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* Update eigen from v3.3.7 to v5.0.1. This updates eigen from v3.3.7 released on December 11, 2018-12-11 to v5.0.1 released on 2025-11-11. There have be a large number of bug-fixes, optimizations, and improvements between these releases. See the details at; https://gitlab.com/libeigen/eigen/-/releases It retains the previous custom minimal `CMakeLists.txt`, and adds a README-OrcaSlicer.md that explains what version and parts of the upstream eigen release have been included, and where the full release can be found. * Update libigl from v2.0.0 (or older) to v2.6.0. This updates libigl from what was probably v2.0.0 released on 2018-10-16 to v2.6.0 released on 2025-05-15. It's possible the old version was even older than that but there is no version indicators in the code and I ran out of patience identifying missing changes and only went back as far as v2.0.0. There have been a large number of bug-fixes, optimizations, and improvements between these versions. See the following for details; https://github.com/libigl/libigl/releases I retained the minimal custom `CMakeLists.txt`, added `README.md` from the libigl distribution which identifies the version, and added a README-OrcaSlicer.md that details the version and parts that have been included. * Update libslic3r for libigl v2.6.0 changes. This updates libslic3r for all changes moving to eigen v5.0.1 and libigl v2.6.0. Despite the large number of updates to both dependencies, no changes were required for the eigen update, and only one change was required for the libigl update. For libigl, `igl::Hit` was changed to a template taking the Scalar type to use. Previously it was hard-coded to `float`, so to minimize possible impact I've updated all places it is used from `igl::Hit` to `igl::Hit<float>`. * Add compiler option `-DNOMINMAX` for libigl with MSVC. MSVC by default defines `min(()` and `max()` macros that break `std::numeric_limits<>::max()`. The upstream cmake that we don't include adds `-DNOMINMAX` for the libigl module when compiling with MSVC, so we need to add the same thing here. * Fix src/libslic3r/TriangleMeshDeal.cpp for the unmodified upstream libigl. This fixes `TriangleMeshDeal.cpp` to work with the unmodified upstream libigl v2.6.0. loop.{h,cpp} implementation. This file and feature was added in PR "BBS Port: Mesh Subdivision" (#12150) which included changes to `loop.{h,cpp}` in the old version of libigl. This PR avoids modifying the included dependencies, and uses the updated upstream versions of those files without any modifications, which requires fixing TriangleMeshDeal.cpp to work with them. In particular, the modifications made to `loop.{h,cpp}` included changing the return type from void to bool, adding additional validation checking of the input meshes, and returning false if they failed validation. These added checks looked unnecessary and would only have caught problems if the input mesh was very corrupt. To make `TriangleMeshDeal.cpp` work without this built-in checking functionality, I removed checking/handling of any `false` return value. There was also a hell of a lot of redundant copying and casting back and forth between float and double, so I cleaned that up. The input and output meshs use floats for the vertexes, and there would be no accuracy benefits from casting to and from doubles for the simple weighted average operations done by igl::loop(). So this just uses `Eigen:Map` to use the original input mesh vertex data directly without requiring any copy or casting. * Move eigen from included `deps_src` to externaly fetched `deps`. This copys what PrusaSlicer did and moved it from an included dependency under `deps_src` to an externaly fetched dependency under `deps`. This requires updating some `CMakeList.txt` configs and removing the old and obsolete `cmake/modules/FindEigen3.cmake`. The details of when this was done in PrusaSlicer and the followup fixes are at; *21116995d7* https://github.com/prusa3d/PrusaSlicer/issues/13608 * https://github.com/prusa3d/PrusaSlicer/pull/13609 *e3c277b9eeFor some reason I don't fully understand this also required fixing `src/slic3r/GUI/GUI_App.cpp` by adding `#include <boost/nowide/cstdio.hpp>` to fix an `error: ‘remove’ is not a member of ‘boost::nowide'`. The main thing I don't understand is how it worked before. Note that this include is in the PrusaSlicer version of this file, but it also significantly deviates from what is currently in OrcaSlicer in many other ways. * Whups... I missed adding the deps/Eigen/Eigen.cmake file... * Tidy some whitespace indenting in CMakeLists.txt. * Ugh... tabs indenting needing fixes. * Change the include order of deps/Eigen. It turns out that although Boost includes some references to Eigen, Eigen also includes some references to Boost for supporting some of it's additional numeric types. I don't think it matters much since we are not using these features, but I think technically its more correct to say Eigen depends on Boost than the other way around, so I've re-ordered them. * Add source for Eigen 5.0.1 download to flatpak yml config. * Add explicit `DEPENDS dep_Boost to deps/Eigen. I missed this before. This ensures we don't rely on include orders to make sure Boost is installed before we configure Eigen. * Add `DEPENDS dep_Boost dep_GMP dep_MPFR` to deps/Eigen. It turns out Eigen can also use GMP and MPFR for multi-precision and multi-precision-rounded numeric types if they are available. Again, I don't think we are using these so it doesn't really matter, but it is technically correct and ensures they are there if we ever do need them. * Fix deps DEPENDENCY ordering for GMP, MPFR, Eigen, and CGAL. I think this is finally correct. Apparently CGAL also optionally depends on Eigen, so the correct dependency order from lowest to highest is GMP, MPFR, Eigen, and CGAL. --------- Co-authored-by: Donovan Baarda <dbaarda@google.com> Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
925 lines
26 KiB
C++
925 lines
26 KiB
C++
// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#include "ViewerData.h"
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#include "ViewerCore.h"
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#include "../per_face_normals.h"
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#include "../material_colors.h"
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#include "../per_vertex_normals.h"
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// Really? Just for GL_NEAREST?
