BambuStudio/libigl/igl/opengl2/draw_skeleton_vector_graphi...

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2024-12-20 06:44:50 +00:00
// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@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/.
#include "draw_skeleton_vector_graphics.h"
#include "draw_point.h"
#include "gl.h"
#include "../material_colors.h"
IGL_INLINE void igl::opengl2::draw_skeleton_vector_graphics(
const Eigen::MatrixXd & C,
const Eigen::MatrixXi & BE)
{
return draw_skeleton_vector_graphics(C,BE,BBW_POINT_COLOR,BBW_LINE_COLOR);
}
IGL_INLINE void igl::opengl2::draw_skeleton_vector_graphics(
const Eigen::MatrixXd & C,
const Eigen::MatrixXi & BE,
const float * point_color,
const float * line_color)
{
using namespace Eigen;
int old_lighting=0;
double old_line_width=1;
glGetIntegerv(GL_LIGHTING,&old_lighting);
glGetDoublev(GL_LINE_WIDTH,&old_line_width);
int cm;
glGetIntegerv(GL_COLOR_MATERIAL,&cm);
glDisable(GL_LIGHTING);
glDisable(GL_LINE_STIPPLE);
//glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_COLOR_MATERIAL);
glLineWidth(10.0);
glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
float mat_ambient[4] = {0.1,0.1,0.1,1.0};
float mat_specular[4] = {0.0,0.0,0.0,1.0};
float mat_shininess = 1;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialf( GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
for(int i = 0;i<3;i++)
{
switch(i)
{
case 0: glColor3fv(WHITE); glLineWidth(10); break;
case 1: glColor3fv(BLACK); glLineWidth( 6); break;
case 2: glColor3fv(line_color); glLineWidth( 4); break;
}
// Loop over bone edges
glBegin(GL_LINES);
for(int e = 0;e<BE.rows();e++)
{
RowVector3d tip = C.row(BE(e,0));
RowVector3d tail = C.row(BE(e,1));
glVertex3dv(tip.data());
glVertex3dv(tail.data());
}
glEnd();
}
glColor3fv(point_color);
for(int i = 0;i<C.rows();i++)
{
RowVector3d p = C.row(i);
draw_point(p(0),p(1),p(2));
}
(cm ? glEnable(GL_COLOR_MATERIAL):glDisable(GL_COLOR_MATERIAL));
//glDisable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_LIGHTING);
(old_lighting ? glEnable(GL_LIGHTING) : glDisable(GL_LIGHTING));
glLineWidth(old_line_width);
}
template <typename DerivedC, typename DerivedBE, typename DerivedT>
IGL_INLINE void igl::opengl2::draw_skeleton_vector_graphics(
const Eigen::PlainObjectBase<DerivedC> & C,
const Eigen::PlainObjectBase<DerivedBE> & BE,
const Eigen::PlainObjectBase<DerivedT> & T)
{
return draw_skeleton_vector_graphics(C,BE,T,BBW_POINT_COLOR,BBW_LINE_COLOR);
}
template <typename DerivedC, typename DerivedBE, typename DerivedT>
IGL_INLINE void igl::opengl2::draw_skeleton_vector_graphics(
const Eigen::PlainObjectBase<DerivedC> & C,
const Eigen::PlainObjectBase<DerivedBE> & BE,
const Eigen::PlainObjectBase<DerivedT> & T,
const float * point_color,
const float * line_color)
{
DerivedC CT;
DerivedBE BET;
const int dim = T.cols();
assert(dim == C.cols());
CT.resize(2*BE.rows(),C.cols());
BET.resize(BE.rows(),2);
for(int e = 0;e<BE.rows();e++)
{
BET(e,0) = 2*e;
BET(e,1) = 2*e+1;
const auto & c0 = C.row(BE(e,0));
const auto & c1 = C.row(BE(e,1));
const auto & L = T.block(e*(dim+1),0,dim,dim);
const auto & t = T.block(e*(dim+1)+dim,0,1,dim);
CT.row(2*e) = c0 * L + t;
CT.row(2*e+1) = c1 * L + t;
}
draw_skeleton_vector_graphics(CT,BET,point_color,line_color);
}
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
template void igl::opengl2::draw_skeleton_vector_graphics<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -1, -1, 0, -1, -1>, Eigen::Matrix<double, -1, -1, 0, -1, -1> >(Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<int, -1, -1, 0, -1, -1> > const&, Eigen::PlainObjectBase<Eigen::Matrix<double, -1, -1, 0, -1, -1> > const&);
#endif