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Diffstat (limited to 'xs/src/igl/opengl/ViewerData.cpp')
-rw-r--r-- | xs/src/igl/opengl/ViewerData.cpp | 691 |
1 files changed, 0 insertions, 691 deletions
diff --git a/xs/src/igl/opengl/ViewerData.cpp b/xs/src/igl/opengl/ViewerData.cpp deleted file mode 100644 index 0a7f2c44b..000000000 --- a/xs/src/igl/opengl/ViewerData.cpp +++ /dev/null @@ -1,691 +0,0 @@ -// This file is part of libigl, a simple c++ geometry processing library. -// -// Copyright (C) 2014 Daniele Panozzo <daniele.panozzo@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 "ViewerData.h" - -#include "../per_face_normals.h" -#include "../material_colors.h" -#include "../parula.h" -#include "../per_vertex_normals.h" - -#include <iostream> - - -IGL_INLINE igl::opengl::ViewerData::ViewerData() -: dirty(MeshGL::DIRTY_ALL), - show_faces(true), - show_lines(true), - invert_normals(false), - show_overlay(true), - show_overlay_depth(true), - show_vertid(false), - show_faceid(false), - show_texture(false), - point_size(30), - line_width(0.5f), - line_color(0,0,0,1), - shininess(35.0f), - id(-1) -{ - clear(); -}; - -IGL_INLINE void igl::opengl::ViewerData::set_face_based(bool newvalue) -{ - if (face_based != newvalue) - { - face_based = newvalue; - dirty = MeshGL::DIRTY_ALL; - } -} - -// Helpers that draws the most common meshes -IGL_INLINE void igl::opengl::ViewerData::set_mesh( - const Eigen::MatrixXd& _V, const Eigen::MatrixXi& _F) -{ - using namespace std; - - Eigen::MatrixXd V_temp; - - // If V only has two columns, pad with a column of zeros - if (_V.cols() == 2) - { - V_temp = Eigen::MatrixXd::Zero(_V.rows(),3); - V_temp.block(0,0,_V.rows(),2) = _V; - } - else - V_temp = _V; - - if (V.rows() == 0 && F.rows() == 0) - { - V = V_temp; - F = _F; - - compute_normals(); - uniform_colors( - Eigen::Vector3d(GOLD_AMBIENT[0], GOLD_AMBIENT[1], GOLD_AMBIENT[2]), - Eigen::Vector3d(GOLD_DIFFUSE[0], GOLD_DIFFUSE[1], GOLD_DIFFUSE[2]), - Eigen::Vector3d(GOLD_SPECULAR[0], GOLD_SPECULAR[1], GOLD_SPECULAR[2])); - - grid_texture(); - } - else - { - if (_V.rows() == V.rows() && _F.rows() == F.rows()) - { - V = V_temp; - F = _F; - } - else - cerr << "ERROR (set_mesh): The new mesh has a different number of vertices/faces. Please clear the mesh before plotting."<<endl; - } - dirty |= MeshGL::DIRTY_FACE | MeshGL::DIRTY_POSITION; -} - -IGL_INLINE void igl::opengl::ViewerData::set_vertices(const Eigen::MatrixXd& _V) -{ - V = _V; - assert(F.size() == 0 || F.maxCoeff() < V.rows()); - dirty |= MeshGL::DIRTY_POSITION; -} - -IGL_INLINE void igl::opengl::ViewerData::set_normals(const Eigen::MatrixXd& N) -{ - using namespace std; - if (N.rows() == V.rows()) - { - set_face_based(false); - V_normals = N; - } - else if (N.rows() == F.rows() || N.rows() == F.rows()*3) - { - set_face_based(true); - F_normals = N; - } - else - cerr << "ERROR (set_normals): Please provide a normal per face, per corner or per vertex."<<endl; - dirty |= MeshGL::DIRTY_NORMAL; -} - -IGL_INLINE void igl::opengl::ViewerData::set_colors(const Eigen::MatrixXd &C) -{ - using namespace std; - using namespace Eigen; - if(C.rows()>0 && C.cols() == 1) - { - Eigen::MatrixXd C3; - igl::parula(C,true,C3); - return set_colors(C3); - } - // Ambient color should be darker color - const auto ambient = [](const MatrixXd & C)->MatrixXd - { - MatrixXd T = 0.1*C; - T.col(3) = C.col(3); - return T; - }; - // Specular color should be a less saturated and darker color: dampened - // highlights - const auto specular = [](const MatrixXd & C)->MatrixXd - { - const double grey = 0.3; - MatrixXd T = grey+0.1*(C.array()-grey); - T.col(3) = C.col(3); - return T; - }; - if (C.rows() == 1) - { - for (unsigned i=0;i<V_material_diffuse.rows();++i) - { - if (C.cols() == 3) - V_material_diffuse.row(i) << C.row(0),1; - else if (C.cols() == 4) - V_material_diffuse.row(i) << C.row(0); - } - V_material_ambient = ambient(V_material_diffuse); - V_material_specular = specular(V_material_diffuse); - - for (unsigned i=0;i<F_material_diffuse.rows();++i) - { - if (C.cols() == 3) - F_material_diffuse.row(i) << C.row(0),1; - else if (C.cols() == 4) - F_material_diffuse.row(i) << C.row(0); - } - F_material_ambient = ambient(F_material_diffuse); - F_material_specular = specular(F_material_diffuse); - } - else if (C.rows() == V.rows()) - { - set_face_based(false); - for (unsigned i=0;i<V_material_diffuse.rows();++i) - { - if (C.cols() == 3) - V_material_diffuse.row(i) << C.row(i), 1; - else if (C.cols() == 4) - V_material_diffuse.row(i) << C.row(i); - } - V_material_ambient = ambient(V_material_diffuse); - V_material_specular = specular(V_material_diffuse); - } - else if (C.rows() == F.rows()) - { - set_face_based(true); - for (unsigned i=0;i<F_material_diffuse.rows();++i) - { - if (C.cols() == 3) - F_material_diffuse.row(i) << C.row(i), 1; - else if (C.cols() == 4) - F_material_diffuse.row(i) << C.row(i); - } - F_material_ambient = ambient(F_material_diffuse); - F_material_specular = specular(F_material_diffuse); - } - else - cerr << "ERROR (set_colors): Please provide a single color, or a color per face or per vertex."