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#include "gl.h"
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#include <iostream>
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IGL_INLINE igl::opengl::ViewerData::ViewerData()
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:
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dirty(MeshGL::DIRTY_ALL),
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face_based (false),
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double_sided (false),
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invert_normals (false),
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is_visible (~unsigned(0)),
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show_custom_labels(0),
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show_face_labels (0),
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show_faces (~unsigned(0)),
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show_lines (~unsigned(0)),
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show_overlay (~unsigned(0)),
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show_overlay_depth(~unsigned(0)),
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show_texture (false),
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show_vertex_labels(0),
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use_matcap (false),
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point_size(30),
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line_width(0.5f),
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label_size(1),
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line_color(0,0,0,1),
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label_color(0,0,0.04,1),
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shininess(35.0f),
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id(-1)
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{
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clear();
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};
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IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue)
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{
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if (face_based != newvalue)
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{
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face_based = newvalue;
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dirty = MeshGL::DIRTY_ALL;
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}
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}
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// Helpers that draws the most common meshes
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IGL_INLINE void igl::opengl::ViewerData::set_mesh(
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const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F)
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{
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using namespace std;
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Eigen::MatrixXd V_temp;
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// If V only has two columns, pad with a column of zeros
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if (_V.cols() == 2)
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{
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V_temp = Eigen::MatrixXd::Zero(_V.rows(),3);
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V_temp.block(0,0,_V.rows(),2) = _V;
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}
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else
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V_temp = _V;
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if (V.rows() == 0 && F.rows() == 0)
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{
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V = V_temp;
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F = _F;
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compute_normals();
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uniform_colors(
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Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]),
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Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]),
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Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2]));
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// Generates a checkerboard texture
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grid_texture();
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}
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else
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{
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if (_V.rows() == V.rows() && _F.rows() == F.rows())
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{
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V = V_temp;
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F = _F;
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}
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else
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cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl;
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}
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dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V)
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{
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V = _V;
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assert(F.size() == 0 || F.maxCoeff() < V.rows());
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dirty |= MeshGL::DIRTY_POSITION;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N)
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{
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using namespace std;
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if (N.rows() == V.rows())
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{
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set_face_based(false);
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V_normals = N;
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}
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else if (N.rows() == F.rows() || N.rows() == F.rows()*3)
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{
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set_face_based(true);
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F_normals = N;
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}
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else
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cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl;
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dirty |= MeshGL::DIRTY_NORMAL;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_visible(bool value, unsigned int core_id /*= 1*/)
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{
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if (value)
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is_visible |= core_id;
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else
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is_visible &= ~core_id;
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}
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IGL_INLINE void igl::opengl::ViewerData::copy_options(const ViewerCore &from, const ViewerCore &to)
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{
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to.set(show_overlay , from.is_set(show_overlay) );
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to.set(show_overlay_depth, from.is_set(show_overlay_depth));
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to.set(show_texture , from.is_set(show_texture) );
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to.set(use_matcap , from.is_set(use_matcap) );
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to.set(show_faces , from.is_set(show_faces) );
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to.set(show_lines , from.is_set(show_lines) );
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}
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IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C)
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{
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using namespace std;
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using namespace Eigen;
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// This Gouraud coloring should be deprecated in favor of Phong coloring in
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// set-data
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if(C.rows()>0 && C.cols() == 1)
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{
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assert(false && "deprecated: call set_data directly instead");
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return set_data(C);
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}
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// Ambient color should be darker color
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const auto ambient = [](const MatrixXd & C)->MatrixXd
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{
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MatrixXd T = 0.1*C;
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T.col(3) = C.col(3);
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return T;
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};
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// Specular color should be a less saturated and darker color: dampened
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// highlights
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const auto specular = [](const MatrixXd & C)->MatrixXd
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{
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const double grey = 0.3;
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MatrixXd T = grey+0.1*(C.array()-grey);
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T.col(3) = C.col(3);
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return T;
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};
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if (C.rows() == 1)
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{
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for (unsigned i=0;i<V_material_diffuse.rows();++i)
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{
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if (C.cols() == 3)
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V_material_diffuse.row(i) << C.row(0),1;
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else if (C.cols() == 4)
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V_material_diffuse.row(i) << C.row(0);
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}
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V_material_ambient = ambient(V_material_diffuse);
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V_material_specular = specular(V_material_diffuse);
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for (unsigned i=0;i<F_material_diffuse.rows();++i)
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{
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if (C.cols() == 3)
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F_material_diffuse.row(i) << C.row(0),1;
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else if (C.cols() == 4)
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F_material_diffuse.row(i) << C.row(0);
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}
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F_material_ambient = ambient(F_material_diffuse);
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F_material_specular = specular(F_material_diffuse);
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}
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else if(C.rows() == V.rows() || C.rows() == F.rows())
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{
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// face based colors?
