ViewerData.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421
  1. // This file is part of libigl, a simple c++ geometry processing library.
  2. //
  3. // Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
  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/per_vertex_normals.h>
  12. #ifdef ENABLE_SERIALIZATION
  13. #include <igl/serialize.h>
  14. namespace igl {
  15. namespace serialization {
  16. IGL_INLINE void serialization(bool s,igl::viewer::ViewerData& obj,std::vector<char>& buffer)
  17. {
  18. SERIALIZE_MEMBER(V);
  19. SERIALIZE_MEMBER(F);
  20. SERIALIZE_MEMBER(F_normals);
  21. SERIALIZE_MEMBER(F_material_ambient);
  22. SERIALIZE_MEMBER(F_material_diffuse);
  23. SERIALIZE_MEMBER(F_material_specular);
  24. SERIALIZE_MEMBER(V_normals);
  25. SERIALIZE_MEMBER(V_material_ambient);
  26. SERIALIZE_MEMBER(V_material_diffuse);
  27. SERIALIZE_MEMBER(V_material_specular);
  28. SERIALIZE_MEMBER(V_uv);
  29. SERIALIZE_MEMBER(F_uv);
  30. SERIALIZE_MEMBER(texture_R);
  31. SERIALIZE_MEMBER(texture_G);
  32. SERIALIZE_MEMBER(texture_B);
  33. SERIALIZE_MEMBER(lines);
  34. SERIALIZE_MEMBER(points);
  35. SERIALIZE_MEMBER(labels_positions);
  36. SERIALIZE_MEMBER(labels_strings);
  37. SERIALIZE_MEMBER(face_based);
  38. }
  39. template<>
  40. IGL_INLINE void serialize(const igl::viewer::ViewerData& obj,std::vector<char>& buffer)
  41. {
  42. serialization(true,const_cast<igl::viewer::ViewerData&>(obj),buffer);
  43. }
  44. template<>
  45. IGL_INLINE void deserialize(igl::viewer::ViewerData& obj,const std::vector<char>& buffer)
  46. {
  47. serialization(false,obj,const_cast<std::vector<char>&>(buffer));
  48. obj.dirty = igl::viewer::ViewerData::DIRTY_ALL;
  49. }
  50. }
  51. }
  52. #endif
  53. IGL_INLINE igl::viewer::ViewerData::ViewerData()
  54. : dirty(DIRTY_ALL)
  55. {
  56. clear();
  57. };
  58. IGL_INLINE void igl::viewer::ViewerData::set_face_based(bool newvalue)
  59. {
  60. if (face_based != newvalue)
  61. {
  62. face_based = newvalue;
  63. dirty = DIRTY_ALL;
  64. }
  65. }
  66. // Helpers that draws the most common meshes
  67. IGL_INLINE void igl::viewer::ViewerData::set_mesh(const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
  68. {
  69. using namespace std;
  70. Eigen::MatrixXd V_temp;
  71. // If V only has two columns, pad with a column of zeros
  72. if (_V.cols() == 2)
  73. {
  74. V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
  75. V_temp.block(0,0,_V.rows(),2) = _V;
  76. }
  77. else
  78. V_temp = _V;
  79. if (V.rows() == 0 && F.rows() == 0)
  80. {
  81. V = V_temp;
  82. F = _F;
  83. compute_normals();
  84. uniform_colors(Eigen::Vector3d(51.0/255.0,43.0/255.0,33.3/255.0),
  85. Eigen::Vector3d(255.0/255.0,228.0/255.0,58.0/255.0),
  86. Eigen::Vector3d(255.0/255.0,235.0/255.0,80.0/255.0));
  87. grid_texture();
  88. }
  89. else
  90. {
  91. if (_V.rows() == V.rows() && _F.rows() == F.rows())
  92. {
  93. V = V_temp;
  94. F = _F;
  95. }
  96. else
  97. cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting.";
  98. }
  99. dirty |= DIRTY_FACE | DIRTY_POSITION;
  100. }
  101. IGL_INLINE void igl::viewer::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
  102. {
  103. V = _V;
  104. assert(F.size() == 0 || F.maxCoeff() < V.rows());
  105. dirty |= DIRTY_POSITION;
  106. }
  107. IGL_INLINE void igl::viewer::ViewerData::set_normals(const Eigen::MatrixXd& N)
  108. {
  109. using namespace std;
  110. if (N.rows() == V.rows())
  111. {
  112. set_face_based(false);
  113. V_normals = N;
  114. }
  115. else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
  116. {
  117. set_face_based(true);
  118. F_normals = N;
  119. }
  120. else
  121. cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex.";
  122. dirty |= DIRTY_NORMAL;
  123. }
  124. IGL_INLINE void igl::viewer::ViewerData::set_colors(const Eigen::MatrixXd &C)
  125. {
  126. using namespace std;
  127. using namespace Eigen;
