Example #1
0
void 
CVertexCandidate::GetVertColor( CalVector &c )
{
  c.set(m_color.x, m_color.y, m_color.z);
}
Example #2
0
void IKCharacter::draw( int bone_id, float scale, bool additional_drawing )
{
	CalBone* bone = skeleton->getBone( bone_id );
	int parent_id = bone->getCoreBone()->getParentId();
	if ( parent_id != -1 )
	{
		// current
		CalBone* parent = skeleton->getBone( parent_id );
		glBegin( GL_LINES );
		CalVector v = parent->getTranslationAbsolute();
		v*=scale;
		CalVector c = v;
		glVertex3f( v.x, v.y, v.z );
		v = bone->getTranslationAbsolute();
		v*=scale;
		c += v;
		c /= 2.0f;
		glVertex3f( v.x, v.y, v.z );
		glEnd();

		// world
		glPushAttrib( GL_CURRENT_BIT );
		glColor3f( 0.1f, 0.8f, 0.1f );
		glBegin( GL_LINES );
		v = world_positions[parent_id];
		v*=scale;
		glVertex3f( v.x, v.y, v.z );
		v = world_positions[bone_id];
		v*=scale;
		glVertex3f( v.x, v.y, v.z );
		glEnd();
		glPopAttrib();


		if ( additional_drawing )
		{
			glPushAttrib( GL_CURRENT_BIT );
			glBegin( GL_LINES );
			// core
			glColor3f( (parent_id==debug_bone)?1.0f:0.3f, 0.3f, 0.5f );
			v = parent->getCoreBone()->getTranslationAbsolute();
			v*=scale;
			glVertex3f( v.x, v.y, v.z );
			v = bone->getCoreBone()->getTranslationAbsolute();
			v*=scale;
			glVertex3f( v.x, v.y, v.z );
			glEnd();
			

			// draw rotation
			glPushMatrix();
			CalVector root = bone->getCoreBone()->getTranslationAbsolute();
			glTranslatef( root.x, root.y, root.z );
			CalVector rot;
			
			rot.set( 0, 0.1f*scale, 0 );
			rot *= bone->getCoreBone()->getRotationAbsolute();
			ofEnableAlphaBlending();
			glColor4f( 0.2f, 0.2f, 0.8f, 0.2f );
			glBegin( GL_TRIANGLES );
			//glVertex3f( 0,0,0 );
			glVertex3f( rot.x, rot.y, rot.z );
			rot *= debug_cached_rotations[bone_id];
			glVertex3f( rot.x, rot.y, rot.z );
			glEnd();
			
			glColor4f( 0.2f, 0.2f, 0.8f, 0.8f );
			rot.set( 0, 0.1f*scale, 0 );
			rot *= bone->getCoreBone()->getRotationAbsolute();
			glBegin( GL_LINES );
			glVertex3f( 0,0,0 );
			glVertex3f( rot.x, rot.y, rot.z );
			rot *= debug_cached_rotations[bone_id];
			glVertex3f( 0,0,0 );
			glVertex3f( rot.x, rot.y, rot.z );
			glEnd();
			
			ofDisableAlphaBlending();
			
			glPopMatrix();
			
			CalVector u( 0, 0.1f*scale, 0);
			u *= bone->getRotationAbsolute();
			CalVector r( 0.1f*scale, 0, 0 );
			r *= bone->getRotationAbsolute();
			CalVector f( 0, 0, 0.1f*scale );
			f *= bone->getRotationAbsolute();
			
			
			// right blue
			glPushMatrix();
			root = bone->getTranslationAbsolute();
			glTranslatef( root.x, root.y, root.z );
			glBegin( GL_LINES );
			glColor3f( 0, 0, 1 );
			glVertex3f( 0,0,0 );
			glVertex3f( r.x, r.y, r.z );
			// up red
			glColor3f( 1, 0, 0 );
			glVertex3f( 0,0,0 );
			glVertex3f( u.x, u.y, u.z );
			// forward green
			glColor3f( 0, 1, 0 );
			glVertex3f( 0,0,0 );
			glVertex3f( f.x, f.y, f.z );
			glEnd();
			glPopMatrix();

			// right blue
			glPushMatrix();
			root = world_positions[bone_id];
			glTranslatef( root.x, root.y, root.z );
			glBegin( GL_LINES );
			glColor3f( 0, 0, 1 );
			glVertex3f( 0,0,0 );
			glVertex3f( r.x, r.y, r.z );
			// up red
			glColor3f( 1, 0, 0 );
			glVertex3f( 0,0,0 );
			glVertex3f( u.x, u.y, u.z );
			// forward green
			glColor3f( 0, 1, 0 );
			glVertex3f( 0,0,0 );
			glVertex3f( f.x, f.y, f.z );
			glEnd();
			glPopMatrix();
			
			glPopAttrib();
		}
		
	}
	
	
	list<int> children = bone->getCoreBone()->getListChildId();
	for ( list<int>::iterator it = children.begin(); 
		 it != children.end();
		 ++it )
	{
		draw( *it, scale, additional_drawing );
	}
	
	
}