ViewerData.h 5.3 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 <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. #ifndef IGL_VIEWER_DATA_H
  9. #define IGL_VIEWER_DATA_H
  10. #include <igl/igl_inline.h>
  11. #include <Eigen/Core>
  12. #include <vector>
  13. namespace igl
  14. {
  15. // TODO: write documentation
  16. class ViewerData
  17. {
  18. public:
  19. ViewerData();
  20. enum DirtyFlags
  21. {
  22. DIRTY_NONE = 0x0000,
  23. DIRTY_POSITION = 0x0001,
  24. DIRTY_UV = 0x0002,
  25. DIRTY_NORMAL = 0x0004,
  26. DIRTY_AMBIENT = 0x0008,
  27. DIRTY_DIFFUSE = 0x0010,
  28. DIRTY_SPECULAR = 0x0020,
  29. DIRTY_TEXTURE = 0x0040,
  30. DIRTY_FACE = 0x0080,
  31. DIRTY_MESH = 0x00FF,
  32. DIRTY_OVERLAY_LINES = 0x0100,
  33. DIRTY_OVERLAY_POINTS = 0x0200,
  34. DIRTY_ALL = 0x03FF
  35. };
  36. // Empy all fields
  37. IGL_INLINE void clear();
  38. // Change the visualization mode, invalidating the cache if necessary
  39. IGL_INLINE void set_face_based(bool newvalue);
  40. // Helpers that can draw the most common meshes
  41. IGL_INLINE void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F);
  42. IGL_INLINE void set_vertices(const Eigen::MatrixXd& V);
  43. IGL_INLINE void set_normals(const Eigen::MatrixXd& N);
  44. // Set the color of the mesh
  45. //
  46. // Inputs:
  47. // C #V|#F|1 by 3 list of colors
  48. IGL_INLINE void set_colors(const Eigen::MatrixXd &C);
  49. IGL_INLINE void set_uv(const Eigen::MatrixXd& UV);
  50. IGL_INLINE void set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F);
  51. IGL_INLINE void set_texture(
  52. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& R,
  53. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& G,
  54. const Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic>& B);
  55. // Sets points given a list of point vertices. In constrast to `set_points`
  56. // this will (purposefully) clober existing points.
  57. //
  58. // Inputs:
  59. // P #P by 3 list of vertex positions
  60. // C #P|1 by 3 color(s)
  61. IGL_INLINE void set_points(
  62. const Eigen::MatrixXd& P,
  63. const Eigen::MatrixXd& C);
  64. IGL_INLINE void add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C);
  65. // Sets edges given a list of edge vertices and edge indices. In constrast
  66. // to `add_edges` this will (purposefully) clober existing edges.
  67. //
  68. // Inputs:
  69. // P #P by 3 list of vertex positions
  70. // E #E by 2 list of edge indices into P
  71. // C #E|1 by 3 color(s)
  72. IGL_INLINE void set_edges (const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C);
  73. IGL_INLINE void add_edges (const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C);
  74. IGL_INLINE void add_label (const Eigen::VectorXd& P, const std::string& str);
  75. // Computes the normals of the mesh
  76. IGL_INLINE void compute_normals();
  77. // Assigns uniform colors to all faces/vertices
  78. IGL_INLINE void uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular);
  79. // Generates a default grid texture
  80. IGL_INLINE void grid_texture();
  81. Eigen::MatrixXd V; // Vertices of the current mesh (#V x 3)
  82. Eigen::MatrixXi F; // Faces of the mesh (#F x 3)
  83. // Per face attributes
  84. Eigen::MatrixXd F_normals; // One normal per face
  85. Eigen::MatrixXd F_material_ambient; // Per face ambient color
  86. Eigen::MatrixXd F_material_diffuse; // Per face diffuse color
  87. Eigen::MatrixXd F_material_specular; // Per face specular color
  88. // Per vertex attributes
  89. Eigen::MatrixXd V_normals; // One normal per vertex
  90. Eigen::MatrixXd V_material_ambient; // Per vertex ambient color
  91. Eigen::MatrixXd V_material_diffuse; // Per vertex diffuse color
  92. Eigen::MatrixXd V_material_specular; // Per vertex specular color
  93. // UV parametrization
  94. Eigen::MatrixXd V_uv; // UV vertices
  95. Eigen::MatrixXi F_uv; // optional faces for UVs
  96. // Texture
  97. Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic> texture_R;
  98. Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic> texture_G;
  99. Eigen::Matrix<char,Eigen::Dynamic,Eigen::Dynamic> texture_B;
  100. // Overlays
  101. // Lines plotted over the scene
  102. // (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),
  103. // 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
  104. Eigen::MatrixXd lines;
  105. // Points plotted over the scene
  106. // (Every row contains 6 doubles in the following format P_x, P_y, P_z, C_r, C_g, C_b),
  107. // with P the position in global coordinates of the center of the point, and C the color in floating point rgb format
  108. Eigen::MatrixXd points;
  109. // Text labels plotted over the scene
  110. // Textp contains, in the i-th row, the position in global coordinates where the i-th label should be anchored
  111. // Texts contains in the i-th position the text of the i-th label
  112. Eigen::MatrixXd labels_positions;
  113. std::vector<std::string > labels_strings;
  114. // Marks dirty buffers that need to be uploaded to OpenGL
  115. uint32_t dirty;
  116. // Enable per-face or per-vertex properties
  117. bool face_based;
  118. /*********************************/
  119. };
  120. }
  121. #ifndef IGL_STATIC_LIBRARY
  122. # include "ViewerData.cpp"
  123. #endif
  124. #endif