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if((C.rows()==F.rows()) && (C.rows() != V.rows() || face_based))
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{
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set_face_based(true);
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for (unsigned i=0;i<F_material_diffuse.rows();++i)
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{
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if (C.cols() == 3)
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F_material_diffuse.row(i) << C.row(i), 1;
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else if (C.cols() == 4)
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F_material_diffuse.row(i) << C.row(i);
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}
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F_material_ambient = ambient(F_material_diffuse);
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F_material_specular = specular(F_material_diffuse);
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}
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else/*(C.rows() == V.rows())*/
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{
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set_face_based(false);
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for (unsigned i=0;i<V_material_diffuse.rows();++i)
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{
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if (C.cols() == 3)
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V_material_diffuse.row(i) << C.row(i), 1;
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else if (C.cols() == 4)
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V_material_diffuse.row(i) << C.row(i);
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}
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V_material_ambient = ambient(V_material_diffuse);
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V_material_specular = specular(V_material_diffuse);
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}
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}
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else
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cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl;
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dirty |= MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_AMBIENT;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV)
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{
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using namespace std;
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if (UV.rows() == V.rows())
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{
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V_uv = UV;
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}
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else
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cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;;
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dirty |= MeshGL::DIRTY_UV;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F)
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{
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V_uv = UV_V.block(0,0,UV_V.rows(),2);
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F_uv = UV_F;
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dirty |= MeshGL::DIRTY_UV;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_texture(
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B)
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{
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texture_R = R;
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texture_G = G;
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texture_B = B;
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texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255);
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dirty |= MeshGL::DIRTY_TEXTURE;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_texture(
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B,
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const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A)
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{
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texture_R = R;
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texture_G = G;
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texture_B = B;
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texture_A = A;
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dirty |= MeshGL::DIRTY_TEXTURE;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_data(
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const Eigen::VectorXd & D,
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double caxis_min,
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double caxis_max,
