ViewerData.cpp 11 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. #include "ViewerData.h"
  9. #include "per_face_normals.h"
  10. #include "material_colors.h"
  11. #include "parula.h"
  12. #include "per_vertex_normals.h"
  13. #include <iostream>
  14. IGL_INLINE igl::ViewerData::ViewerData()
  15. : dirty(DIRTY_ALL)
  16. {
  17. clear();
  18. };
  19. IGL_INLINE void igl::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::ViewerData::set_mesh(
  29. const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
  30. {
  31. using namespace std;
  32. Eigen::MatrixXd V_temp;
  33. // If V only has two columns, pad with a column of zeros
  34. if (_V.cols() == 2)
  35. {
  36. V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
  37. V_temp.block(0,0,_V.rows(),2) = _V;
  38. }
  39. else
  40. V_temp = _V;
  41. if (V.rows() == 0 && F.rows() == 0)
  42. {
  43. V = V_temp;
  44. F = _F;
  45. compute_normals();
  46. uniform_colors(
  47. Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
  48. Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
  49. Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
  50. grid_texture();
  51. }
  52. else
  53. {
  54. if (_V.rows() == V.rows() && _F.rows() == F.rows())
  55. {
  56. V = V_temp;
  57. F = _F;
  58. }
  59. else
  60. cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
  61. }
  62. dirty |= DIRTY_FACE | DIRTY_POSITION;
  63. }
  64. IGL_INLINE void igl::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
  65. {
  66. V = _V;
  67. assert(F.size() == 0 || F.maxCoeff() < V.rows());
  68. dirty |= DIRTY_POSITION;
  69. }
  70. IGL_INLINE void igl::ViewerData::set_normals(const Eigen::MatrixXd& N)
  71. {
  72. using namespace std;
  73. if (N.rows() == V.rows())
  74. {
  75. set_face_based(false);
  76. V_normals = N;
  77. }
  78. else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
  79. {
  80. set_face_based(true);
  81. F_normals = N;
  82. }
  83. else
  84. cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
  85. dirty |= DIRTY_NORMAL;
  86. }
  87. IGL_INLINE void igl::ViewerData::set_colors(const Eigen::MatrixXd &C)
  88. {
  89. using namespace std;
  90. using namespace Eigen;
  91. if(C.rows()>0 && C.cols() == 1)
  92. {
  93. Eigen::MatrixXd C3;
  94. igl::parula(C,true,C3);
  95. return set_colors(C3);
  96. }
  97. // Ambient color should be darker color
  98. const auto ambient = [](const MatrixXd & C)->MatrixXd
  99. {
  100. MatrixXd T = 0.1*C;
  101. T.col(3) = C.col(3);
  102. return T;
  103. };
  104. // Specular color should be a less saturated and darker color: dampened
  105. // highlights
  106. const auto specular = [](const MatrixXd & C)->MatrixXd
  107. {
  108. const double grey = 0.3;
  109. MatrixXd T = grey+0.1*(C.array()-grey);
  110. T.col(3) = C.col(3);
  111. return T;
  112. };
  113. if (C.rows() == 1)
  114. {
  115. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  116. {
  117. V_material_diffuse.row(i) << C.row(0),1;
  118. }
  119. V_material_ambient = ambient(V_material_diffuse);
  120. V_material_specular = specular(V_material_diffuse);
  121. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  122. {
  123. F_material_diffuse.row(i) << C.row(0),1;
  124. }
  125. F_material_ambient = ambient(F_material_diffuse);
  126. F_material_specular = specular(F_material_diffuse);
  127. }
  128. else if (C.rows() == V.rows())
  129. {
  130. set_face_based(false);
  131. for (unsigned i=0;i<V_material_diffuse.rows();++i)
  132. {
  133. V_material_diffuse.row(i) << C.row(i),1;
  134. }
  135. V_material_ambient = ambient(V_material_diffuse);
  136. V_material_specular = specular(V_material_diffuse);
  137. }
  138. else if (C.rows() == F.rows())
  139. {
  140. set_face_based(true);
  141. for (unsigned i=0;i<F_material_diffuse.rows();++i)
  142. {
  143. F_material_diffuse.row(i) << C.row(i),1;
