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igl/python/modules/py_igl_opengl_glfw.cpp
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Jérémie Dumas 779af8fb48 Merge pull request #1227 from BruegelN/python_fix-viewer-core
Python: igl.glfw.Viewer().core => igl.glfw.Viewer().core() with default arg unsigned core_id = 0
2019-06-14 08:21:34 -04:00

454 lines
18 KiB
C++

// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2017 Sebastian Koch <s.koch@tu-berlin.de> and 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 <Eigen/Dense>
#include <Eigen/Sparse>
#include "../python_shared.h"
#include <igl/opengl/glfw/Viewer.h>
#include <igl/opengl/ViewerCore.h>
#include <igl/opengl/ViewerData.h>
#include <igl/opengl/MeshGL.h>
#include <igl/serialize.h>
#ifdef IGL_VIEWER_WITH_NANOGUI
#include "../../../external/nanogui/include/nanogui/formhelper.h"
#include "../../../external/nanogui/include/nanogui/screen.h"
#endif
void python_export_igl_glfw(py::module &m)
{
py::module me = m.def_submodule(
"glfw", "GLFW Mesh viewer");
/////////////////////// DATA
py::class_<igl::opengl::ViewerData> viewerdata_class(me, "ViewerData");
py::enum_<igl::opengl::MeshGL::DirtyFlags>(viewerdata_class, "DirtyFlags")
.value("DIRTY_NONE", igl::opengl::MeshGL::DIRTY_NONE)
.value("DIRTY_POSITION", igl::opengl::MeshGL::DIRTY_POSITION)
.value("DIRTY_UV", igl::opengl::MeshGL::DIRTY_UV)
.value("DIRTY_NORMAL", igl::opengl::MeshGL::DIRTY_NORMAL)
.value("DIRTY_AMBIENT", igl::opengl::MeshGL::DIRTY_AMBIENT)
.value("DIRTY_DIFFUSE", igl::opengl::MeshGL::DIRTY_DIFFUSE)
.value("DIRTY_SPECULAR", igl::opengl::MeshGL::DIRTY_SPECULAR)
.value("DIRTY_TEXTURE", igl::opengl::MeshGL::DIRTY_TEXTURE)
.value("DIRTY_FACE", igl::opengl::MeshGL::DIRTY_FACE)
.value("DIRTY_MESH", igl::opengl::MeshGL::DIRTY_MESH)
.value("DIRTY_OVERLAY_LINES", igl::opengl::MeshGL::DIRTY_OVERLAY_LINES)
.value("DIRTY_OVERLAY_POINTS", igl::opengl::MeshGL::DIRTY_OVERLAY_POINTS)
.value("DIRTY_ALL", igl::opengl::MeshGL::DIRTY_ALL)
.export_values();
viewerdata_class
.def(py::init<>())
.def("set_mesh", &igl::opengl::ViewerData::set_mesh)
.def("set_colors", &igl::opengl::ViewerData::set_colors)
.def("clear", &igl::opengl::ViewerData::clear)
.def("set_face_based", &igl::opengl::ViewerData::set_face_based)
.def("set_vertices", &igl::opengl::ViewerData::set_vertices)
.def("set_normals", &igl::opengl::ViewerData::set_normals)
.def("set_uv",
(void (igl::opengl::ViewerData::*) (const Eigen::MatrixXd &)) &igl::opengl::ViewerData::set_uv
)
.def("set_uv",
(void (igl::opengl::ViewerData::*) (const Eigen::MatrixXd &, const Eigen::MatrixXi&)) &igl::opengl::ViewerData::set_uv
)
.def("set_texture",
(void (igl::opengl::ViewerData::*) (
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>&,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>&,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>&)
) &igl::opengl::ViewerData::set_texture
)
.def("set_texture",
(void (igl::opengl::ViewerData::*) (
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>&,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>&,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>&,
const Eigen::Matrix<unsigned char,Eigen::Dynamic,Eigen::Dynamic>&)
) &igl::opengl::ViewerData::set_texture
)
.def("set_points", &igl::opengl::ViewerData::set_points)
.def("add_points", &igl::opengl::ViewerData::add_points)
