BambuStudio/libigl/igl/opengl2/draw_skeleton_3d.cpp

167 lines
5.9 KiB
C++

// 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_3d.h"
#include "../PI.h"
#include "../material_colors.h"
#include "gl.h"
#include <Eigen/Geometry>
#include <iostream>
template <
typename DerivedC,
typename DerivedBE,
typename DerivedT,
typename Derivedcolor>
IGL_INLINE void igl::opengl2::draw_skeleton_3d(
const Eigen::PlainObjectBase<DerivedC> & C,
const Eigen::PlainObjectBase<DerivedBE> & BE,
const Eigen::PlainObjectBase<DerivedT> & T,
const Eigen::PlainObjectBase<Derivedcolor> & color,
const double half_bbd)
{
// Note: Maya's skeleton *does* scale with the mesh suggesting a scale
// parameter. Further, its joint balls are not rotated with the bones.
using namespace Eigen;
using namespace std;
if(color.size() == 0)
{
return draw_skeleton_3d(C,BE,T,MAYA_SEA_GREEN,half_bbd);
}
assert(color.cols() == 4 || color.size() == 4);
if(T.size() == 0)
{
typedef Eigen::Matrix<typename DerivedT::Scalar,Dynamic,Dynamic> Mat;
Mat I = Mat::Identity(C.cols()+1,C.cols());
Mat T = I.replicate(BE.rows(),1);
// insane base case
if(T.size() == 0)
{
return;
}
return draw_skeleton_3d(C,BE,T,color,half_bbd);
}
assert(T.rows() == BE.rows()*(C.cols()+1));
assert(T.cols() == C.cols());
// push old settings
glPushAttrib(GL_LIGHTING_BIT);
glPushAttrib(GL_LINE_BIT);
glDisable(GL_LIGHTING);
glLineWidth(1.0);
auto draw_sphere = [](const double r)
{
auto draw_circle = []()
{
glBegin(GL_LINE_STRIP);
for(double th = 0;th<2.0*igl::PI;th+=(2.0*igl::PI/30.0))
{
glVertex3d(cos(th),sin(th),0.0);
}
glVertex3d(cos(0),sin(0),0.0);
glEnd();
};
glPushMatrix();
glScaled(r,r,r);
draw_circle();
glRotated(90.0,1.0,0.0,0.0);
draw_circle();
glRotated(90.0,0.0,1.0,0.0);
draw_circle();
glPopMatrix();
};
auto draw_pyramid = []()
{
glBegin(GL_LINE_STRIP);
glVertex3d(0, 1,-1);
glVertex3d(0,-1,-1);
glVertex3d(0,-1, 1);
glVertex3d(0, 1, 1);
glVertex3d(0, 1,-1);
glEnd();
glBegin(GL_LINES);
glVertex3d(0, 1,-1);
glVertex3d(1,0,0);
glVertex3d(0,-1,-1);
glVertex3d(1,0,0);
glVertex3d(0,-1, 1);
glVertex3d(1,0,0);
glVertex3d(0, 1, 1);
glVertex3d(1,0,0);
glEnd();
};
// Loop over bones
for(int e = 0;e < BE.rows();e++)
{
// Draw a sphere
auto s = C.row(BE(e,0));
auto d = C.row(BE(e,1));
auto b = (d-s).transpose().eval();
double r = 0.02*half_bbd;
Matrix4d Te = Matrix4d::Identity();
Te.block(0,0,3,4) = T.block(e*4,0,4,3).transpose();
Quaterniond q;
q.setFromTwoVectors(Vector3d(1,0,0),b);
glPushMatrix();
glMultMatrixd(Te.data());
glTranslated(s(0),s(1),s(2));
if(color.size() == 4)
{
glColor4d( color(0), color(1), color(2), color(3));
}else
{
glColor4d( color(e,0), color(e,1), color(e,2), color(e,3));
}
draw_sphere(r);
const double len = b.norm()-2.*r;
if(len>=0)
{
auto u = b.normalized()*r;
glPushMatrix();
glTranslated(u(0),u(1),u(2));
glMultMatrixd(Affine3d(q).matrix().data());
glScaled(b.norm()-2.*r,r,r);
draw_pyramid();
glPopMatrix();
}
glTranslated(b(0),b(1),b(2));
draw_sphere(r);
glPopMatrix();
}
// Reset settings
glPopAttrib();
glPopAttrib();
}
template <typename DerivedC, typename DerivedBE, typename DerivedT>
IGL_INLINE void igl::opengl2::draw_skeleton_3d(
const Eigen::PlainObjectBase<DerivedC> & C,
const Eigen::PlainObjectBase<DerivedBE> & BE,
const Eigen::PlainObjectBase<DerivedT> & T)
{
return draw_skeleton_3d(C,BE,T,MAYA_SEA_GREEN);
}
template <typename DerivedC, typename DerivedBE>
IGL_INLINE void igl::opengl2::draw_skeleton_3d(
const Eigen::PlainObjectBase<DerivedC> & C,
const Eigen::PlainObjectBase<DerivedBE> & BE)
{
return draw_skeleton_3d(C,BE,Eigen::MatrixXd(),MAYA_SEA_GREEN);
}
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
template void igl::opengl2::draw_skeleton_3d<Eigen::Matrix<double, -1, -1, 0, -1, -1>, Eigen::Matrix<int, -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&);
template void igl::opengl2::draw_skeleton_3d<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&);
template void igl::opengl2::draw_skeleton_3d<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::Matrix<float, 4, 1, 0, 4, 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&, Eigen::PlainObjectBase<Eigen::Matrix<float, 4, 1, 0, 4, 1> > const&, double);
template void igl::opengl2::draw_skeleton_3d<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::Matrix<float, -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&, Eigen::PlainObjectBase<Eigen::Matrix<float, -1, -1, 0, -1, -1> > const&, double);
#endif