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igl::ColorMapType cmap,
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int num_steps)
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{
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if(!show_texture)
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{
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Eigen::MatrixXd CM;
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igl::colormap(cmap,Eigen::VectorXd::LinSpaced(num_steps,0,1).eval(),0,1,CM);
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set_colormap(CM);
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}
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Eigen::MatrixXd UV = ((D.array()-caxis_min)/(caxis_max-caxis_min)).replicate(1,2);
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if(D.size() == V.rows())
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{
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set_uv(UV);
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}else
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{
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assert(D.size() == F.rows());
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Eigen::MatrixXi UV_F =
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Eigen::VectorXi::LinSpaced(F.rows(),0,F.rows()-1).replicate(1,3);
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set_uv(UV,UV_F);
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}
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}
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IGL_INLINE void igl::opengl::ViewerData::set_data(const Eigen::VectorXd & D, igl::ColorMapType cmap, int num_steps)
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{
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const double caxis_min = D.minCoeff();
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const double caxis_max = D.maxCoeff();
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return set_data(D,caxis_min,caxis_max,cmap,num_steps);
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}
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IGL_INLINE void igl::opengl::ViewerData::set_colormap(const Eigen::MatrixXd & CM)
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{
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assert(CM.cols() == 3 && "colormap CM should have 3 columns");
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// Convert to R,G,B textures
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const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> R =
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(CM.col(0)*255.0).cast<unsigned char>();
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const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> G =
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(CM.col(1)*255.0).cast<unsigned char>();
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const Eigen::Matrix<unsigned char,Eigen::Dynamic, Eigen::Dynamic> B =
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(CM.col(2)*255.0).cast<unsigned char>();
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set_colors(Eigen::RowVector3d(1,1,1));
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set_texture(R,G,B);
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show_texture = ~unsigned(0);
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meshgl.tex_filter = GL_NEAREST;
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meshgl.tex_wrap = GL_CLAMP_TO_EDGE;
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}
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IGL_INLINE void igl::opengl::ViewerData::set_points(
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const Eigen::MatrixXd& P,
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const Eigen::MatrixXd& C)
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{
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// clear existing points
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points.resize(0,0);
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add_points(P,C);
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}
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IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C)
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{
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Eigen::MatrixXd P_temp;
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// If P only has two columns, pad with a column of zeros
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if (P.cols() == 2)
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{
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P_temp = Eigen::MatrixXd::Zero(P.rows(),3);
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P_temp.block(0,0,P.rows(),2) = P;
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}
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else
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P_temp = P;
