Surface meshes are one of the core structures in Polyscope. In addition to simply displaying the mesh, Polyscope can show any number of scalar, vector,color, and other kinds of quantities associated with the vertices/faces/edges/etc of the mesh.
Polyscope does not impose any requirements on the meshes visualized. They may be polygonal or nonmanifold. As always, try clicking on the vertices or faces of a mesh see the data associated with that mesh element.
Registering a surface mesh
Example: registering a surface mesh from libIGL
#include "polyscope/polyscope.h" #include "polyscope/surface_mesh.h" #include <igl/readOBJ.h> // Initialize Polyscope polyscope::init(); // Read the mesh Eigen::MatrixXd meshV; Eigen::MatrixXi meshF; igl::readOBJ(filename, meshV, meshF); // Register the mesh with Polyscope polyscope::registerSurfaceMesh("input mesh", meshV, meshF); // Show the GUI polyscope::show();
Surface meshes are registered with Polyscope by passing the location of each vertex in the mesh, as well as the vertex indices for each face.
polyscope::registerSurfaceMesh(std::string name, const V& vertexPositions, const F& faceIndices)
Add a new surface mesh structure to Polyscope.
vertexPositionsis the vector array of 3D vertex locations. The type should be adaptable to an array of
float-valued 3-vectors. The length will be the number of vertices.
faceIndicesis the nested array of vertex indices for each face. The type should be adaptable to a nested array of
size_t. The outer length will be the number of faces. All indices should be valid 0-based indices in to the vertex list.
Fortunately, although Polyscope accepts a general nested list of face vertex indices to support Polygonal meshes, passing a fixed-size
Nx3 array for a triangle will work just fine, like
Note: the inner vector type of the vertex positions must be 3D dimensional, or you risk compiler errors, segfaults, or worse. If you want to register a 2D surface mesh,
registerSurfaceMesh2D exists with the same signature. See 2D data.
Polyscope quantities are ordered arrays of data, but not everone can agree on the ordering of elements in a mesh. See indexing conventions.
The default ordering is probably the same as yours for data on vertices, faces, and corners. However, data on edges and halfedges is much more likely to require setting an ordering.
Updating a mesh
The locations of the vertices in a mesh can be updated with the member function
updateVertexPositions(newPositions). All quantities will be preserved. Changing the connectivity or element counts in a mesh is not supported, you will need to register a new mesh (perhaps with the same name to overwrite).
void SurfaceMesh::updateVertexPositions(const V& newPositions)
Update the vertex positions in a surface mesh structure.
newPositionsis the vector array of 3D vertex locations. The type should be adaptable to an array of
float-valued 3-vectors. The length must be equal to the current number of vertices.
updateVertexPositions2D exists with the same signature. See 2D data.
|enabled||is the structure enabled?||
|transparency||transparency alpha for this structure in
|shade smooth||use smooth shading along faces or simple flat faces||
|surface color||the color of the mesh||
|edge color||the color of the edges of the mesh||
|edge width||how thick to draw mesh edges, use
|material||what material to use||
(all setters return
this to support chaining. setEnabled()/setTransparency() return generic setter, so chain them last)