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- // This file is part of libigl, a simple c++ geometry processing library.
- //
- // Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
- //
- // 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 "../igl_inline.h"
- #include "MeshGL.h"
- #include <cassert>
- #include <cstdint>
- #include <Eigen/Core>
- #include <memory>
- #include <vector>
- // Alec: This is a mesh class containing a variety of data types (normals,
- // overlays, material colors, etc.)
- //
- // 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
- //
- namespace igl
- {
- // TODO: write documentation
- namespace opengl
- {
- // Forward declaration
- class ViewerCore;
- class ViewerData
- {
- public:
- ViewerData();
- // Empty all fields
- IGL_INLINE void clear();
- // Change the visualization mode, invalidating the cache if necessary
- IGL_INLINE void set_face_based(bool newvalue);
- // Helpers that can draw the most common meshes
- IGL_INLINE void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F);
- IGL_INLINE void set_vertices(const Eigen::MatrixXd& V);
- IGL_INLINE void set_normals(const Eigen::MatrixXd& N);
- IGL_INLINE void set_visible(bool value, unsigned int core_id = 1);
- // Set the color of the mesh
- //
- // Inputs:
- // C #V|#F|1 by 3 list of colors
- IGL_INLINE void set_colors(const Eigen::MatrixXd &C);
- // Set per-vertex UV coordinates
- //
- // Inputs:
- // 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
- //
- // Inputs:
- // UV_V #UV by 2 list of UV coordinates
- // 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.
- //
- // Inputs:
- // R width by height image matrix of red channel
- // G width by height image matrix of green channel
- // B width by height image matrix of blue 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);
- // Set the texture associated with the mesh.
- //
- // Inputs:
- // R width by height image matrix of red channel
- // G width by height image matrix of green channel
- // B width by height image matrix of blue channel
- // 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);
- // Sets points given a list of point vertices. In constrast to `set_points`
- // this will (purposefully) clober existing points.
- //
- // Inputs:
- // P #P by 3 list of vertex positions
- // C #P|1 by 3 color(s)
- IGL_INLINE void set_points(
- const Eigen::MatrixXd& P,
- const Eigen::MatrixXd& C);
- IGL_INLINE void add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C);
- // Sets edges given a list of edge vertices and edge indices. In constrast
- // to `add_edges` this will (purposefully) clober existing edges.
- //
- // Inputs:
- // P #P by 3 list of vertex positions
- // E #E by 2 list of edge indices into P
- // C #E|1 by 3 color(s)
- IGL_INLINE void set_edges (const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C);
- // Alec: 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);
- // Adds text labels at the given positions in 3D.
- // Note: This requires the ImGui viewer plugin to display text labels.
- IGL_INLINE void add_label (const Eigen::VectorXd& P, const std::string& str);
- // Computes the normals of the mesh
- IGL_INLINE void compute_normals();
- // Assigns uniform colors to all faces/vertices
- IGL_INLINE void uniform_colors(
- const Eigen::Vector3d& diffuse,
- const Eigen::Vector3d& ambient,
- const Eigen::Vector3d& specular);
- // Assigns uniform colors to all faces/vertices
- IGL_INLINE void uniform_colors(
- const Eigen::Vector4d& ambient,
- const Eigen::Vector4d& diffuse,
- const Eigen::Vector4d& specular);
- // Generates a default grid texture
- IGL_INLINE void grid_texture();
- // Copy visualization options from one viewport to another
- IGL_INLINE void copy_options(const ViewerCore &from, const ViewerCore &to);
- Eigen::MatrixXd V; // Vertices of the current mesh (#V x 3)
- Eigen::MatrixXi F; // Faces of the mesh (#F x 3)
- // Per face attributes
- Eigen::MatrixXd F_normals; // One normal per face
- Eigen::MatrixXd F_material_ambient; // Per face ambient color
- Eigen::MatrixXd F_material_diffuse; // Per face diffuse color
- Eigen::MatrixXd F_material_specular; // Per face specular color
- // Per vertex attributes
- Eigen::MatrixXd V_normals; // One normal per vertex
- Eigen::MatrixXd V_material_ambient; // Per vertex ambient color
- Eigen::MatrixXd V_material_diffuse; // Per vertex diffuse color
- Eigen::MatrixXd V_material_specular; // Per vertex specular color
- // UV parametrization
- Eigen::MatrixXd V_uv; // UV vertices
- Eigen::MatrixXi F_uv; // optional faces for UVs
- // Texture
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_R;
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_G;
- Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic> texture_B;
- 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
- Eigen::MatrixXd labels_positions;
- 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;
- // 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_overlay;
- unsigned int show_overlay_depth;
- unsigned int show_texture;
- unsigned int show_faces;
- unsigned int show_lines;
- bool show_vertid; // shared across viewports for now
- bool show_faceid; // shared across viewports for now
- // Point size / line width
- float point_size;
- float line_width;
- Eigen::Matrix<float, 4, 1, Eigen::DontAlign> line_color;
- // Shape material
- float shininess;
- // Unique identifier
- int id;
- // OpenGL representation of the mesh
- igl::opengl::MeshGL meshgl;
- // Update contents from a 'Data' instance
- IGL_INLINE void updateGL(
- const igl::opengl::ViewerData& data,
- const bool invert_normals,
- igl::opengl::MeshGL& meshgl);
- };
- } // namespace opengl
- } // namespace igl
- ////////////////////////////////////////////////////////////////////////////////
- #include <igl/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_vertid);
- SERIALIZE_MEMBER(show_faceid);
- SERIALIZE_MEMBER(show_texture);
- 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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