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