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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2014 Daniele Panozzo <[email protected]>
- //
- // 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 "MeshGL.h"
- #include "../igl_inline.h"
- #include "../colormap.h"
- #include <cassert>
- #include <cstdint>
- #include <Eigen/Core>
- #include <memory>
- #include <vector>
- namespace igl
- {
- namespace opengl
- {
- class ViewerCore;
- /// Object being drawn (i.e., mesh and its accessories) by the ViewerCore
- ///
- /// \warning Eigen data members (such as Eigen::Vector4f) should explicitly
- /// disable alignment (e.g. use `Eigen::Matrix<float, 4, 1, Eigen::DontAlign>`),
- /// 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
- ///
- class ViewerData
- {
- public:
- ViewerData();
- /// Empty all fields
- IGL_INLINE void clear();
- /// Change whether drawing per-vertex or per-face; invalidating cache if
- /// necessary
- ///
- /// @param[in] newvalue whether face based
- IGL_INLINE void set_face_based(bool newvalue);
- /// Set the current mesh. Call this once at the beginning and whenever
- /// **both** the vertices and faces are changing.
- ///
- /// @param[in] V #V by 3 list of mesh vertex positions
- /// @param[in] F #F by 3/4 list of mesh faces (triangles/tets)
- IGL_INLINE void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F);
- /// Set just the vertices. Call this if _just_ the vertices are changing. You
- /// may need to call compute_normals to update the lighting correctly.
- ///
- /// @param[in] V #V by 3 list of mesh vertex positions
- IGL_INLINE void set_vertices(const Eigen::MatrixXd& V);
- /// Set the normals of a mesh.
- ///
- /// @param[in] N #V|#F|3#F by 3 list of mesh normals
- ///
- /// \see compute_normals
- IGL_INLINE void set_normals(const Eigen::MatrixXd& N);
- /// Set whether this object is visible
- /// @param[in] value true iff this object is visible
- /// @param[in] core_id Index of the core to set (default is 0)
- IGL_INLINE void set_visible(bool value, unsigned int core_id = 1);
- /// Set the color of the mesh
- ///
- /// @param[in] C #V|#F|1 by 3 list of colors
- IGL_INLINE void set_colors(const Eigen::MatrixXd &C);
- /// Set per-vertex UV coordinates
- ///
- /// @param[in] 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
- ///
- /// @param[in] UV_V #UV by 2 list of UV coordinates
- /// @param[in] 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.
- ///
- /// @param[in] R width by height image matrix of red channel
- /// @param[in] G width by height image matrix of green channel
- /// @param[in] B width by height image matrix of blue channel
- /// @param[in] A width by height image matrix of alpha channel
- ///
- IGL_INLINE void 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);
- /// \overload
- IGL_INLINE void 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);
- /// Set pseudo-color-able scalar data associated with the mesh.
- ///
- /// @param[in] caxis_min caxis minimum bound
- /// @param[in] caxis_max caxis maximum bound
- /// @param[in] D #V|#F by 1 list of scalar values
- /// @param[in] cmap colormap type
- /// @param[in] num_steps number of intervals to discretize the colormap
- IGL_INLINE void set_data(
- const Eigen::VectorXd & D,
- double caxis_min,
- double caxis_max,
- igl::ColorMapType cmap = igl::COLOR_MAP_TYPE_VIRIDIS,
- int num_steps = 21);
- /// \overload
- /// \brief Use min(D) and max(D) to set caxis.
- IGL_INLINE void set_data(const Eigen::VectorXd & D,
- igl::ColorMapType cmap = igl::COLOR_MAP_TYPE_VIRIDIS,
- int num_steps = 21);
- /// Not to be confused with set_colors, this creates a _texture_ that will be
- /// referenced to pseudocolor according to the scalar field passed to set_data.
- ///
- /// @param[in] CM #CM by 3 list of colors
- IGL_INLINE void set_colormap(const Eigen::MatrixXd & CM);
- /// Sets points given a list of point vertices. In constrast to `add_points`
- /// this will (purposefully) clober existing points.
- ///
- /// @param[in] P #P by 3 list of vertex positions
- /// @param[in] C #P|1 by 3 color(s)
- IGL_INLINE void set_points(
- const Eigen::MatrixXd& P,
- const Eigen::MatrixXd& C);
- /// Add points given a list of point vertices.
- ///
- /// @param[in] P #P by 3 list of vertex positions
- /// @param[in] C #P|1 by 3 color(s)
- IGL_INLINE void add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C);
- /// Clear the point data
- IGL_INLINE void clear_points();
- /// Sets edges given a list of edge vertices and edge indices. In constrast
- /// to `add_edges` this will (purposefully) clober existing edges.
- ///
- /// @param[in] P #P by 3 list of vertex positions
- /// @param[in] E #E by 2 list of edge indices into P
- /// @param[in] C #E|1 by 3 color(s)
- IGL_INLINE void set_edges (const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C);
- /// Add edges given a list of edge start and end positions and colors
- ///
- /// @param[in] P1 #P by 3 list of edge start positions
- /// @param[in] P2 #P by 3 list of edge end positions
- /// @param[in] C #P|1 by 3 color(s)
- /// \note 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);
- /// Sets edges given a list of points and eminating vectors
- ///
- /// @param[in] P #P by 3 list of vertex positions
- /// @param[in] V #P by 3 list of eminating vectors
- /// @param[in] C #P|1 by 3 color(s)
- IGL_INLINE void set_edges_from_vector_field(
- const Eigen::MatrixXd& P,
- const Eigen::MatrixXd& V,
- const Eigen::MatrixXd& C);
- /// Clear the edge data
- IGL_INLINE void clear_edges();
- /// Sets / Adds text labels at the given positions in 3D.