  128. // Ambient color should be darker color
  129. const auto ambient = [](const MatrixXd & C)->MatrixXd
  130. {
  131. return 0.1*C;
  132. };
  133. // Specular color should be a less saturated and darker color: dampened
  134. // highlights
  135. const auto specular = [](const MatrixXd & C)->MatrixXd
  136. {
  137. const double grey = 0.3;
  138. return grey+0.1*(C.array()-grey);
  139. };
  140. if (C.rows() == 1)
  141. {
  142. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  143. {
  144. V_material_diffuse.row(i) = C.row(0);
  145. }
  146. V_material_ambient = ambient(V_material_diffuse);
  147. V_material_specular = specular(V_material_diffuse);
  148. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  149. {
  150. F_material_diffuse.row(i) = C.row(0);
  151. }
  152. F_material_ambient = ambient(F_material_diffuse);
  153. F_material_specular = specular(F_material_diffuse);
  154. }
  155. else if (C.rows() == V.rows())
  156. {
  157. set_face_based(false);
  158. V_material_diffuse = C;
  159. V_material_ambient = ambient(V_material_diffuse);
  160. V_material_specular = specular(V_material_diffuse);
  161. }
  162. else if (C.rows() == F.rows())
  163. {
  164. set_face_based(true);
  165. F_material_diffuse = C;
  166. F_material_ambient = ambient(F_material_diffuse);
  167. F_material_specular = specular(F_material_diffuse);
  168. }
  169. else
  170. cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex.";
  171. dirty |= DIRTY_DIFFUSE;
  172. }
  173. IGL_INLINE void igl::viewer::ViewerData::set_uv(const Eigen::MatrixXd& UV)
  174. {
  175. using namespace std;
  176. if (UV.rows() == V.rows())
  177. {
  178. set_face_based(false);
  179. V_uv = UV;
  180. }
  181. else
  182. cerr << "ERROR (set_UV): Please provide uv per vertex.";
  183. dirty |= DIRTY_UV;
  184. }
  185. IGL_INLINE void igl::viewer::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  186. {
  187. set_face_based(true);
  188. V_uv = UV_V.block(0,0,UV_V.rows(),2);
  189. F_uv = UV_F;
  190. dirty |= DIRTY_UV;
  191. }
  192. IGL_INLINE void igl::viewer::ViewerData::set_texture(
  193. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  194. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  195. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
  196. {
  197. texture_R = R;
  198. texture_G = G;
  199. texture_B = B;
  200. dirty |= DIRTY_TEXTURE;
  201. }
  202. IGL_INLINE void igl::viewer::ViewerData::set_points(
  203. const Eigen::MatrixXd& P,
  204. const Eigen::MatrixXd& C)
  205. {
  206. // clear existing points
  207. points.resize(0,0);
  208. add_points(P,C);
  209. }
  210. IGL_INLINE void igl::viewer::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  211. {
  212. Eigen::MatrixXd P_temp;
  213. // If P only has two columns, pad with a column of zeros
  214. if (P.cols() == 2)
  215. {
  216. P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
  217. P_temp.block(0,0,P.rows(),2) = P;
  218. }
  219. else
  220. P_temp = P;
  221. int lastid = points.rows();
  222. points.conservativeResize(points.rows() + P_temp.rows(),6);
  223. for (unsigned i=0; i<P_temp.rows(); ++i)
  224. points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  225. dirty |= DIRTY_OVERLAY_POINTS;
  226. }
  227. IGL_INLINE void igl::viewer::ViewerData::set_edges(
  228. const Eigen::MatrixXd& P,
  229. const Eigen::MatrixXi& E,
  230. const Eigen::MatrixXd& C)
  231. {
  232. using namespace Eigen;
  233. lines.resize(E.rows(),9);
  234. assert(C.cols() == 3);
  235. for(int e = 0;e<E.rows();e++)
  236. {
  237. RowVector3d color;
  238. if(C.size() == 3)
  239. {
  240. color<<C;
  241. }else if(C.rows() == E.rows())
  242. {
  243. color<<C.row(e);
  244. }
  245. lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
  246. }
  247. dirty |= DIRTY_OVERLAY_LINES;
  248. }
  249. IGL_INLINE void igl::viewer::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  250. {
  251. Eigen::MatrixXd P1_temp,P2_temp;
