Ejemplo n.º 1
0
void ofxAlembic::IXform::updateWithTimeInternal(double time, Imath::M44f& transform)
{
	ISampleSelector ss(time, ISampleSelector::kNearIndex);

	M44f mat;
	M44d m = m_xform.getSchema().getValue(ss).getMatrix();
	double *src = m.getValue();
	float *dst = mat.getValue();

	for (int i = 0; i < 16; i++)
		dst[i] = src[i];

	transform = mat * transform;
	
	for (int i = 0; i < 16; i++)
	{
		xform.local_matrix.getPtr()[i] = mat.getValue()[i];
		xform.global_matrix.getPtr()[i] = transform.getValue()[i];
	}
}
Ejemplo n.º 2
0
void ViewportGadget::SelectionScope::begin( const ViewportGadget *viewportGadget, const Imath::Box2f &rasterRegion, const Imath::M44f &transform, IECoreGL::Selector::Mode mode )
{
	V2f viewport = viewportGadget->getViewport();
	Box2f ndcRegion( rasterRegion.min / viewport, rasterRegion.max / viewport );
		
	IECoreGL::ToGLConverterPtr converter = new IECoreGL::ToGLCameraConverter(
 		const_cast<CameraController &>( viewportGadget->m_cameraController ).getCamera()
 	);
 	IECoreGL::CameraPtr camera = staticPointerCast<IECoreGL::Camera>( converter->convert() );
 	/// \todo It would be better to base this on whether we have a depth buffer or not, but
 	/// we don't have access to that information right now.
 	m_depthSort = camera->isInstanceOf( IECoreGL::PerspectiveCamera::staticTypeId() );
 	camera->render( 0 );
	
	glClearColor( 0.3f, 0.3f, 0.3f, 0.0f );
	glClearDepth( 1.0f );
	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	m_selector = SelectorPtr( new IECoreGL::Selector( ndcRegion, mode, m_selection ) );
	 
	glPushMatrix();
	glMultMatrixf( transform.getValue() );
}
Ejemplo n.º 3
0
void SkeletonPrimitive::render( const State *state, IECore::TypeId style ) const
{
	Imath::V3f from_vec(0.0, 0.0, 1.0), up(0.0, 1.0, 0.0);
	JointPrimitive jointPrimitive( m_jointsRadius, 1.0 );

	// loop over global transforms
	for (unsigned int i=0; i<m_globalMatrices->readable().size(); i++)
	{
		Imath::M44f child_mtx;

		unsigned int numChildren = m_childrenIds[i].size();
		if (numChildren > 0)
		{
			for (unsigned int j=0; j< numChildren; j++ )
			{
				child_mtx = m_globalMatrices->readable()[ m_childrenIds[i][j] ];

				Imath::V3f aim_vec = child_mtx.translation() - m_globalMatrices->readable()[i].translation();
				float bone_length = aim_vec.length();
				jointPrimitive.setLength( bone_length );

				Imath::V3f up_vec = up*m_globalMatrices->readable()[i] - m_globalMatrices->readable()[i].translation();

				Imath::M44f bone_mtx = Imath::rotationMatrixWithUpDir( from_vec, aim_vec.normalize(), up_vec );
				Imath::M44f bone_offset_mtx;
				bone_offset_mtx.translate( m_globalMatrices->readable()[i].translation() );

				// draw the jointPrimitive
				glPushMatrix();
					glMultMatrixf( bone_offset_mtx.getValue() );
					glMultMatrixf( bone_mtx.getValue() );
					jointPrimitive.render( state, style );
				glPopMatrix();
			}
		}
		else
		{
			// a Null or Locator shape when the joint has no children
			glPushMatrix();
				Imath::M44f mat = m_globalMatrices->readable()[i];
				Imath::removeScaling(mat, false);
				glMultMatrixf( mat.getValue() );
				glBegin( GL_LINES );
					glVertex3f(-m_jointsRadius, 0.0, 0.0);
					glVertex3f( m_jointsRadius, 0.0, 0.0);
				glEnd();
				glBegin( GL_LINES );
					glVertex3f(0.0, -m_jointsRadius, 0.0);
					glVertex3f(0.0,  m_jointsRadius, 0.0);
				glEnd();
				glBegin( GL_LINES );
					glVertex3f(0.0, 0.0, -m_jointsRadius);
					glVertex3f(0.0, 0.0,  m_jointsRadius);
				glEnd();
			glPopMatrix();
		}

		if ( m_jointsAxis == true)
		{
			float l = m_jointsRadius*3.0;

			//// draw the axis lines for debug porpose /////
			glPushMatrix();
				Imath::M44f matNoSCale = m_globalMatrices->readable()[i];
				Imath::removeScaling(matNoSCale, false);
				glMultMatrixf( matNoSCale.getValue() );

				///// store the current color and lighting mode /////
				GLboolean light;
				float color[4];
				glGetBooleanv(GL_LIGHTING, &light);
				glGetFloatv(GL_CURRENT_COLOR, color);

				glDisable(GL_LIGHTING);
				glBegin( GL_LINES );
					glColor3ub(255, 0, 0);
					glVertex3f(0.0, 0.0, 0.0);
					glVertex3f(l, 0.0, 0.0);
				glEnd();
				glBegin( GL_LINES );
					glColor3ub(0, 255, 0);
					glVertex3f(0.0, 0.0, 0.0);
					glVertex3f(0.0, l, 0.0);
				glEnd();
				glBegin( GL_LINES );
					glColor3ub(0, 0, 255);
					glVertex3f(0.0, 0.0, 0.0);
					glVertex3f(0.0, 0.0, l);
				glEnd();

				//// restore the color and the lighting modo to their initial state /////
				glColor4f(color[0], color[1], color[2], color[3]);
				if (light==true) { glEnable(GL_LIGHTING); }
			glPopMatrix();
		}
	}
}
void ImmediateRendererImplementation::concatTransform( const Imath::M44f &matrix )
{
	glMultMatrixf( matrix.getValue() );
}