- /// \param[in] P #P by 3 list of vertex positions
- /// \param[in] str #P list of text labels
- /// \note This requires the ImGui viewer plugin to display text labels.
- IGL_INLINE void set_labels (const Eigen::MatrixXd& P, const std::vector<std::string>& str);
- /// Sets / Adds text labels at the given positions in 3D.
- /// @param[in] P 3D position of the label
- /// @param[in] str text label
- 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
- /// \param[in] ambient ambient color
- /// \param[in] diffuse diffuse color
- /// \param[in] specular specular color
- IGL_INLINE void uniform_colors(
- const Eigen::Vector3d& ambient,
- const Eigen::Vector3d& diffuse,
- const Eigen::Vector3d& specular);
- /// \overload
- IGL_INLINE void uniform_colors(
- const Eigen::Vector4d& ambient,
- const Eigen::Vector4d& diffuse,
- const Eigen::Vector4d& specular);
- /// Generate a normal image matcap
- IGL_INLINE void normal_matcap();
- /// Generates a default grid texture (without uvs)
- IGL_INLINE void grid_texture();
- /// Copy visualization options from one viewport to another
- /// \param[in] from source viewport
- /// \param[in] to destination viewport
- IGL_INLINE void copy_options(const ViewerCore &from, const ViewerCore &to);
- /// Vertices of the current mesh (#V x 3)
- Eigen::MatrixXd V;
- /// Faces of the mesh (#F x 3)
- Eigen::MatrixXi F;
- // Per face attributes
- /// One normal per face
- Eigen::MatrixXd F_normals;
- /// Per face ambient color
- Eigen::MatrixXd F_material_ambient;
- /// Per face diffuse color
- Eigen::MatrixXd F_material_diffuse;
- /// Per face specular color
- Eigen::MatrixXd F_material_specular;
- // Per vertex attributes
- /// One normal per vertex
- Eigen::MatrixXd V_normals;
- /// Per vertex ambient color
- Eigen::MatrixXd V_material_ambient;
- /// Per vertex diffuse color
- Eigen::MatrixXd V_material_diffuse;
- /// Per vertex specular color
- Eigen::MatrixXd V_material_specular;
- // UV parametrization
- /// UV vertices
- Eigen::MatrixXd V_uv;
- /// optional faces for UVs
- Eigen::MatrixXi F_uv;
- // Texture
- /// Texture red colors
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_R;
- /// Texture green colors
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_G;
- /// Texture blue colors
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_B;
- /// Texture alpha values
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> 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
- /// Text positions of vertices
- Eigen::MatrixXd vertex_labels_positions;
- /// Text positions of faces
- Eigen::MatrixXd face_labels_positions;
- /// Text positions of labels
- Eigen::MatrixXd labels_positions;
- /// Text strings of labels at vertices
- std::vector<std::string> vertex_labels_strings;
- /// Text strings of labels at faces
- std::vector<std::string> face_labels_strings;
- /// Text strings of labels
- std::vector<std::string> 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;
- /// Enable double-sided lighting on faces
- bool double_sided;
- /// 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_custom_labels;
- unsigned int show_face_labels;
- unsigned int show_faces;
- unsigned int show_lines;
- unsigned int show_overlay;
- unsigned int show_overlay_depth;
- unsigned int show_texture;
- unsigned int show_vertex_labels;
- unsigned int use_matcap;
- /// Point size / line width
- float point_size;
- /// line_width is NOT SUPPORTED on Mac OS and Windows
- float line_width;
- /// Size of lables
- float label_size;
- /// Color of lines
- Eigen::Matrix<float, 4, 1, Eigen::DontAlign> line_color;
- /// Color of labels
- Eigen::Matrix<float, 4, 1, Eigen::DontAlign> label_color;
- /// Shape material shininess
- /// \deprecated unused?
- float shininess;
- /// Unique identifier
- int id;
- /// OpenGL representation of the mesh
- igl::opengl::MeshGL meshgl;
- /// Update contents from a 'Data' instance
- ///
- /// @param[in,out] GL_labels labels to be updated
- /// @param[in] positions positions of the labels
- /// @param[in] strings strings of the labels
- IGL_INLINE void update_labels(
- igl::opengl::MeshGL::TextGL& GL_labels,
- const Eigen::MatrixXd& positions,
- const std::vector<std::string>& strings
- );
- /// Update the meshgl object
- /// \param[in] data data to be used for the update
- /// \param[in] invert_normals whether to invert normals
- /// \param[in,out] meshgl mesh to be updated
- IGL_INLINE void updateGL(
- const igl::opengl::ViewerData& data,
- const bool invert_normals,
- igl::opengl::MeshGL& meshgl);
- };
- } // namespace opengl
- } // namespace igl
- ////////////////////////////////////////////////////////////////////////////////
- #include "../serialize.h"
- namespace igl
- {
- namespace serialization
- {
- inline void serialization(bool s, igl::opengl::ViewerData& obj, std::vector<char>& 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_vertex_labels);
- SERIALIZE_MEMBER(show_face_labels);
- SERIALIZE_MEMBER(show_custom_labels);
- SERIALIZE_MEMBER(show_texture);
- SERIALIZE_MEMBER(double_sided);
- 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<char>& buffer)
- {
- serialization(true, const_cast<igl::opengl::ViewerData&>(obj), buffer);
- }
- template<>
- inline void deserialize(igl::opengl::ViewerData& obj, const std::vector<char>& buffer)
- {
- serialization(false, obj, const_cast<std::vector<char>&>(buffer));
- obj.dirty = igl::opengl::MeshGL::DIRTY_ALL;
- }
- }
- }
- #ifndef IGL_STATIC_LIBRARY
- # include "ViewerData.cpp"
- #endif
- #endif
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