mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-10-28 19:21:20 -06:00
Merged branch 'dev_native' into lm_sla_supports_auto
Added igl library files
This commit is contained in:
commit
7681d00ee5
2865 changed files with 142806 additions and 22325 deletions
122
src/igl/opengl2/draw_skeleton_vector_graphics.cpp
Normal file
122
src/igl/opengl2/draw_skeleton_vector_graphics.cpp
Normal file
|
|
@ -0,0 +1,122 @@
|
|||
// 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
|
||||
Loading…
Add table
Add a link
Reference in a new issue