ViewerData.cpp 10.0 KB

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  1. // This file is part of libigl, a simple c++ geometry processing library.
  2. //
  3. // Copyright (C) 2014 Daniele Panozzo <[email protected]>
  4. //
  5. // This Source Code Form is subject to the terms of the Mozilla Public License
  6. // v. 2.0. If a copy of the MPL was not distributed with this file, You can
  7. // obtain one at http://mozilla.org/MPL/2.0/.
  8. #include "ViewerData.h"
  9. #include <iostream>
  10. #include <igl/per_face_normals.h>
  11. #include <igl/material_colors.h>
  12. #include <igl/parula.h>
  13. #include <igl/per_vertex_normals.h>
  14. IGL_INLINE igl::viewer::ViewerData::ViewerData()
  15. : dirty(DIRTY_ALL)
  16. {
  17. clear();
  18. };
  19. IGL_INLINE void igl::viewer::ViewerData::set_face_based(bool newvalue)
  20. {
  21. if (face_based != newvalue)
  22. {
  23. face_based = newvalue;
  24. dirty = DIRTY_ALL;
  25. }
  26. }
  27. // Helpers that draws the most common meshes
  28. IGL_INLINE void igl::viewer::ViewerData::set_mesh(const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
  29. {
  30. using namespace std;
  31. Eigen::MatrixXd V_temp;
  32. // If V only has two columns, pad with a column of zeros
  33. if (_V.cols() == 2)
  34. {
  35. V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
  36. V_temp.block(0,0,_V.rows(),2) = _V;
  37. }
  38. else
  39. V_temp = _V;
  40. if (V.rows() == 0 && F.rows() == 0)
  41. {
  42. V = V_temp;
  43. F = _F;
  44. compute_normals();
  45. uniform_colors(
  46. Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
  47. Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
  48. Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
  49. grid_texture();
  50. }
  51. else
  52. {
  53. if (_V.rows() == V.rows() && _F.rows() == F.rows())
  54. {
  55. V = V_temp;
  56. F = _F;
  57. }
  58. else
  59. cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
  60. }
  61. dirty |= DIRTY_FACE | DIRTY_POSITION;
  62. }
  63. IGL_INLINE void igl::viewer::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
  64. {
  65. V = _V;
  66. assert(F.size() == 0 || F.maxCoeff() < V.rows());
  67. dirty |= DIRTY_POSITION;
  68. }
  69. IGL_INLINE void igl::viewer::ViewerData::set_normals(const Eigen::MatrixXd& N)
  70. {
  71. using namespace std;
  72. if (N.rows() == V.rows())
  73. {
  74. set_face_based(false);
  75. V_normals = N;
  76. }
  77. else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
  78. {
  79. set_face_based(true);
  80. F_normals = N;
  81. }
  82. else
  83. cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
  84. dirty |= DIRTY_NORMAL;
  85. }
  86. IGL_INLINE void igl::viewer::ViewerData::set_colors(const Eigen::MatrixXd &C)
  87. {
  88. using namespace std;
  89. using namespace Eigen;
  90. if(C.rows()>0 && C.cols() == 1)
  91. {
  92. Eigen::MatrixXd C3;
  93. igl::parula(C,true,C3);
  94. return set_colors(C3);
  95. }
  96. // Ambient color should be darker color
  97. const auto ambient = [](const MatrixXd & C)->MatrixXd
  98. {
  99. return 0.1*C;
  100. };
  101. // Specular color should be a less saturated and darker color: dampened
  102. // highlights
  103. const auto specular = [](const MatrixXd & C)->MatrixXd
  104. {
  105. const double grey = 0.3;
  106. return grey+0.1*(C.array()-grey);
  107. };
  108. if (C.rows() == 1)
  109. {
  110. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  111. {
  112. V_material_diffuse.row(i) = C.row(0);
  113. }
  114. V_material_ambient = ambient(V_material_diffuse);
  115. V_material_specular = specular(V_material_diffuse);
  116. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  117. {