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int lastid = points.rows();
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points.conservativeResize(points.rows() + P_temp.rows(),6);
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for (unsigned i=0; i<P_temp.rows(); ++i)
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points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
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dirty |= MeshGL::DIRTY_OVERLAY_POINTS;
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}
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IGL_INLINE void igl::opengl::ViewerData::clear_points()
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{
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points.resize(0, 6);
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}
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IGL_INLINE void igl::opengl::ViewerData::set_edges(
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const Eigen::MatrixXd& P,
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const Eigen::MatrixXi& E,
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const Eigen::MatrixXd& C)
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{
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using namespace Eigen;
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lines.resize(E.rows(),9);
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assert(C.cols() == 3);
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for(int e = 0;e<E.rows();e++)
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{
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RowVector3d color;
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if(C.size() == 3)
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{
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color<<C;
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}else if(C.rows() == E.rows())
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{
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color<<C.row(e);
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}
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if(P.cols() == 2)
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{
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lines.row(e)<< P.row(E(e,0)),0, P.row(E(e,1)),0, color;
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}else
|
|
{
|
|
lines.row(e)<< P.row(E(e,0)), P.row(E(e,1)), color;
|
|
}
|
|
}
|
|
dirty |= MeshGL::DIRTY_OVERLAY_LINES;
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::set_edges_from_vector_field(
|
|
const Eigen::MatrixXd& P,
|
|
const Eigen::MatrixXd& V,
|
|
const Eigen::MatrixXd& C)
|
|
{
|
|
assert(P.rows() == V.rows());
|
|
Eigen::MatrixXi E(P.rows(),2);
|
|
const Eigen::MatrixXd PV =
|
|
(Eigen::MatrixXd(P.rows()+V.rows(),3)<<P,P+V).finished();
|
|
for(int i = 0;i<P.rows();i++)
|
|
{
|
|
E(i,0) = i;
|
|
E(i,1) = i+P.rows();
|
|
}
|
|
const Eigen::MatrixXd CC = C.replicate<2,1>();
|
|
set_edges(PV,E, C.rows() == 1?C:C.replicate<2,1>());
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::add_edges(const Eigen::MatrixXd& P1, const Eigen::MatrixXd& P2, const Eigen::MatrixXd& C)
|
|
{
|
|
Eigen::MatrixXd P1_temp,P2_temp;
|
|
|
|
// If P1 only has two columns, pad with a column of zeros
|
|
if (P1.cols() == 2)
|
|
{
|
|
P1_temp = Eigen::MatrixXd::Zero(P1.rows(),3);
|
|
P1_temp.block(0,0,P1.rows(),2) = P1;
|
|
P2_temp = Eigen::MatrixXd::Zero(P2.rows(),3);
|
|
P2_temp.block(0,0,P2.rows(),2) = P2;
|
|
}
|
|
else
|
|
{
|
|
P1_temp = P1;
|
|
P2_temp = P2;
|
|
}
|
|
|
|
int lastid = lines.rows();
|
|
lines.conservativeResize(lines.rows() + P1_temp.rows(),9);
|
|
for (unsigned i=0; i<P1_temp.rows(); ++i)
|
|
lines.row(lastid+i) << P1_temp.row(i), P2_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1);
|
|
|
|
dirty |= MeshGL::DIRTY_OVERLAY_LINES;
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::clear_edges()
|
|
{
|
|
lines.resize(0, 9);
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::add_label(const Eigen::VectorXd& P, const std::string& str)
|
|
{
|
|
Eigen::RowVectorXd P_temp;
|
|
|
|
// If P only has two columns, pad with a column of zeros
|
|
if (P.size() == 2)
|
|
{
|
|
P_temp = Eigen::RowVectorXd::Zero(3);
|
|
P_temp << P.transpose(), 0;
|
|
}
|
|
else
|
|
P_temp = P;
|
|
|
|
int lastid = labels_positions.rows();
|
|
labels_positions.conservativeResize(lastid+1, 3);
|
|
labels_positions.row(lastid) = P_temp;
|
|
labels_strings.push_back(str);
|
|
|
|
dirty |= MeshGL::DIRTY_CUSTOM_LABELS;
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::set_labels(const Eigen::MatrixXd& P, const std::vector<std::string>& str)
|
|
{
|
|
assert(P.rows() == str.size() && "position # and label # do not match!");
|
|
assert(P.cols() == 3 && "dimension of label positions incorrect!");
|
|
labels_positions = P;
|
|
labels_strings = str;
|
|
|
|
dirty |= MeshGL::DIRTY_CUSTOM_LABELS;