.def("set_edges", &igl::opengl::ViewerData::set_edges)
.def("add_edges", &igl::opengl::ViewerData::add_edges)
.def("add_label", [] (igl::opengl::ViewerData& data, const Eigen::MatrixXd& P, const std::string& str)
{
assert_is_VectorX("P",P);
data.add_label(P,str);
})
.def("compute_normals", &igl::opengl::ViewerData::compute_normals)
.def("uniform_colors", [] (igl::opengl::ViewerData& data, const Eigen::MatrixXd& ambient, const Eigen::MatrixXd& diffuse, const Eigen::MatrixXd& specular)
{
if (ambient.cols() == 3)
{
assert_is_Vector3("ambient",ambient);
assert_is_Vector3("diffuse",diffuse);
assert_is_Vector3("specular",specular);
Eigen::Vector3d vambient = ambient;
Eigen::Vector3d vdiffuse = diffuse;
Eigen::Vector3d vspecular = specular;
data.uniform_colors(vambient,vdiffuse, vspecular);
}
if (ambient.cols() == 4)
{
assert_is_Vector4("ambient",ambient);
assert_is_Vector4("diffuse",diffuse);
assert_is_Vector4("specular",specular);
Eigen::Vector4d vambient = ambient;
Eigen::Vector4d vdiffuse = diffuse;
Eigen::Vector4d vspecular = specular;
data.uniform_colors(vambient,vdiffuse,vspecular);
}
})
.def("grid_texture", &igl::opengl::ViewerData::grid_texture)
.def_readwrite("V", &igl::opengl::ViewerData::V)
.def_readwrite("F", &igl::opengl::ViewerData::F)
.def_readwrite("F_normals", &igl::opengl::ViewerData::F_normals)
.def_readwrite("F_material_ambient", &igl::opengl::ViewerData::F_material_ambient)
.def_readwrite("F_material_diffuse", &igl::opengl::ViewerData::F_material_diffuse)
.def_readwrite("F_material_specular", &igl::opengl::ViewerData::F_material_specular)
.def_readwrite("V_normals", &igl::opengl::ViewerData::V_normals)
.def_readwrite("V_material_ambient", &igl::opengl::ViewerData::V_material_ambient)
.def_readwrite("V_material_diffuse", &igl::opengl::ViewerData::V_material_diffuse)
.def_readwrite("V_material_specular", &igl::opengl::ViewerData::V_material_specular)
.def_readwrite("V_uv", &igl::opengl::ViewerData::V_uv)
.def_readwrite("F_uv", &igl::opengl::ViewerData::F_uv)
.def_readwrite("texture_R", &igl::opengl::ViewerData::texture_R)
.def_readwrite("texture_G", &igl::opengl::ViewerData::texture_G)
.def_readwrite("texture_B", &igl::opengl::ViewerData::texture_B)
.def_readwrite("lines", &igl::opengl::ViewerData::lines)
.def_readwrite("points", &igl::opengl::ViewerData::points)
.def_readwrite("labels_positions", &igl::opengl::ViewerData::labels_positions)
.def_readwrite("labels_strings", &igl::opengl::ViewerData::labels_strings)
// .def_readwrite("dirty", &igl::opengl::MeshGL::dirty)
.def_readwrite("face_based", &igl::opengl::ViewerData::face_based)
.def("serialize", [](igl::opengl::ViewerData& data)
{
std::vector<char> a;
igl::serialize(data,"Data",a);
return a;
})
.def("deserialize", [](igl::opengl::ViewerData& data, const std::vector<char>& a)
{
igl::deserialize(data,"Data",a);
return;
})
.def_readwrite("shininess",&igl::opengl::ViewerData::shininess)
.def_property("line_color",
[](const igl::opengl::ViewerData& data) {return Eigen::MatrixXd(data.line_color.cast<double>());},
[](igl::opengl::ViewerData& data, const Eigen::MatrixXd& v)
{
assert_is_Vector4("line_color",v);
data.line_color = Eigen::Vector4f(v.cast<float>());
})
.def_readwrite("show_overlay",&igl::opengl::ViewerData::show_overlay)
.def_readwrite("show_overlay_depth",&igl::opengl::ViewerData::show_overlay_depth)