  118. F_material_diffuse.row(i) = C.row(0);
  119. }
  120. F_material_ambient = ambient(F_material_diffuse);
  121. F_material_specular = specular(F_material_diffuse);
  122. }
  123. else if (C.rows() == V.rows())
  124. {
  125. set_face_based(false);
  126. V_material_diffuse = C;
  127. V_material_ambient = ambient(V_material_diffuse);
  128. V_material_specular = specular(V_material_diffuse);
  129. }
  130. else if (C.rows() == F.rows())
  131. {
  132. set_face_based(true);
  133. F_material_diffuse = C;
  134. F_material_ambient = ambient(F_material_diffuse);
  135. F_material_specular = specular(F_material_diffuse);
  136. }
  137. else
  138. cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;;
  139. dirty |= DIRTY_DIFFUSE;
  140. }
  141. IGL_INLINE void igl::viewer::ViewerData::set_uv(const Eigen::MatrixXd& UV)
  142. {
  143. using namespace std;
  144. if (UV.rows() == V.rows())
  145. {
  146. set_face_based(false);
  147. V_uv = UV;
  148. }
  149. else
  150. cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
  151. dirty |= DIRTY_UV;
  152. }
  153. IGL_INLINE void igl::viewer::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  154. {
  155. set_face_based(true);
  156. V_uv = UV_V.block(0,0,UV_V.rows(),2);
  157. F_uv = UV_F;
  158. dirty |= DIRTY_UV;
  159. }
  160. IGL_INLINE void igl::viewer::ViewerData::set_texture(
  161. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  162. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  163. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
  164. {
  165. texture_R = R;
  166. texture_G = G;
  167. texture_B = B;
  168. dirty |= DIRTY_TEXTURE;
  169. }
  170. IGL_INLINE void igl::viewer::ViewerData::set_points(
  171. const Eigen::MatrixXd& P,
  172. const Eigen::MatrixXd& C)
  173. {
  174. // clear existing points
  175. points.resize(0,0);
  176. add_points(P,C);
  177. }
  178. IGL_INLINE void igl::viewer::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  179. {
  180. Eigen::MatrixXd P_temp;
  181. // If P only has two columns, pad with a column of zeros
  182. if (P.cols() == 2)
  183. {
  184. P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
  185. P_temp.block(0,0,P.rows(),2) = P;
  186. }
  187. else
  188. P_temp = P;
  189. int lastid = points.rows();
  190. points.conservativeResize(points.rows() + P_temp.rows(),6);
  191. for (unsigned i=0; i<P_temp.rows(); ++i)
  192. points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  193. dirty |= DIRTY_OVERLAY_POINTS;
  194. }
  195. IGL_INLINE void igl::viewer::ViewerData::set_edges(
  196. const Eigen::MatrixXd& P,
  197. const Eigen::MatrixXi& E,
  198. const Eigen::MatrixXd& C)
  199. {
  200. using namespace Eigen;
  201. lines.resize(E.rows(),9);
  202. assert(C.cols() == 3);
  203. for(int e = 0;e<E.rows();e++)
  204. {
  205. RowVector3d color;
  206. if(C.size() == 3)
  207. {
  208. color<<C;
  209. }else if(C.rows() == E.rows())
  210. {
  211. color<<C.row(e);
  212. }
  213. lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
  214. }
  215. dirty |= DIRTY_OVERLAY_LINES;
  216. }
  217. IGL_INLINE void igl::viewer::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  218. {
  219. Eigen::MatrixXd P1_temp,P2_temp;
  220. // If P1 only has two columns, pad with a column of zeros
  221. if (P1.cols() == 2)
  222. {
  223. P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
  224. P1_temp.block(0,0,P1.rows(),2) = P1;
  225. P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
  226. P2_temp.block(0,0,P2.rows(),2) = P2;
  227. }
  228. else
  229. {
  230. P1_temp = P1;
  231. P2_temp = P2;
  232. }
  233. int lastid = lines.rows();
