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Groups

To manage large numbers of structures, or manage structures which are related to each other, you can gather them in groups. A group is a collection of structures which can be enabled/disabled together and hidden from the UI if needed. A structure can be in 0, 1, or many groups. Groups can also hold other groups, allowing nested organization.

Example: Basic usage of groups

#include "polyscope/polyscope.h"
#include "polyscope/point_cloud.h"
#include "polyscope/curve_network.h"

polyscope::init();

// make a point cloud
std::vector<glm::vec3> points;
for (size_t i = 0; i < 300; i++) {
    points.push_back(glm::vec3{polyscope::randomUnit() - .5, polyscope::randomUnit() - .5, polyscope::randomUnit() - .5}); 
}
polyscope::PointCloud* psCloud = polyscope::registerPointCloud("my cloud", points);
psCloud->setPointRadius(0.02);
psCloud->setPointRenderMode(polyscope::PointRenderMode::Quad);

// make a curve network
std::vector<glm::vec3> nodes;
std::vector<std::array<size_t, 2>> edges;
nodes = { {1, 0, 0}, {0, 1, 0}, {0, 0, 1}, {0, 0, 0}, };
edges = {{1, 3}, {3, 0}, {1, 0}, {0, 2}};
polyscope::CurveNetwork* psCurve = polyscope::registerCurveNetwork("my network", nodes, edges);

// create a group for these two objects
std::string groupName = "my group";
polyscope::Group* group = polyscope::createGroup(groupName);
psCurve->addToGroup(*group);    // add by group ref
psCloud->addToGroup(groupName); // add by name

// toggle enabled for everything in the group
group->setEnabled(false);

// hide items in group from displaying in the UI
// (useful if you are registering huge numbers of structures you don't always need to see)
group->setHideDescendantsFromStructureLists(true);
group->setShowChildDetails(false);

// nest groups inside of other groups
std::string superGroupName = "my parent group";
polyscope::Group* superGroup = polyscope::createGroup(superGroupName);
superGroup->addChildGroup(*group);

polyscope::show(3);

Create, get, and remove groups

Group* createGroup(std::string name)
create group

Create a new group and return it. Group name must be a unique string (no other group may have that name).

As always, the returned pointer is non-owning. Don’t delete it.

Group* getGroup(std::string name)
get group

Get an existing group by name.

As always, the returned pointer is non-owning. Don’t delete it.

void removeGroup(std::string name, bool errorIfAbsent=true)
remove group by name

Remove an existing group by name

void removeGroup(Group* group, bool errorIfAbsent=true)
remove group by reference

Remove an existing group by reference

void removeAllGroups()
remove all groups

Removes all existing groups.

Group membership

void Structure::addToGroup(Group& group)
add structure to group

Add a structure as a member of a group.

Note that this is a member function of a structure object, like pointCloud->addToGroup(group).

void Structure::addToGroup(std::string groupName)
add structure to group

Add a structure as a member of a group, via the string name of the group.

Note that this is a member function of a structure object, like pointCloud->addToGroup(groupName).

void Group::addChildStructure(Structure& newChild)
add child structure

Add a structure as a member of this group

void Group::removeChildStructure(Structure& child)
remove child structure

Remove a structure as a member of this group

void Group::addChildGroup(Group& newChild)
add child group

Add a group as a (nested) member of this group

void Group::removeChildGroup(Group& child)
remove child group

Remove a group as a (nested) member of this group

Group settings

Group* Group::setEnabled(bool newEnabled)
set enabled

Set all descendants of a group to be enabled or disabled (applies to direct members of a group, as well as recursively to all members-of-members for nested groups).

Group* Group::setShowChildDetails(bool newVal)
show UI details

If true, the Groups section of the ImGui UI panel will show each childs structure info as a submenu under the group. If false, only the group name and toggle checkbox will be shown.

(Default: true)

There is also a corresponding getShowChildDetails().

Group* Group::setHideDescendantsFromStructureLists(bool newVal)
hide from structure list

If true, the structures which are members of this group (or descendants in any nested groups) will be hidden from the ImGui UI panel structure list.

(Default: false)

There is also a corresponding getHideDescendantsFromStructureLists().