.def_readwrite("show_texture",&igl::opengl::ViewerData::show_texture)
.def_readwrite("show_faces",&igl::opengl::ViewerData::show_faces)
.def_readwrite("show_lines",&igl::opengl::ViewerData::show_lines)
.def_readwrite("show_vertid",&igl::opengl::ViewerData::show_vertid)
.def_readwrite("show_faceid",&igl::opengl::ViewerData::show_faceid)
.def_readwrite("invert_normals",&igl::opengl::ViewerData::invert_normals)
.def_readwrite("point_size",&igl::opengl::ViewerData::point_size)
.def_readwrite("line_width",&igl::opengl::ViewerData::line_width)
;
//////////////////////// OPENGL_State
// py::class_<igl::opengl::State> opengl_state_class(me, "OpenGL_state");
// opengl_state_class
// .def(py::init<>())
// .def("init", &igl::opengl::State::init)
// ;
//////////////////////// CORE
py::class_<igl::opengl::ViewerCore> viewercore_class(me, "ViewerCore");
py::enum_<igl::opengl::ViewerCore::RotationType>(viewercore_class, "RotationType")
.value("ROTATION_TYPE_TRACKBALL", igl::opengl::ViewerCore::ROTATION_TYPE_TRACKBALL)
.value("ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP", igl::opengl::ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP)
.value("NUM_ROTATION_TYPES", igl::opengl::ViewerCore::NUM_ROTATION_TYPES)
.export_values();
viewercore_class
.def(py::init<>())
//.def("align_camera_center", [](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& V, const Eigen::MatrixXi& F){return core.align_camera_center(V,F);})
.def("init", &igl::opengl::ViewerCore::init)
.def("shut", &igl::opengl::ViewerCore::shut)
//.def("InitSerialization", &igl::opengl::ViewerCore::InitSerialization)
.def("align_camera_center",
(void (igl::opengl::ViewerCore::*) (const Eigen::MatrixXd &, const Eigen::MatrixXi &)) &igl::opengl::ViewerCore::align_camera_center
)
.def("align_camera_center",
(void (igl::opengl::ViewerCore::*) (const Eigen::MatrixXd &)) &igl::opengl::ViewerCore::align_camera_center
)
.def("clear_framebuffers",&igl::opengl::ViewerCore::clear_framebuffers)
.def("draw",&igl::opengl::ViewerCore::draw)
.def("draw_buffer",&igl::opengl::ViewerCore::draw_buffer)
.def_property("background_color",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.background_color.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Vector4("background_color",v);
core.background_color << Eigen::Vector4f(v.cast<float>());
})
.def_property("light_position",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.light_position.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Vector3("light_position",v);
core.light_position = Eigen::Vector3f(v.cast<float>());
})
.def_readwrite("lighting_factor",&igl::opengl::ViewerCore::lighting_factor)
.def_property("trackball_angle",
[](const igl::opengl::ViewerCore& core) {return Eigen::Quaterniond(core.trackball_angle.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::Quaterniond& q)
{
core.trackball_angle = Eigen::Quaternionf(q.cast<float>());
})
.def_property("camera_base_translation",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.camera_base_translation.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Vector3("camera_base_translation",v);
core.camera_base_translation = Eigen::Vector3f(v.cast<float>());
})
.def_property("camera_translation",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.camera_translation.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Vector3("camera_translation",v);