  252. // If P1 only has two columns, pad with a column of zeros
  253. if (P1.cols() == 2)
  254. {
  255. P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
  256. P1_temp.block(0,0,P1.rows(),2) = P1;
  257. P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
  258. P2_temp.block(0,0,P2.rows(),2) = P2;
  259. }
  260. else
  261. {
  262. P1_temp = P1;
  263. P2_temp = P2;
  264. }
  265. int lastid = lines.rows();
  266. lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
  267. for (unsigned i=0; i<P1_temp.rows(); ++i)
  268. lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  269. dirty |= DIRTY_OVERLAY_LINES;
  270. }
  271. IGL_INLINE void igl::viewer::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
  272. {
  273. Eigen::RowVectorXd P_temp;
  274. // If P only has two columns, pad with a column of zeros
  275. if (P.size() == 2)
  276. {
  277. P_temp = Eigen::RowVectorXd::Zero(3);
  278. P_temp << P.transpose(), 0;
  279. }
  280. else
  281. P_temp = P;
  282. int lastid = labels_positions.rows();
  283. labels_positions.conservativeResize(lastid+1, 3);
  284. labels_positions.row(lastid) = P_temp;
  285. labels_strings.push_back(str);
  286. }
  287. IGL_INLINE void igl::viewer::ViewerData::clear()
  288. {
  289. V = Eigen::MatrixXd (0,3);
  290. F = Eigen::MatrixXi (0,3);
  291. F_material_ambient = Eigen::MatrixXd (0,3);
  292. F_material_diffuse = Eigen::MatrixXd (0,3);
  293. F_material_specular = Eigen::MatrixXd (0,3);
  294. V_material_ambient = Eigen::MatrixXd (0,3);
  295. V_material_diffuse = Eigen::MatrixXd (0,3);
  296. V_material_specular = Eigen::MatrixXd (0,3);
  297. F_normals = Eigen::MatrixXd (0,3);
  298. V_normals = Eigen::MatrixXd (0,3);
  299. V_uv = Eigen::MatrixXd (0,2);
  300. F_uv = Eigen::MatrixXi (0,3);
  301. lines = Eigen::MatrixXd (0,9);
  302. points = Eigen::MatrixXd (0,6);
  303. labels_positions = Eigen::MatrixXd (0,3);
  304. labels_strings.clear();
  305. face_based = false;
  306. }
  307. IGL_INLINE void igl::viewer::ViewerData::compute_normals()
  308. {
  309. igl::per_face_normals(V, F, F_normals);
  310. igl::per_vertex_normals(V, F, F_normals, V_normals);
  311. dirty |= DIRTY_NORMAL;
  312. }
  313. IGL_INLINE void igl::viewer::ViewerData::uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular)
  314. {
  315. V_material_ambient.resize(V.rows(),3);
  316. V_material_diffuse.resize(V.rows(),3);
  317. V_material_specular.resize(V.rows(),3);
  318. for (unsigned i=0; i<V.rows();++i)
  319. {
  320. V_material_ambient.row(i) = ambient;
  321. V_material_diffuse.row(i) = diffuse;
  322. V_material_specular.row(i) = specular;
  323. }
  324. F_material_ambient.resize(F.rows(),3);
  325. F_material_diffuse.resize(F.rows(),3);
  326. F_material_specular.resize(F.rows(),3);
  327. for (unsigned i=0; i<F.rows();++i)
  328. {
  329. F_material_ambient.row(i) = ambient;
  330. F_material_diffuse.row(i) = diffuse;
  331. F_material_specular.row(i) = specular;
  332. }
  333. dirty |= DIRTY_SPECULAR | DIRTY_DIFFUSE | DIRTY_AMBIENT;
  334. }
  335. IGL_INLINE void igl::viewer::ViewerData::grid_texture()
  336. {
  337. if (V_uv.rows() == 0)
  338. {
  339. V_uv = V.block(0, 0, V.rows(), 2);
  340. V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff();
  341. V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff();
  342. V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff();
  343. V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff();
  344. V_uv = V_uv.array() * 10;
  345. dirty |= DIRTY_TEXTURE;
  346. }
  347. unsigned size = 128;
  348. unsigned size2 = size/2;
  349. texture_R.resize(size, size);
  350. for (unsigned i=0; i<size; ++i)
  351. {
  352. for (unsigned j=0; j<size; ++j)
  353. {
  354. texture_R(i,j) = 0;
  355. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  356. texture_R(i,j) = 255;
  357. }
  358. }
  359. texture_G = texture_R;
  360. texture_B = texture_R;
  361. dirty |= DIRTY_TEXTURE;
  362. }