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::clear_labels()
|
|
{
|
|
labels_positions.resize(0,3);
|
|
labels_strings.clear();
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::clear()
|
|
{
|
|
V = Eigen::MatrixXd (0,3);
|
|
F = Eigen::MatrixXi (0,3);
|
|
|
|
F_material_ambient = Eigen::MatrixXd (0,4);
|
|
F_material_diffuse = Eigen::MatrixXd (0,4);
|
|
F_material_specular = Eigen::MatrixXd (0,4);
|
|
|
|
V_material_ambient = Eigen::MatrixXd (0,4);
|
|
V_material_diffuse = Eigen::MatrixXd (0,4);
|
|
V_material_specular = Eigen::MatrixXd (0,4);
|
|
|
|
F_normals = Eigen::MatrixXd (0,3);
|
|
V_normals = Eigen::MatrixXd (0,3);
|
|
|
|
V_uv = Eigen::MatrixXd (0,2);
|
|
F_uv = Eigen::MatrixXi (0,3);
|
|
|
|
lines = Eigen::MatrixXd (0,9);
|
|
points = Eigen::MatrixXd (0,6);
|
|
|
|
vertex_labels_positions = Eigen::MatrixXd (0,3);
|
|
face_labels_positions = Eigen::MatrixXd (0,3);
|
|
labels_positions = Eigen::MatrixXd (0,3);
|
|
vertex_labels_strings.clear();
|
|
face_labels_strings.clear();
|
|
labels_strings.clear();
|
|
|
|
face_based = false;
|
|
double_sided = false;
|
|
invert_normals = false;
|
|
show_texture = false;
|
|
use_matcap = false;
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::compute_normals()
|
|
{
|
|
if(V.cols() == 2)
|
|
{
|
|
F_normals = Eigen::RowVector3d(0,0,1).replicate(F.rows(),1);
|
|
V_normals = Eigen::RowVector3d(0,0,1).replicate(V.rows(),1);
|
|
}else
|
|
{
|
|
assert(V.cols() == 3);
|
|
igl::per_face_normals(V, F, F_normals);
|
|
igl::per_vertex_normals(V, F, F_normals, V_normals);
|
|
}
|
|
dirty |= MeshGL::DIRTY_NORMAL;
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
|
|
const Eigen::Vector3d& ambient,
|
|
const Eigen::Vector3d& diffuse,
|
|
const Eigen::Vector3d& specular)
|
|
{
|
|
Eigen::Vector4d ambient4;
|
|
Eigen::Vector4d diffuse4;
|
|
Eigen::Vector4d specular4;
|
|
|
|
ambient4 << ambient, 1;
|
|
diffuse4 << diffuse, 1;
|
|
specular4 << specular, 1;
|
|
|
|
uniform_colors(ambient4,diffuse4,specular4);
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::uniform_colors(
|
|
const Eigen::Vector4d& ambient,
|
|
const Eigen::Vector4d& diffuse,
|
|
const Eigen::Vector4d& specular)
|
|
{
|
|
V_material_ambient.resize(V.rows(),4);
|
|
V_material_diffuse.resize(V.rows(),4);
|
|
V_material_specular.resize(V.rows(),4);
|
|
|
|
for (unsigned i=0; i<V.rows();++i)
|
|
{
|
|
V_material_ambient.row(i) = ambient;
|
|
V_material_diffuse.row(i) = diffuse;
|
|
V_material_specular.row(i) = specular;
|
|
}
|
|
|
|
F_material_ambient.resize(F.rows(),4);
|
|
F_material_diffuse.resize(F.rows(),4);
|
|
F_material_specular.resize(F.rows(),4);
|
|
|
|
for (unsigned i=0; i<F.rows();++i)
|
|
{
|
|
F_material_ambient.row(i) = ambient;
|
|
F_material_diffuse.row(i) = diffuse;
|
|
F_material_specular.row(i) = specular;
|
|
}
|
|
dirty |= MeshGL::DIRTY_SPECULAR | MeshGL::DIRTY_DIFFUSE | MeshGL::DIRTY_AMBIENT;
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::normal_matcap()
|
|
{
|
|
const int size = 512;
|
|
texture_R.resize(size, size);
|
|
texture_G.resize(size, size);
|
|
texture_B.resize(size, size);
|
|
const Eigen::Vector3d navy(0.3,0.3,0.5);
|
|
static const auto clamp = [](double t){ return std::max(std::min(t,1.0),0.0);};
|
|
for(int i = 0;i<size;i++)
|
|
{
|
|
const double x = (double(i)/double(size-1)*2.-1.);
|
|
for(int j = 0;j<size;j++)
|
|
{
|
|
const double y = (double(j)/double(size-1)*2.-1.);
|
|
const double z = sqrt(1.0-std::min(x*x+y*y,1.0));
|
|
Eigen::Vector3d C = Eigen::Vector3d(x*0.5+0.5,y*0.5+0.5,z);
|
|
texture_R(i,j) = clamp(C(0))*255;
|
|
texture_G(i,j) = clamp(C(1))*255;
|
|
texture_B(i,j) = clamp(C(2))*255;
|
|
}
|
|
}
|
|
texture_A.setConstant(texture_R.rows(),texture_R.cols(),255);
|
|
dirty |= MeshGL::DIRTY_TEXTURE;
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::grid_texture()
|
|
{
|
|
unsigned size = 128;
|
|
unsigned size2 = size/2;
|
|
texture_R.resize(size, size);
|
|
for (unsigned i=0; i<size; ++i)
|
|
{
|
|
for (unsigned j=0; j<size; ++j)
|
|
{
|
|
texture_R(i,j) = 0;
|
|
if ((i<size2 && j<size2) || (i>=size2 && j>=size2))
|
|
texture_R(i,j) = 255;
|
|
}
|
|
}
|
|
|
|
texture_G = texture_R;
|
|
texture_B = texture_R;
|
|
texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(texture_R.rows(),texture_R.cols(),255);
|
|
dirty |= MeshGL::DIRTY_TEXTURE;
|
|
}
|
|
|
|
// Populate VBOs of a particular label stype (Vert, Face, Custom)
|
|
IGL_INLINE void igl::opengl::ViewerData::update_labels(
|
|
igl::opengl::MeshGL::TextGL& GL_labels,
|
|
const Eigen::MatrixXd& positions,
|
|
const std::vector<std::string>& strings
|
|
){
|
|
if (positions.rows()>0)
|
|
{
|
|
int numCharsToRender = 0;
|
|
for(size_t p=0; p<positions.rows(); p++)
|
|
{
|
|
numCharsToRender += strings.at(p).length();
|
|
}
|
|
GL_labels.label_pos_vbo.resize(numCharsToRender, 3);
|
|
GL_labels.label_char_vbo.resize(numCharsToRender, 1);
|
|
GL_labels.label_offset_vbo.resize(numCharsToRender, 1);
|
|
GL_labels.label_indices_vbo.resize(numCharsToRender, 1);
|
|
int idx=0;
|
|
