Hi all,
I just found out about OpenFlipper. Tried the program, but have no clue
on how to use some of the plugins. Looked for the user documentations on
the specific plugins "how to"s, but couldn't find it anywhere. Can someone
help me and show me how to use the skeleton plugin (drawing bones, and
animate it), please? Thanks.
I also read the supplied pdf regarding OpenFlipper being used by two
companies. How does the license applied to the commercial project such as
that? Also, is there any differences between the free and the commercial
OpenFlipper?
Thanks.
Best regards,
Faizol
Hi
I am trying to create a new camera objects from a plugin but the reported function PluginFunctions::addCamera is missing.
Also I would like to know how to associate a view with a camera. I have seen the viewerId and examinerId methods of the CamerObject class, but it is not clear how to use them.
Thank you
Olaf
Hi,
I think I found a bug in garbage_collection: it expects the presence of all vertex, edge and face statuses and ends in a segfault if the mesh does not contain them. Calling request_*_status avoids the segfault but I feel that this is not the proper solution.
Best regards,
Vladimir
Hi again,
I have a question about UpdateTypes and a proper way to respond to updatedObject in slotObjectUpdated. In my plugin I would like to respond to changes in an object coming from the Move plugin, from the MoveSelection in particular. The user selects vertices, transforms them using a manipulator and the plugin recomputes the position of the remaining vertices. At present I have in slotObjectUpdated something like this:
if (!type.contains(UPDATE_GEOMETRY) || PluginFunctions::pickMode() != "MoveSelection") {
return; // we are not interested and don't want to respond
}
However, any update to my object from another plugin while I am in the MoveSelection pick mode will go through. What would be the right way to go about this?
A related question: why for example clearModelingArea from Plugin-SelectionMeshObject emits UPDATE_ALL if it does not modify geometry or topology of the object?
Another related question: if I add a property to an object, I would like to notify other plugins about it (e.g., PropertyVis). How would I do it?
Thanks a lot for your help,
Vladimir
Dear Möbius,
I would like to ask about giving colors to the edges and visualizing them
on the Openflipper visualization framework.
Here is my code, but I cannot see the colored edges;
m_mesh->request_edge_colors();
m_mesh->set_color(m_mesh->edge_handle(0), PolyMesh::Color(0, 255, 0));
PluginFunctions::setDrawMode(ACG::SceneGraph::DrawModes::EDGES_COLORED);
emit updatedObject(m_targetObject->id(), UPDATE_COLOR);
Thank you.
Erkan Gunpinar
The University of Tokyo
Hi!
I was trying to export a TriMesh to the PLY file format with vertex colors.
The mesh looks as expected in OpenFlipper. But the exported mesh was all
black in MeshLab. When looking at the PLY file, the components of the
colors were all either 0 or 1.
I believe there is a bug in the PLY exporter. TriTraits::Color is
defined as Vec4f. FilePLYT.cc exports this as
ofs << " " << OpenMesh::color_cast<OpenMesh::Vec3i>(c);
That means, that in fact OpenMesh::color_coder<Vec3i, Vec4f> is used for
the conversion. Since there is no such specialization of color_coder,
the default template will be used, which just converts to int. Thus, the
resulting colors will all be not correct.
Shouldn't it be this?
ofs << " " << OpenMesh::color_cast<OpenMesh::Vec3uc>(c);
Bye,
Bengt