// This file is part of libigl, a simple c++ geometry processing library. // // Copyright (C) 2014 Daniele Panozzo // // 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 "MeshGL.h" #include "../igl_inline.h" #include "../colormap.h" #include #include #include #include #include namespace igl { namespace opengl { class ViewerCore; /// Object being drawn (i.e., mesh and its accessories) by the ViewerCore /// /// \warning Eigen data members (such as Eigen::Vector4f) should explicitly /// disable alignment (e.g. use `Eigen::Matrix`), /// 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 /// class ViewerData { public: ViewerData(); /// Empty all fields IGL_INLINE void clear(); /// Change whether drawing per-vertex or per-face; invalidating cache if /// necessary /// /// @param[in] newvalue whether face based IGL_INLINE void set_face_based(bool newvalue); /// Set the current mesh. Call this once at the beginning and whenever /// **both** the vertices and faces are changing. /// /// @param[in] V #V by 3 list of mesh vertex positions /// @param[in] F #F by 3/4 list of mesh faces (triangles/tets) IGL_INLINE void set_mesh(const Eigen::MatrixXd& V, const Eigen::MatrixXi& F); /// Set just the vertices. Call this if _just_ the vertices are changing. You /// may need to call compute_normals to update the lighting correctly. /// /// @param[in] V #V by 3 list of mesh vertex positions IGL_INLINE void set_vertices(const Eigen::MatrixXd& V); /// Set the normals of a mesh. /// /// @param[in] N #V|#F|3#F by 3 list of mesh normals /// /// \see compute_normals IGL_INLINE void set_normals(const Eigen::MatrixXd& N); /// Set whether this object is visible /// @param[in] value true iff this object is visible /// @param[in] core_id Index of the core to set (default is 0) IGL_INLINE void set_visible(bool value, unsigned int core_id = 1); /// Set the diffuse color of the mesh. The ambient color will be set to 0.1*C /// and the specular color will be set to 0.3+0.1*(C-0.3). /// /// @param[in] C #V|#F|1 by 3 list of diffuse colors IGL_INLINE void set_colors(const Eigen::MatrixXd &C); /// Set per-vertex UV coordinates /// /// @param[in] 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 /// /// @param[in] UV_V #UV by 2 list of UV coordinates /// @param[in] 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. /// /// @param[in] R width by height image matrix of red channel /// @param[in] G width by height image matrix of green channel /// @param[in] B width by height image matrix of blue channel /// @param[in] A width by height image matrix of alpha channel /// IGL_INLINE void set_texture( const Eigen::Matrix& R, const Eigen::Matrix& G, const Eigen::Matrix& B, const Eigen::Matrix& A); /// \overload IGL_INLINE void set_texture( const Eigen::Matrix& R, const Eigen::Matrix& G, const Eigen::Matrix& B); /// Set pseudo-color-able scalar data associated with the mesh. /// /// @param[in] caxis_min caxis minimum bound /// @param[in] caxis_max caxis maximum bound /// @param[in] D #V|#F by 1 list of scalar values /// @param[in] cmap colormap type /// @param[in] num_steps number of intervals to discretize the colormap IGL_INLINE void set_data( const Eigen::VectorXd & D, double caxis_min, double caxis_max, igl::ColorMapType cmap = igl::COLOR_MAP_TYPE_VIRIDIS, int num_steps = 21); /// \overload /// \brief Use min(D) and max(D) to set caxis. IGL_INLINE void set_data(const Eigen::VectorXd & D, igl::ColorMapType cmap = igl::COLOR_MAP_TYPE_VIRIDIS, int num_steps = 21); /// Not to be confused with set_colors, this creates a _texture_ that will be /// referenced to pseudocolor according to the scalar field passed to set_data. /// /// @param[in] CM #CM by 3 list of colors IGL_INLINE void set_colormap(const Eigen::MatrixXd & CM); /// Sets points given a list of point vertices. In constrast to `add_points` /// this will (purposefully) clober existing points. /// /// @param[in] P #P by 3 list of vertex positions /// @param[in] C #P|1 by 3 color(s) IGL_INLINE void set_points( const Eigen::MatrixXd& P, const Eigen::MatrixXd& C); /// Add points given a list of point vertices. /// /// @param[in] P #P by 3 list of vertex positions /// @param[in] C #P|1 by 3 color(s) IGL_INLINE void add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C); /// Clear the point data IGL_INLINE void clear_points(); /// Sets edges given a list of edge vertices and edge indices. In constrast /// to `add_edges` this will (purposefully) clober existing edges. /// /// @param[in] P #P by 3 list of vertex positions /// @param[in] E #E by 2 list of edge indices into P /// @param[in] C #E|1 by 3 color(s) IGL_INLINE void set_edges (const Eigen::MatrixXd& P, const Eigen::MatrixXi& E, const Eigen::MatrixXd& C); /// Add edges given a list of edge start and end positions and colors /// /// @param[in] P1 #P by 3 list of edge start positions /// @param[in] P2 #P by 3 list of edge end positions /// @param[in] C #P|1 by 3 color(s) /// \note 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); /// Sets edges given a list of points and eminating vectors /// /// @param[in] P #P by 3 list of vertex positions /// @param[in] V #P by 3 list of eminating vectors /// @param[in] C #P|1 by 3 color(s) IGL_INLINE void set_edges_from_vector_field( const