core.camera_translation = Eigen::Vector3f(v.cast<float>());
})
.def_readwrite("camera_base_zoom",&igl::opengl::ViewerCore::camera_base_zoom)
.def_readwrite("camera_zoom",&igl::opengl::ViewerCore::camera_zoom)
.def_readwrite("orthographic",&igl::opengl::ViewerCore::orthographic)
.def_property("camera_eye",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.camera_eye.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Vector3("camera_eye",v);
core.camera_eye = Eigen::Vector3f(v.cast<float>());
})
.def_property("camera_up",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.camera_up.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Vector3("camera_up",v);
core.camera_up = Eigen::Vector3f(v.cast<float>());
})
.def_property("camera_center",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.camera_center.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Vector3("camera_center",v);
core.camera_center = Eigen::Vector3f(v.cast<float>());
})
.def_readwrite("camera_view_angle",&igl::opengl::ViewerCore::camera_view_angle)
.def_readwrite("camera_dnear",&igl::opengl::ViewerCore::camera_dnear)
.def_readwrite("camera_dfar",&igl::opengl::ViewerCore::camera_dfar)
.def_readwrite("depth_test",&igl::opengl::ViewerCore::depth_test)
.def_readwrite("is_animating",&igl::opengl::ViewerCore::is_animating)
.def_readwrite("animation_max_fps",&igl::opengl::ViewerCore::animation_max_fps)
.def_readwrite("object_scale",&igl::opengl::ViewerCore::object_scale)
.def_property("viewport",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.viewport.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Vector4("viewport",v);
core.viewport = Eigen::Vector4f(v.cast<float>());
})
.def_property("view",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.view.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Matrix4("view",v);
core.view = Eigen::Matrix4f(v.cast<float>());
})
.def_property("proj",
[](const igl::opengl::ViewerCore& core) {return Eigen::MatrixXd(core.proj.cast<double>());},
[](igl::opengl::ViewerCore& core, const Eigen::MatrixXd& v)
{
assert_is_Matrix4("proj",v);
core.proj = Eigen::Matrix4f(v.cast<float>());
})
.def_readwrite("rotation_type",&igl::opengl::ViewerCore::rotation_type)
.def("serialize", [](igl::opengl::ViewerCore& core)
{
std::vector<char> a;
igl::serialize(core,"Core",a);
return a;
})
.def("deserialize", [](igl::opengl::ViewerCore& core, const std::vector<char>& a)
{
igl::deserialize(core,"Core",a);
return;
})
// TODO: wrap this!
// Eigen::Quaternionf trackball_angle;
;
///////////////////////// VIEWER
// UI Enumerations
py::class_<igl::opengl::glfw::Viewer> viewer_class(me, "Viewer");
py::enum_<igl::opengl::glfw::Viewer::MouseButton>(viewer_class, "MouseButton")
.value("Left", igl::opengl::glfw::Viewer::MouseButton::Left)
.value("Middle", igl::opengl::glfw::Viewer::MouseButton::Middle)
.value("Right", igl::opengl::glfw::Viewer::MouseButton::Right)
.export_values();
viewer_class
.def(py::init<>())
//.def_readwrite("data", &igl::opengl::glfw::Viewer::data)
// .def_property("data",
// [](igl::opengl::glfw::Viewer& viewer) {return viewer.data();},
// [](igl::opengl::glfw::Viewer& viewer, const igl::opengl::ViewerData& data)
// {
// viewer.data() = data;
// })
.def("data", (igl::opengl::ViewerData & (igl::opengl::glfw::Viewer::*)(int)) &igl::opengl::glfw::Viewer::data, pybind11::return_value_policy::reference, py::arg("mesh_id")=-1)