assert(strings.size() == positions.rows());
|
|
for(size_t s=0; s<strings.size(); s++)
|
|
{
|
|
const auto & label = strings.at(s);
|
|
for(size_t c=0; c<label.length(); c++)
|
|
{
|
|
GL_labels.label_pos_vbo.row(idx) = positions.row(s).cast<float>();
|
|
GL_labels.label_char_vbo(idx) = (float)(label.at(c));
|
|
GL_labels.label_offset_vbo(idx) = c;
|
|
GL_labels.label_indices_vbo(idx) = idx;
|
|
idx++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
IGL_INLINE void igl::opengl::ViewerData::updateGL(
|
|
const igl::opengl::ViewerData& data,
|
|
const bool invert_normals,
|
|
igl::opengl::MeshGL& meshgl
|
|
)
|
|
{
|
|
if (!meshgl.is_initialized)
|
|
{
|
|
meshgl.init();
|
|
}
|
|
|
|
bool per_corner_uv = (data.F_uv.rows() == data.F.rows());
|
|
bool per_corner_normals = (data.F_normals.rows() == 3 * data.F.rows());
|
|
|
|
meshgl.dirty |= data.dirty;
|
|
|
|
// Input:
|
|
// X #F by dim quantity
|
|
// Output:
|
|
// X_vbo #F*3 by dim scattering per corner
|
|
const auto per_face = [&data](
|
|
const Eigen::MatrixXd & X,
|
|
MeshGL::RowMatrixXf & X_vbo)
|
|
{
|
|
assert(X.cols() == 4);
|
|
X_vbo.resize(data.F.rows()*3,4);
|
|
for (unsigned i=0; i<data.F.rows();++i)
|
|
for (unsigned j=0;j<3;++j)
|
|
X_vbo.row(i*3+j) = X.row(i).cast<float>();
|
|
};
|
|
|
|
// Input:
|
|
// X #V by dim quantity
|
|
// Output:
|
|
// X_vbo #F*3 by dim scattering per corner
|
|
const auto per_corner = [&data](
|
|
const Eigen::MatrixXd & X,
|
|
MeshGL::RowMatrixXf & X_vbo)
|
|
{
|
|
X_vbo.resize(data.F.rows()*3,X.cols());
|
|
for (unsigned i=0; i<data.F.rows();++i)
|
|
for (unsigned j=0;j<3;++j)
|
|
X_vbo.row(i*3+j) = X.row(data.F(i,j)).cast<float>();
|
|
};
|
|
|
|
if (!data.face_based)
|
|
{
|
|
if (!(per_corner_uv || per_corner_normals))
|
|
{
|
|
// Vertex positions
|
|
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
|
|
meshgl.V_vbo = data.V.cast<float>();
|
|
|
|
// Vertex normals
|
|
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
|
|
{
|
|
meshgl.V_normals_vbo = data.V_normals.cast<float>();
|
|
if (invert_normals)
|
|
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
|
|
}
|
|
|
|
// Per-vertex material settings
|
|
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
|
|
meshgl.V_ambient_vbo = data.V_material_ambient.cast<float>();
|
|
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
|
|
meshgl.V_diffuse_vbo = data.V_material_diffuse.cast<float>();
|
|
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
|
|
meshgl.V_specular_vbo = data.V_material_specular.cast<float>();
|
|
|
|
// Face indices
|
|
if (meshgl.dirty & MeshGL::DIRTY_FACE)
|
|
meshgl.F_vbo = data.F.cast<unsigned>();
|
|
|
|
// Texture coordinates
|
|
if (meshgl.dirty & MeshGL::DIRTY_UV)
|
|
{
|
|
meshgl.V_uv_vbo = data.V_uv.cast<float>();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
// Per vertex properties with per corner UVs
|
|
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
|
|
{
|
|
per_corner(data.V,meshgl.V_vbo);
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
|
|
{
|
|
meshgl.V_ambient_vbo.resize(data.F.rows()*3,4);
|
|
per_corner(data.V_material_ambient,meshgl.V_ambient_vbo);
|
|
}
|
|
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
|
|
{
|
|
meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4);
|
|
per_corner(data.V_material_diffuse,meshgl.V_diffuse_vbo);
|
|
}
|
|
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
|
|
{
|
|
meshgl.V_specular_vbo.resize(data.F.rows()*3,4);
|
|
per_corner(data.V_material_specular,meshgl.V_specular_vbo);
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
|
|
{
|
|
meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
|
|
per_corner(data.V_normals,meshgl.V_normals_vbo);
|
|
|
|
if (invert_normals)
|
|
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_FACE)
|
|
{
|
|
meshgl.F_vbo.resize(data.F.rows(),3);
|
|
for (unsigned i=0; i<data.F.rows();++i)
|
|
meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
|
|
}
|
|
|
|
if ( (meshgl.dirty & MeshGL::DIRTY_UV) && data.V_uv.rows()>0)
|
|
{
|
|
meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
|
|
for (unsigned i=0; i<data.F.rows();++i)
|
|
for (unsigned j=0;j<3;++j)
|
|
meshgl.V_uv_vbo.row(i*3+j) =
|
|
data.V_uv.row(per_corner_uv ?
|
|
data.F_uv(i,j) : data.F(i,j)).cast<float>();
|
|
}
|
|
}
|
|
} else
|
|
{
|
|
if (meshgl.dirty & MeshGL::DIRTY_POSITION)
|
|
{
|
|
per_corner(data.V,meshgl.V_vbo);
|
|
}
|
|
if (meshgl.dirty & MeshGL::DIRTY_AMBIENT)
|
|
{
|
|
per_face(data.F_material_ambient,meshgl.V_ambient_vbo);
|
|
}
|
|
if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE)
|
|
{
|
|
per_face(data.F_material_diffuse,meshgl.V_diffuse_vbo);
|
|
}
|
|
if (meshgl.dirty & MeshGL::DIRTY_SPECULAR)
|
|
{
|
|
per_face(data.F_material_specular,meshgl.V_specular_vbo);
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_NORMAL)
|
|
{
|
|
meshgl.V_normals_vbo.resize(data.F.rows()*3,3);
|
|
for (unsigned i=0; i<data.F.rows();++i)
|
|
for (unsigned j=0;j<3;++j)
|
|
meshgl.V_normals_vbo.row(i*3+j) =
|
|
per_corner_normals ?