Eigen::MatrixXd& P, const Eigen::MatrixXd& V, const Eigen::MatrixXd& C); /// Clear the edge data IGL_INLINE void clear_edges(); /// Sets / Adds text labels at the given positions in 3D. /// \param[in] P #P by 3 list of vertex positions /// \param[in] str #P list of text labels /// \note This requires the ImGui viewer plugin to display text labels. IGL_INLINE void set_labels (const Eigen::MatrixXd& P, const std::vector& str); /// Sets / Adds text labels at the given positions in 3D. /// @param[in] P 3D position of the label /// @param[in] str text label IGL_INLINE void add_label (const Eigen::VectorXd& P, const std::string& str); /// Clear the label data IGL_INLINE void clear_labels (); /// Computes the normals of the mesh IGL_INLINE void compute_normals(); /// Assigns uniform colors to all faces/vertices /// \param[in] ambient ambient color /// \param[in] diffuse diffuse color /// \param[in] specular specular color IGL_INLINE void uniform_colors( const Eigen::Vector3d& ambient, const Eigen::Vector3d& diffuse, const Eigen::Vector3d& specular); /// \overload IGL_INLINE void uniform_colors( const Eigen::Vector4d& ambient, const Eigen::Vector4d& diffuse, const Eigen::Vector4d& specular); /// Generate a normal image matcap IGL_INLINE void normal_matcap(); /// Generates a default grid texture (without uvs) IGL_INLINE void grid_texture(); /// Copy visualization options from one viewport to another /// \param[in] from source viewport /// \param[in] to destination viewport IGL_INLINE void copy_options(const ViewerCore &from, const ViewerCore &to); /// Vertices of the current mesh (#V x 3) Eigen::MatrixXd V; /// Faces of the mesh (#F x 3) Eigen::MatrixXi F; // Per face attributes /// One normal per face Eigen::MatrixXd F_normals; /// Per face ambient color Eigen::MatrixXd F_material_ambient; /// Per face diffuse color Eigen::MatrixXd F_material_diffuse; /// Per face specular color Eigen::MatrixXd F_material_specular; // Per vertex attributes /// One normal per vertex Eigen::MatrixXd V_normals; /// Per vertex ambient color Eigen::MatrixXd V_material_ambient; /// Per vertex diffuse color Eigen::MatrixXd V_material_diffuse; /// Per vertex specular color Eigen::MatrixXd V_material_specular; // UV parametrization /// UV vertices Eigen::MatrixXd V_uv; /// optional faces for UVs Eigen::MatrixXi F_uv; // Texture /// Texture red colors Eigen::Matrix texture_R; /// Texture green colors Eigen::Matrix texture_G; /// Texture blue colors Eigen::Matrix texture_B; /// Texture alpha values Eigen::Matrix 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 /// Text positions of vertices Eigen::MatrixXd vertex_labels_positions; /// Text positions of faces Eigen::MatrixXd face_labels_positions; /// Text positions of labels Eigen::MatrixXd labels_positions; /// Text strings of labels at vertices std::vector vertex_labels_strings; /// Text strings of labels at faces std::vector face_labels_strings; /// Text strings of labels std::vector 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; /// Enable double-sided lighting on faces bool double_sided; /// 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_custom_labels; unsigned int show_face_labels; unsigned int show_faces; unsigned int show_lines; unsigned int show_overlay; unsigned int show_overlay_depth; unsigned int show_texture; unsigned int show_vertex_labels; unsigned int use_matcap; /// Point size / line width float point_size; /// line_width is NOT SUPPORTED on Mac OS and Windows float line_width; /// Size of lables float label_size; /// Color of lines Eigen::Matrix line_color; /// Color of labels Eigen::Matrix label_color; /// Shape material shininess /// \deprecated unused? float shininess; /// Unique identifier int id; /// OpenGL representation of the mesh igl::opengl::MeshGL meshgl; /// Update contents from a 'Data' instance /// /// @param[in,out] GL_labels labels to be updated /// @param[in] positions positions of the labels /// @param[in] strings strings of the labels IGL_INLINE void update_labels( igl::opengl::MeshGL::TextGL& GL_labels, const Eigen::MatrixXd& positions, const std::vector& strings ); /// Update the meshgl object /// \param[in] data data to be used for the update /// \param[in] invert_normals whether to invert normals /// \param[in,out] meshgl mesh to be updated IGL_INLINE void updateGL( const igl::opengl::ViewerData& data, const bool invert_normals, igl::opengl::MeshGL& meshgl); }; } // namespace opengl } // namespace igl //////////////////////////////////////////////////////////////////////////////// #include "../serialize.h" namespace igl { namespace serialization { inline void serialization(bool s, igl::opengl::ViewerData& obj, std::vector& 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_vertex_labels); SERIALIZE_MEMBER(show_face_labels); SERIALIZE_MEMBER(show_custom_labels); SERIALIZE_MEMBER(show_texture); SERIALIZE_MEMBER(double_sided); 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& buffer) { serialization(true, const_cast(obj), buffer); } template<> inline void deserialize(igl::opengl::ViewerData& obj, const std::vector& buffer) { serialization(false, obj, const_cast&>(buffer)); obj.dirty = igl::opengl::MeshGL::DIRTY_ALL; } } } #ifndef IGL_STATIC_LIBRARY # include "ViewerData.cpp" #endif #endif