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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_VIEWER_VIEWER_DATA_H
- #define IGL_VIEWER_VIEWER_DATA_H
- #include <cstdint>
- #include <vector>
- #include <Eigen/Core>
- #include <igl/igl_inline.h>
- namespace igl
- {
- namespace viewer
- {
- // TODO: write documentation
- class ViewerData
- {
- public:
- ViewerData();
- enum DirtyFlags
- {
- DIRTY_NONE = 0x0000,
- DIRTY_POSITION = 0x0001,
- DIRTY_UV = 0x0002,
- DIRTY_NORMAL = 0x0004,
- DIRTY_AMBIENT = 0x0008,
- DIRTY_DIFFUSE = 0x0010,
- DIRTY_SPECULAR = 0x0020,
- DIRTY_TEXTURE = 0x0040,
- DIRTY_FACE = 0x0080,
- DIRTY_MESH = 0x00FF,
- DIRTY_OVERLAY_LINES = 0x0100,
- DIRTY_OVERLAY_POINTS = 0x0200,
- DIRTY_ALL = 0x03FF
- };
- // Empy 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);
- // 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);
- IGL_INLINE void set_uv(const Eigen::MatrixXd& UV);
- IGL_INLINE void set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F);
- 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);
- // 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);
- IGL_INLINE void add_edges (const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C);
- 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(Eigen::Vector3d ambient, Eigen::Vector3d diffuse, Eigen::Vector3d specular);
- // Generates a default grid texture
- IGL_INLINE void grid_texture();
- 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;
- // 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;
- /*********************************/
- };
- }
- }
- #ifndef IGL_STATIC_LIBRARY
- # include "ViewerData.cpp"
- #endif
- #endif
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