  144. }
  145. F_material_ambient = ambient(F_material_diffuse);
  146. F_material_specular = specular(F_material_diffuse);
  147. }
  148. else
  149. cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;;
  150. dirty |= DIRTY_DIFFUSE;
  151. }
  152. IGL_INLINE void igl::ViewerData::set_uv(const Eigen::MatrixXd& UV)
  153. {
  154. using namespace std;
  155. if (UV.rows() == V.rows())
  156. {
  157. set_face_based(false);
  158. V_uv = UV;
  159. }
  160. else
  161. cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
  162. dirty |= DIRTY_UV;
  163. }
  164. IGL_INLINE void igl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
  165. {
  166. set_face_based(true);
  167. V_uv = UV_V.block(0,0,UV_V.rows(),2);
  168. F_uv = UV_F;
  169. dirty |= DIRTY_UV;
  170. }
  171. IGL_INLINE void igl::ViewerData::set_texture(
  172. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  173. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  174. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
  175. {
  176. texture_R = R;
  177. texture_G = G;
  178. texture_B = B;
  179. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
  180. dirty |= DIRTY_TEXTURE;
  181. }
  182. IGL_INLINE void igl::ViewerData::set_texture(
  183. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
  184. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
  185. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
  186. const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
  187. {
  188. texture_R = R;
  189. texture_G = G;
  190. texture_B = B;
  191. texture_A = A;
  192. dirty |= DIRTY_TEXTURE;
  193. }
  194. IGL_INLINE void igl::ViewerData::set_points(
  195. const Eigen::MatrixXd& P,
  196. const Eigen::MatrixXd& C)
  197. {
  198. // clear existing points
  199. points.resize(0,0);
  200. add_points(P,C);
  201. }
  202. IGL_INLINE void igl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
  203. {
  204. Eigen::MatrixXd P_temp;
  205. // If P only has two columns, pad with a column of zeros
  206. if (P.cols() == 2)
  207. {
  208. P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
  209. P_temp.block(0,0,P.rows(),2) = P;
  210. }
  211. else
  212. P_temp = P;
  213. int lastid = points.rows();
  214. points.conservativeResize(points.rows() + P_temp.rows(),6);
  215. for (unsigned i=0; i<P_temp.rows(); ++i)
  216. points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  217. dirty |= DIRTY_OVERLAY_POINTS;
  218. }
  219. IGL_INLINE void igl::ViewerData::set_edges(
  220. const Eigen::MatrixXd& P,
  221. const Eigen::MatrixXi& E,
  222. const Eigen::MatrixXd& C)
  223. {
  224. using namespace Eigen;
  225. lines.resize(E.rows(),9);
  226. assert(C.cols() == 3);
  227. for(int e = 0;e<E.rows();e++)
  228. {
  229. RowVector3d color;
  230. if(C.size() == 3)
  231. {
  232. color<<C;
  233. }else if(C.rows() == E.rows())
  234. {
  235. color<<C.row(e);
  236. }
  237. lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
  238. }
  239. dirty |= DIRTY_OVERLAY_LINES;
  240. }
  241. IGL_INLINE void igl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
  242. {
  243. Eigen::MatrixXd P1_temp,P2_temp;
  244. // If P1 only has two columns, pad with a column of zeros
  245. if (P1.cols() == 2)
  246. {
  247. P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
  248. P1_temp.block(0,0,P1.rows(),2) = P1;
  249. P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
  250. P2_temp.block(0,0,P2.rows(),2) = P2;
  251. }
  252. else
  253. {
  254. P1_temp = P1;
  255. P2_temp = P2;
  256. }
  257. int lastid = lines.rows();
  258. lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
  259. for (unsigned i=0; i<P1_temp.rows(); ++i)
  260. lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
  261. dirty |= DIRTY_OVERLAY_LINES;
  262. }