  234. lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
  235. for (unsigned i=0; i<P1_temp.rows(); ++i)
  236. lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  237. dirty |= DIRTY_OVERLAY_LINES;
  238. }
  239. IGL_INLINE void igl::viewer::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
  240. {
  241. Eigen::RowVectorXd P_temp;
  242. // If P only has two columns, pad with a column of zeros
  243. if (P.size() == 2)
  244. {
  245. P_temp = Eigen::RowVectorXd::Zero(3);
  246. P_temp << P.transpose(), 0;
  247. }
  248. else
  249. P_temp = P;
  250. int lastid = labels_positions.rows();
  251. labels_positions.conservativeResize(lastid+1, 3);
  252. labels_positions.row(lastid) = P_temp;
  253. labels_strings.push_back(str);
  254. }
  255. IGL_INLINE void igl::viewer::ViewerData::clear()
  256. {
  257. V = Eigen::MatrixXd (0,3);
  258. F = Eigen::MatrixXi (0,3);
  259. F_material_ambient = Eigen::MatrixXd (0,3);
  260. F_material_diffuse = Eigen::MatrixXd (0,3);
  261. F_material_specular = Eigen::MatrixXd (0,3);
  262. V_material_ambient = Eigen::MatrixXd (0,3);
  263. V_material_diffuse = Eigen::MatrixXd (0,3);
  264. V_material_specular = Eigen::MatrixXd (0,3);
  265. F_normals = Eigen::MatrixXd (0,3);
  266. V_normals = Eigen::MatrixXd (0,3);
  267. V_uv = Eigen::MatrixXd (0,2);
  268. F_uv = Eigen::MatrixXi (0,3);
  269. lines = Eigen::MatrixXd (0,9);
  270. points = Eigen::MatrixXd (0,6);
  271. labels_positions = Eigen::MatrixXd (0,3);
  272. labels_strings.clear();
  273. face_based = false;
  274. }
  275. IGL_INLINE void igl::viewer::ViewerData::compute_normals()
  276. {
  277. igl::per_face_normals(V, F, F_normals);
  278. igl::per_vertex_normals(V, F, F_normals, V_normals);
  279. dirty |= DIRTY_NORMAL;
  280. }
  281. IGL_INLINE void igl::viewer::ViewerData::uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular)
  282. {
  283. V_material_ambient.resize(V.rows(),3);
  284. V_material_diffuse.resize(V.rows(),3);
  285. V_material_specular.resize(V.rows(),3);
  286. for (unsigned i=0; i<V.rows();++i)
  287. {
  288. V_material_ambient.row(i) = ambient;
  289. V_material_diffuse.row(i) = diffuse;
  290. V_material_specular.row(i) = specular;
  291. }
  292. F_material_ambient.resize(F.rows(),3);
  293. F_material_diffuse.resize(F.rows(),3);
  294. F_material_specular.resize(F.rows(),3);
  295. for (unsigned i=0; i<F.rows();++i)
  296. {
  297. F_material_ambient.row(i) = ambient;
  298. F_material_diffuse.row(i) = diffuse;
  299. F_material_specular.row(i) = specular;
  300. }
  301. dirty |= DIRTY_SPECULAR | DIRTY_DIFFUSE | DIRTY_AMBIENT;
  302. }
  303. IGL_INLINE void igl::viewer::ViewerData::grid_texture()
  304. {
  305. // Don't do anything for an empty mesh
  306. if(V.rows() == 0)
  307. {
  308. V_uv.resize(V.rows(),2);
  309. return;
  310. }
  311. if (V_uv.rows() == 0)
  312. {
  313. V_uv = V.block(0, 0, V.rows(), 2);
  314. V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff();
  315. V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff();
  316. V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff();
  317. V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff();
  318. V_uv = V_uv.array() * 10;
  319. dirty |= DIRTY_TEXTURE;
  320. }
  321. unsigned size = 128;
  322. unsigned size2 = size/2;
  323. texture_R.resize(size, size);
  324. for (unsigned i=0; i<size; ++i)
  325. {
  326. for (unsigned j=0; j<size; ++j)
  327. {
  328. texture_R(i,j) = 0;
  329. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  330. texture_R(i,j) = 255;
  331. }
  332. }
  333. texture_G = texture_R;
  334. texture_B = texture_R;
  335. dirty |= DIRTY_TEXTURE;
  336. }