // Faces of the mesh (#F x 3) // Per face attributes Eigen::MatrixXd F_normals; // One normal per face Eigen::MatrixXd F_material_ambient; // Per face ambient color Eigen::MatrixXd F_material_diffuse; // Per face diffuse color Eigen::MatrixXd F_material_specular; // Per face specular color // Per vertex attributes Eigen::MatrixXd V_normals; // One normal per vertex Eigen::MatrixXd V_material_ambient; // Per vertex ambient color Eigen::MatrixXd V_material_diffuse; // Per vertex diffuse color Eigen::MatrixXd V_material_specular; // Per vertex specular color // UV parametrization Eigen::MatrixXd V_uv; // UV vertices Eigen::MatrixXi F_uv; // optional faces for UVs // Texture Eigen::Matrix texture_R; Eigen::Matrix texture_G; Eigen::Matrix texture_B; Eigen::Matrix texture_A; // Overlays // Lines plotted over the scene // (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), // 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 Eigen::MatrixXd lines; // Points plotted over the scene // (Every row contains 6 doubles in the following format P_x, P_y, P_z, C_r, C_g, C_b), // with P the position in global coordinates of the center of the point, and C the color in floating point rgb format Eigen::MatrixXd points; // Text labels plotted over the scene // Textp contains, in the i-th row, the position in global coordinates where the i-th label should be anchored // Texts contains in the i-th position the text of the i-th label Eigen::MatrixXd labels_positions; std::vector labels_strings; // Marks dirty buffers that need to be uploaded to OpenGL uint32_t dirty; // Enable per-face or per-vertex properties bool face_based; // Invert mesh normals bool invert_normals; // Visualization options // Each option is a binary mask specifying on which viewport each option is set. // When using a single viewport, standard boolean can still be used for simplicity. unsigned int is_visible; unsigned int show_overlay; unsigned int show_overlay_depth; unsigned int show_texture; unsigned int show_faces; unsigned int show_lines; bool show_vertid; // shared across viewports for now bool show_faceid; // shared across viewports for now // Point size / line width float point_size; float line_width; Eigen::Matrix line_color; Eigen::Matrix label_color; // Shape material float shininess; // Unique identifier int id; // OpenGL representation of the mesh igl::opengl::MeshGL meshgl; // Update contents from a 'Data' instance IGL_INLINE void updateGL( const igl::opengl::ViewerData& data, const bool invert_normals, igl::opengl::MeshGL& meshgl); }; } // namespace opengl } // namespace igl //////////////////////////////////////////////////////////////////////////////// #include namespace igl { namespace serialization { inline void serialization(bool s, igl::opengl::ViewerData& obj, std::vector& buffer) { SERIALIZE_MEMBER(V); SERIALIZE_MEMBER(F); SERIALIZE_MEMBER(F_normals); SERIALIZE_MEMBER(F_material_ambient); SERIALIZE_MEMBER(F_material_diffuse); SERIALIZE_MEMBER(F_material_specular); SERIALIZE_MEMBER(V_normals); SERIALIZE_MEMBER(V_material_ambient); SERIALIZE_MEMBER(V_material_diffuse); SERIALIZE_MEMBER(V_material_specular); SERIALIZE_MEMBER(V_uv); SERIALIZE_MEMBER(F_uv); SERIALIZE_MEMBER(texture_R); SERIALIZE_MEMBER(texture_G); SERIALIZE_MEMBER(texture_B); SERIALIZE_MEMBER(texture_A); SERIALIZE_MEMBER(lines); SERIALIZE_MEMBER(points); SERIALIZE_MEMBER(labels_positions); SERIALIZE_MEMBER(labels_strings); SERIALIZE_MEMBER(dirty); SERIALIZE_MEMBER(face_based); SERIALIZE_MEMBER(show_faces); SERIALIZE_MEMBER(show_lines); SERIALIZE_MEMBER(invert_normals); SERIALIZE_MEMBER(show_overlay); SERIALIZE_MEMBER(show_overlay_depth); SERIALIZE_MEMBER(show_vertid); SERIALIZE_MEMBER(show_faceid); SERIALIZE_MEMBER(show_texture); SERIALIZE_MEMBER(point_size); SERIALIZE_MEMBER(line_width); SERIALIZE_MEMBER(line_color); SERIALIZE_MEMBER(shininess); SERIALIZE_MEMBER(id); } template<> inline void serialize(const igl::opengl::ViewerData& obj, std::vector& buffer) { serialization(true, const_cast(obj), buffer); } template<> inline void deserialize(igl::opengl::ViewerData& obj, const std::vector& buffer) { serialization(false, obj, const_cast&>(buffer)); obj.dirty = igl::opengl::MeshGL::DIRTY_ALL; } } } #ifndef IGL_STATIC_LIBRARY # include "ViewerData.cpp" #endif #endif