  263. IGL_INLINE void igl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
  264. {
  265. Eigen::RowVectorXd P_temp;
  266. // If P only has two columns, pad with a column of zeros
  267. if (P.size() == 2)
  268. {
  269. P_temp = Eigen::RowVectorXd::Zero(3);
  270. P_temp << P.transpose(), 0;
  271. }
  272. else
  273. P_temp = P;
  274. int lastid = labels_positions.rows();
  275. labels_positions.conservativeResize(lastid+1, 3);
  276. labels_positions.row(lastid) = P_temp;
  277. labels_strings.push_back(str);
  278. }
  279. IGL_INLINE void igl::ViewerData::clear()
  280. {
  281. V = Eigen::MatrixXd (0,3);
  282. F = Eigen::MatrixXi (0,3);
  283. F_material_ambient = Eigen::MatrixXd (0,4);
  284. F_material_diffuse = Eigen::MatrixXd (0,4);
  285. F_material_specular = Eigen::MatrixXd (0,4);
  286. V_material_ambient = Eigen::MatrixXd (0,4);
  287. V_material_diffuse = Eigen::MatrixXd (0,4);
  288. V_material_specular = Eigen::MatrixXd (0,4);
  289. F_normals = Eigen::MatrixXd (0,3);
  290. V_normals = Eigen::MatrixXd (0,3);
  291. V_uv = Eigen::MatrixXd (0,2);
  292. F_uv = Eigen::MatrixXi (0,3);
  293. lines = Eigen::MatrixXd (0,9);
  294. points = Eigen::MatrixXd (0,6);
  295. labels_positions = Eigen::MatrixXd (0,3);
  296. labels_strings.clear();
  297. face_based = false;
  298. }
  299. IGL_INLINE void igl::ViewerData::compute_normals()
  300. {
  301. igl::per_face_normals(V, F, F_normals);
  302. igl::per_vertex_normals(V, F, F_normals, V_normals);
  303. dirty |= DIRTY_NORMAL;
  304. }
  305. IGL_INLINE void igl::ViewerData::uniform_colors(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular)
  306. {
  307. Eigen::Vector4d ambient4;
  308. Eigen::Vector4d diffuse4;
  309. Eigen::Vector4d specular4;
  310. ambient4 << ambient, 1;
  311. diffuse4 << diffuse, 1;
  312. specular4 << specular, 1;
  313. uniform_colors(ambient4,diffuse4,specular4);
  314. }
  315. IGL_INLINE void igl::ViewerData::uniform_colors(Eigen::Vector4d ambient, Eigen::Vector4d diffuse, Eigen::Vector4d specular)
  316. {
  317. V_material_ambient.resize(V.rows(),4);
  318. V_material_diffuse.resize(V.rows(),4);
  319. V_material_specular.resize(V.rows(),4);
  320. for (unsigned i=0; i<V.rows();++i)
  321. {
  322. V_material_ambient.row(i) = ambient;
  323. V_material_diffuse.row(i) = diffuse;
  324. V_material_specular.row(i) = specular;
  325. }
  326. F_material_ambient.resize(F.rows(),4);
  327. F_material_diffuse.resize(F.rows(),4);
  328. F_material_specular.resize(F.rows(),4);
  329. for (unsigned i=0; i<F.rows();++i)
  330. {
  331. F_material_ambient.row(i) = ambient;
  332. F_material_diffuse.row(i) = diffuse;
  333. F_material_specular.row(i) = specular;
  334. }
  335. dirty |= DIRTY_SPECULAR | DIRTY_DIFFUSE | DIRTY_AMBIENT;
  336. }
  337. IGL_INLINE void igl::ViewerData::grid_texture()
  338. {
  339. // Don't do anything for an empty mesh
  340. if(V.rows() == 0)
  341. {
  342. V_uv.resize(V.rows(),2);
  343. return;
  344. }
  345. if (V_uv.rows() == 0)
  346. {
  347. V_uv = V.block(0, 0, V.rows(), 2);
  348. V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff();
  349. V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff();
  350. V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff();
  351. V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff();
  352. V_uv = V_uv.array() * 10;
  353. dirty |= DIRTY_TEXTURE;
  354. }
  355. unsigned size = 128;
  356. unsigned size2 = size/2;
  357. texture_R.resize(size, size);
  358. for (unsigned i=0; i<size; ++i)
  359. {
  360. for (unsigned j=0; j<size; ++j)
  361. {
  362. texture_R(i,j) = 0;
  363. if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
  364. texture_R(i,j) = 255;
  365. }
  366. }
  367. texture_G = texture_R;
  368. texture_B = texture_R;
  369. texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
  370. dirty |= DIRTY_TEXTURE;
  371. }