// .def("data", (const igl::opengl::ViewerData & (igl::opengl::glfw::Viewer::*)(int) const) &igl::opengl::glfw::Viewer::data,pybind11::return_value_policy::reference)
.def("core", (igl::opengl::ViewerCore & (igl::opengl::glfw::Viewer::*)(unsigned)) &igl::opengl::glfw::Viewer::core, pybind11::return_value_policy::reference, py::arg("core_id")=0)
//.def_readwrite("core", &igl::opengl::glfw::Viewer::core)
//.def_readwrite("opengl", &igl::opengl::glfw::Viewer::opengl)
.def("launch", &igl::opengl::glfw::Viewer::launch, py::arg("resizable") = true,
py::arg("fullscreen") = false, py::arg("name") = "libigl viewer",
py::arg("windowWidth") = 1280, py::arg("windowHeight") = 800)
.def("launch_init", &igl::opengl::glfw::Viewer::launch_init, py::arg("resizable") = true,
py::arg("fullscreen") = false, py::arg("name") = "libigl viewer",
py::arg("windowWidth") = 1280, py::arg("windowHeight") = 800)
.def("launch_rendering", &igl::opengl::glfw::Viewer::launch_rendering, py::arg("loop") = true)
.def("launch_shut", &igl::opengl::glfw::Viewer::launch_shut)
.def("init", &igl::opengl::glfw::Viewer::init)
.def("serialize", [](igl::opengl::glfw::Viewer& viewer)
{
std::vector<char> a;
//igl::serialize(viewer.core,"Core",a);
//igl::serialize(viewer.data,"Data",a); TODO
return a;
})
.def("deserialize", [](igl::opengl::glfw::Viewer& viewer, const std::vector<char>& a)
{
//igl::deserialize(viewer.core,"Core",a);
//igl::deserialize(viewer.data,"Data",a);
return;
})
// Scene IO
.def("load_scene", [](igl::opengl::glfw::Viewer& viewer)
{
viewer.load_scene();
})
.def("load_scene", [](igl::opengl::glfw::Viewer& viewer, std::string str)
{
viewer.load_scene(str);
})
.def("save_scene", [](igl::opengl::glfw::Viewer& viewer)
{
viewer.save_scene();
})
.def("save_scene", [](igl::opengl::glfw::Viewer& viewer, std::string str)
{
viewer.save_scene(str);
})
// Draw everything
.def("draw", &igl::opengl::glfw::Viewer::draw)
// OpenGL context resize
.def("resize", &igl::opengl::glfw::Viewer::resize)
// Helper functions
.def("snap_to_canonical_quaternion", &igl::opengl::glfw::Viewer::snap_to_canonical_quaternion)
.def("open_dialog_load_mesh", &igl::opengl::glfw::Viewer::open_dialog_load_mesh)
.def("open_dialog_save_mesh", &igl::opengl::glfw::Viewer::open_dialog_save_mesh)
// Input handling
.def_readwrite("current_mouse_x", &igl::opengl::glfw::Viewer::current_mouse_x)
.def_readwrite("current_mouse_y", &igl::opengl::glfw::Viewer::current_mouse_y)
// Callbacks
.def_readwrite("callback_init", &igl::opengl::glfw::Viewer::callback_init)
.def_readwrite("callback_pre_draw", &igl::opengl::glfw::Viewer::callback_pre_draw)
.def_readwrite("callback_post_draw", &igl::opengl::glfw::Viewer::callback_post_draw)
.def_readwrite("callback_mouse_down", &igl::opengl::glfw::Viewer::callback_mouse_down)
.def_readwrite("callback_mouse_up", &igl::opengl::glfw::Viewer::callback_mouse_up)
.def_readwrite("callback_mouse_move", &igl::opengl::glfw::Viewer::callback_mouse_move)
.def_readwrite("callback_mouse_scroll", &igl::opengl::glfw::Viewer::callback_mouse_scroll)
.def_readwrite("callback_key_pressed", &igl::opengl::glfw::Viewer::callback_key_pressed)
.def_readwrite("callback_key_down", &igl::opengl::glfw::Viewer::callback_key_down)
.def_readwrite("callback_key_up", &igl::opengl::glfw::Viewer::callback_key_up)
;
}