Building igl statically and moving to the dep scripts

Fixing dep build script on Windows and removing some warnings.

Use bundled igl by default.

Not building with the dependency scripts if not explicitly stated. This way, it will stay in
Fix the libigl patch to include C source files in header only mode.
This commit is contained in:
tamasmeszaros 2019-06-19 14:52:55 +02:00
parent 89e39e3895
commit 2ae2672ee9
1095 changed files with 181 additions and 5 deletions

View file

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// 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