Vertex colormap scheme that assigns colors based on vertex colormap attributes.
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| | VertexColorMap () |
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| template<typename Transform > |
| | VertexColorMap (const Transform &transform) |
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| virtual | ~VertexColorMap () override |
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| | ShaderSetting () |
| | Default constructor.
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| | ShaderSetting (int color_mode) |
| | Constructor.
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| | ShaderSetting (int color_mode, const Eigen::Matrix4f &transform) |
| | Constructor.
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| template<typename Transform > |
| | ShaderSetting (int color_mode, const Transform &transform) |
| | Constructor.
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| | ShaderSetting (const ShaderSetting &other) |
| | Copy constructor.
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| ShaderSetting & | operator= (const ShaderSetting &other) |
| | Copy assignment operator.
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| virtual | ~ShaderSetting () |
| | Destructor.
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| ShaderSetting | clone () const |
| | Clone the shader setting.
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| template<typename T > |
| ShaderSetting & | add (const std::string &name_, const T &value) |
| | Add a new parameter to the shader setting.
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| template<typename T > |
| std::optional< T > | get (const std::string &name_) |
| | Get a parameter value from the shader setting.
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| template<typename T > |
| std::optional< T > | get (const std::string &name_) const |
| | Get a parameter value from the shader setting.
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| template<typename T > |
| T | cast (const std::string &name_) const |
| | Get a parameter value from the shader setting. This method avoid type checking. Fast but unsafe.
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| void | set (glk::GLSLShader &shader) const |
| | Set shader parameters to the shader program.
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| ShaderSetting & | static_object () |
| | Set static object flag.
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| ShaderSetting & | dynamic_object () |
| | Set dynamic object flag.
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| Eigen::Vector4f | material_color () const |
| | Get material color (FLAT_COLOR).
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| ShaderSetting & | set_color (float r, float g, float b, float a) |
| | Set material color (FLAT_COLOR).
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| template<typename Color > |
| ShaderSetting & | set_color (const Color &color_) |
| | Set material color (for FLAT_COLOR).
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| ShaderSetting & | set_alpha (float alpha) |
| | Set alpha value of the material color.
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| ShaderSetting & | make_transparent () |
| | Make the object transparent (alpha blending).
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| ShaderSetting & | set_rainbow_range (const Eigen::Vector2f &minmax_z) |
| | Set RAINBOW color range.
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| ShaderSetting & | set_rainbow_axis (const Eigen::Vector3f &axis) |
| | Set RAINBOW coloring axis.
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| float | point_scale () const |
| | Get point size scale factor.
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| ShaderSetting & | set_point_scale (float scaling) |
| | Set point size scale factor.
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| float | point_size () const |
| | Get point size.
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| ShaderSetting & | set_point_size (float size) |
| | Set point size.
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| ShaderSetting & | set_point_size_offset (float offset) |
| | Set point size offset.
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| ShaderSetting & | set_point_shape_mode (guik::PointShapeMode::MODE mode) |
| | Set point shape mode.
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| ShaderSetting & | set_point_shape_circle () |
| | Set point shape to circle.
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| ShaderSetting & | set_point_shape_rectangle () |
| | Set point shape to rectangle.
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| ShaderSetting & | set_point_scale_mode (guik::PointScaleMode::MODE mode) |
| | Set point size scale mode.
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| ShaderSetting & | set_point_scale_screenspace () |
| | Set point size scale to screen space.
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| ShaderSetting & | set_point_scale_metric () |
| | Set point size scale to metric.
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| ShaderSetting & | set_point_shape (float point_size, bool metric, bool circle) |
| | Set point shape with common settings.
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| ShaderSetting & | set_old_default_point_shape () |
| | Set old (v0.1.9) default point shape (rectangle + screenspace)
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| ShaderSetting & | remove_model_matrix () |
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| int | color_mode () const |
| | Get color mode.
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| ShaderSetting & | set_color_mode (int color_mode) |
| | Set color mode.
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| Eigen::Matrix4f | model_matrix () const |
| | Get model matrix.
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| Eigen::Vector3f | translation () const |
| | Get translation vector from the model matrix.
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| Eigen::Matrix3f | rotation () const |
| | Get rotation matrix from the model matrix.
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| template<typename Transform > |
| ShaderSetting & | set_model_matrix (const Transform &transform) |
| | Set model matrix.
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| template<typename Transform > |
| ShaderSetting & | transform (const Transform &transform) |
| | Apply transformation to the model matrix.
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| ShaderSetting & | translate (float tx, float ty, float tz) |
| | Apply translation to the model matrix.
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| ShaderSetting & | translate (const Eigen::Vector3f &translation) |
| | Apply translation to the model matrix.
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| template<typename Vector > |
| ShaderSetting & | translate (const Vector &translation) |
| | Apply translation to the model matrix.
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| ShaderSetting & | rotate (const float angle, const Eigen::Vector3f &axis) |
| | Apply rotation to the model matrix.
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| template<typename Vector > |
| ShaderSetting & | rotate (const float angle, const Vector &axis) |
| | Apply rotation to the model matrix.
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| template<typename Scalar > |
| ShaderSetting & | rotate (const Eigen::Quaternion< Scalar > &quat) |
| | Apply rotation to the model matrix.
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| template<typename Scalar , int Dim> |
| ShaderSetting & | rotate (const Eigen::Matrix< Scalar, Dim, Dim > &rot) |
| | Apply rotation to the model matrix.
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| ShaderSetting & | scale (float scaling) |
| | Apply uniform scaling to the model matrix.
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| ShaderSetting & | scale (float sx, float sy, float sz) |
| | Apply scaling to the model matrix (non-uniform).
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| ShaderSetting & | scale (const Eigen::Vector3f &scaling) |
| | Apply scaling to the model matrix (non-uniform).
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| template<typename Vector > |
| std::enable_if_t<!std::is_arithmetic_v< Vector >, ShaderSetting & > | scale (const Vector &scaling) |
| | Apply scaling to the model matrix (non-uniform).
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| template<> |
| ShaderSetting & | add (const std::string &name, const Eigen::Isometry3f &value) |
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| template<> |
| ShaderSetting & | add (const std::string &name, const Eigen::Affine3f &value) |
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Vertex colormap scheme that assigns colors based on vertex colormap attributes.