|
|
data.F_normals.row(i*3+j).cast<float>() :
|
|
data.F_normals.row(i).cast<float>();
|
|
|
|
if (invert_normals)
|
|
meshgl.V_normals_vbo = -meshgl.V_normals_vbo;
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_FACE)
|
|
{
|
|
meshgl.F_vbo.resize(data.F.rows(),3);
|
|
for (unsigned i=0; i<data.F.rows();++i)
|
|
meshgl.F_vbo.row(i) << i*3+0, i*3+1, i*3+2;
|
|
}
|
|
|
|
if( (meshgl.dirty & MeshGL::DIRTY_UV) && data.V_uv.rows()>0)
|
|
{
|
|
meshgl.V_uv_vbo.resize(data.F.rows()*3,2);
|
|
for (unsigned i=0; i<data.F.rows();++i)
|
|
for (unsigned j=0;j<3;++j)
|
|
meshgl.V_uv_vbo.row(i*3+j) = data.V_uv.row(per_corner_uv ? data.F_uv(i,j) : data.F(i,j)).cast<float>();
|
|
}
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_TEXTURE)
|
|
{
|
|
meshgl.tex_u = data.texture_R.rows();
|
|
meshgl.tex_v = data.texture_R.cols();
|
|
meshgl.tex.resize(data.texture_R.size()*4);
|
|
for (unsigned i=0;i<data.texture_R.size();++i)
|
|
{
|
|
meshgl.tex(i*4+0) = data.texture_R(i);
|
|
meshgl.tex(i*4+1) = data.texture_G(i);
|
|
meshgl.tex(i*4+2) = data.texture_B(i);
|
|
meshgl.tex(i*4+3) = data.texture_A(i);
|
|
}
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_LINES)
|
|
{
|
|
meshgl.lines_V_vbo.resize(data.lines.rows()*2,3);
|
|
meshgl.lines_V_colors_vbo.resize(data.lines.rows()*2,3);
|
|
meshgl.lines_F_vbo.resize(data.lines.rows()*2,1);
|
|
for (unsigned i=0; i<data.lines.rows();++i)
|
|
{
|
|
meshgl.lines_V_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 0).cast<float>();
|
|
meshgl.lines_V_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 3).cast<float>();
|
|
meshgl.lines_V_colors_vbo.row(2*i+0) = data.lines.block<1, 3>(i, 6).cast<float>();
|
|
meshgl.lines_V_colors_vbo.row(2*i+1) = data.lines.block<1, 3>(i, 6).cast<float>();
|
|
meshgl.lines_F_vbo(2*i+0) = 2*i+0;
|
|
meshgl.lines_F_vbo(2*i+1) = 2*i+1;
|
|
}
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_OVERLAY_POINTS)
|
|
{
|
|
meshgl.points_V_vbo.resize(data.points.rows(),3);
|
|
meshgl.points_V_colors_vbo.resize(data.points.rows(),3);
|
|
meshgl.points_F_vbo.resize(data.points.rows(),1);
|
|
for (unsigned i=0; i<data.points.rows();++i)
|
|
{
|
|
meshgl.points_V_vbo.row(i) = data.points.block<1, 3>(i, 0).cast<float>();
|
|
meshgl.points_V_colors_vbo.row(i) = data.points.block<1, 3>(i, 3).cast<float>();
|
|
meshgl.points_F_vbo(i) = i;
|
|
}
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_FACE_LABELS)
|
|
{
|
|
if(face_labels_positions.rows()==0)
|
|
{
|
|
face_labels_positions.conservativeResize(F.rows(), 3);
|
|
Eigen::MatrixXd faceNormals = F_normals.normalized();
|
|
for (int f=0; f<F.rows();++f)
|
|
{
|
|
std::string faceName = std::to_string(f);
|
|
face_labels_positions.row(f) = V.row(F.row(f)(0));
|
|
face_labels_positions.row(f) += V.row(F.row(f)(1));
|
|
face_labels_positions.row(f) += V.row(F.row(f)(2));
|
|
face_labels_positions.row(f) /= 3.;
|
|
face_labels_positions.row(f) = (faceNormals*0.05).row(f) + face_labels_positions.row(f);
|
|
face_labels_strings.push_back(faceName);
|
|
}
|
|
}
|
|
update_labels(
|
|
meshgl.face_labels,
|
|
face_labels_positions,
|
|
face_labels_strings
|
|
);
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_VERTEX_LABELS)
|
|
{
|
|
if(vertex_labels_positions.rows()==0)
|
|
{
|
|
vertex_labels_positions.conservativeResize(V.rows(), 3);
|
|
Eigen::MatrixXd normalized = V_normals.normalized();
|
|
for (int v=0; v<V.rows();++v)
|
|
{
|
|
std::string vertName = std::to_string(v);
|
|
vertex_labels_positions.row(v) = (normalized*0.1).row(v) + V.row(v);
|
|
vertex_labels_strings.push_back(vertName);
|
|
}
|
|
}
|
|
update_labels(
|
|
meshgl.vertex_labels,
|
|
vertex_labels_positions,
|
|
vertex_labels_strings
|
|
);
|
|
}
|
|
|
|
if (meshgl.dirty & MeshGL::DIRTY_CUSTOM_LABELS)
|
|
{
|
|
update_labels(
|
|
meshgl.custom_labels,
|
|
labels_positions,
|
|
labels_strings
|
|
);
|
|
}
|
|
}
|