<<endl; - dirty |= MeshGL::DIRTY_DIFFUSE; - -} - -IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV) -{ - using namespace std; - if (UV.rows() == V.rows()) - { - set_face_based(false); - V_uv = UV; - } - else - cerr << "ERROR (set_UV): Please provide uv per vertex."<<endl;; - dirty |= MeshGL::DIRTY_UV; -} - -IGL_INLINE void igl::opengl::ViewerData::set_uv(const Eigen::MatrixXd& UV_V, const Eigen::MatrixXi& UV_F) -{ - set_face_based(true); - V_uv = UV_V.block(0,0,UV_V.rows(),2); - F_uv = UV_F; - dirty |= MeshGL::DIRTY_UV; -} - - -IGL_INLINE void igl::opengl::ViewerData::set_texture( - const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R, - const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G, - const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B) -{ - texture_R = R; - texture_G = G; - texture_B = B; - texture_A = Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>::Constant(R.rows(),R.cols(),255); - dirty |= MeshGL::DIRTY_TEXTURE; -} - -IGL_INLINE void igl::opengl::ViewerData::set_texture( - const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& R, - const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& G, - const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& B, - const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>& A) -{ - texture_R = R; - texture_G = G; - texture_B = B; - texture_A = A; - dirty |= MeshGL::DIRTY_TEXTURE; -} - -IGL_INLINE void igl::opengl::ViewerData::set_points( - const Eigen::MatrixXd& P, - const Eigen::MatrixXd& C) -{ - // clear existing points - points.resize(0,0); - add_points(P,C); -} - -IGL_INLINE void igl::opengl::ViewerData::add_points(const Eigen::MatrixXd& P, const Eigen::MatrixXd& C) -{ - Eigen::MatrixXd P_temp; - - // If P only has two columns, pad with a column of zeros - if (P.cols() == 2) - { - P_temp = Eigen::MatrixXd::Zero(P.rows(),3); - P_temp.block(0,0,P.rows(),2) = P; - } - else - P_temp = P; - - int lastid = points.rows(); - points.conservativeResize(points.rows() + P_temp.rows(),6); - for (unsigned i=0; i<P_temp.rows(); ++i) - points.row(lastid+i) << P_temp.row(i), i<C.rows() ? C.row(i) : C.row(C.rows()-1); - - dirty |= MeshGL::DIRTY_OVERLAY_POINTS; -} - -IGL_INLINE void igl::opengl::ViewerData::set_edges( - const Eigen::MatrixXd& P, - const Eigen::MatrixXi& E, - const Eigen::MatrixXd& C) -{ - using namespace Eigen; - lines.resize(E.rows(),9); - assert(C.cols() == 3); - for(int e = 0;e<E.rows();e++) - { - RowVector3d color; - if(C.size() == 3) - { - color<<C; - }else if(C.rows() == E.rows()) - { - color<<C.row(e); - } - 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::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::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); -} - -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); - labels_positions = Eigen::MatrixXd (0,3); - labels_strings.clear(); - - face_based = false; -} - -IGL_INLINE void igl::opengl::ViewerData::compute_normals() -{ - 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::grid_texture() -{ - // Don't do anything for an empty mesh - if(V.rows() == 0) - { - V_uv.resize(V.rows(),2); - return; - } - if (V_uv.rows() == 0) - { - V_uv = V.block(0, 0, V.rows(), 2); - V_uv.col(0) = V_uv.col(0).array() - V_uv.col(0).minCoeff(); - V_uv.col(0) = V_uv.col(0).array() / V_uv.col(0).maxCoeff(); - V_uv.col(1) = V_uv.col(1).array() - V_uv.col(1).minCoeff(); - V_uv.col(1) = V_uv.col(1).array() / V_uv.col(1).maxCoeff(); - V_uv = V_uv.array() * 10; - dirty |= MeshGL::DIRTY_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; -} - -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); - for (unsigned i=0; i<data.F.rows();++i) - for (unsigned j=0;j<3;++j) - meshgl.V_ambient_vbo.row(i*3+j) = data.V_material_ambient.row(data.F(i,j)).cast<float>(); - } - if (meshgl.dirty & MeshGL::DIRTY_DIFFUSE) - { - meshgl.V_diffuse_vbo.resize(data.F.rows()*3,4); - for (unsigned i=0; i<data.F.rows();++i) - for (unsigned j=0;j<3;++j) - meshgl.V_diffuse_vbo.row(i*3+j) = data.V_material_diffuse.row(data.F(i,j)).cast<float>(); - } - if (meshgl.dirty & MeshGL::DIRTY_SPECULAR) - { - meshgl.V_specular_vbo.resize(data.F.rows()*3,4); - for (unsigned i=0; i<data.F.rows();++i) - for (unsigned j=0;j<3;++j) - meshgl.V_specular_vbo.row(i*3+j) = data.V_material_specular.row(data.F(i,j)).cast<float>(); - } - - 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.V_normals.row(data.F(i,j)).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) - { - 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) - { - 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; - } - } -} |