void cvColor::draw( M3dView & view, const MDagPath & path, M3dView::DisplayStyle style, M3dView::DisplayStatus status ) { // cout << "cvColor::draw\n"; MStatus stat; MObject thisNode = thisMObject(); MPlug enPlug( thisNode, drawingEnabled ); bool doDrawing; stat = enPlug.getValue ( doDrawing ); if (!stat) { stat.perror("cvColor::draw get drawingEnabled"); return; } if (!doDrawing) return; MPlug szPlug( thisNode, pointSize ); float ptSize; stat = szPlug.getValue ( ptSize ); if (!stat) { stat.perror("cvColor::draw get pointSize"); ptSize = 4.0; } MPlug cvPlug( thisNode, cvLocations ); MObject cvObject; stat = cvPlug.getValue(cvObject); if (!stat) { stat.perror("cvColor::draw get cvObject"); return; } MFnPointArrayData cvData(cvObject, &stat); if (!stat) { stat.perror("cvColor::draw get point array data"); return; } MPointArray cvs = cvData.array( &stat ); if (!stat) { stat.perror("cvColor::draw get point array"); return; } // Extract the 'worldMatrix' attribute that is inherited from 'dagNode' // MFnDependencyNode fnThisNode( thisNode ); MObject worldSpaceAttribute = fnThisNode.attribute( "worldMatrix" ); MPlug matrixPlug( thisNode, worldSpaceAttribute); // 'worldMatrix' is an array so we must specify which element the plug // refers to matrixPlug = matrixPlug.elementByLogicalIndex (0); // Get the value of the 'worldMatrix' attribute // MObject matObject; stat = matrixPlug.getValue(matObject); if (!stat) { stat.perror("cvColor::draw get matObject"); return; } MFnMatrixData matrixData(matObject, &stat); if (!stat) { stat.perror("cvColor::draw get world matrix data"); return; } MMatrix worldSpace = matrixData.matrix( &stat ); if (!stat) { stat.perror("cvColor::draw get world matrix"); return; } if ( view.isColorIndexMode() ) { cerr << "Can't update cv colors in color index mode\n"; return; } view.beginGL(); // Push the color settings // glPushAttrib( GL_CURRENT_BIT | GL_POINT_BIT ); glPointSize( ptSize ); glDisable ( GL_POINT_SMOOTH ); // Draw square "points" glBegin( GL_POINTS ); int numCVs = cvs.length(); for (int i = 0; i < numCVs; i++) { // cout << "cv[" << i << "]: " << cvs[i] << ": "; MPoint cv( cvs[i] ); MColor cvColor; cv *= worldSpace; if (cv.x < 0 && cv.y < 0) { // cout << "Red"; cvColor.r = 1.0; cvColor.g = 0.0; cvColor.b = 0.0; } else if (cv.x < 0 && cv.y >= 0) { // cout << "Cyan"; cvColor.r = 0.0; cvColor.g = 1.0; cvColor.b = 1.0; } else if (cv.x >= 0 && cv.y < 0) { // cout << "Blue"; cvColor.r = 0.0; cvColor.g = 0.0; cvColor.b = 1.0; } else if (cv.x >= 0 && cv.y >= 0) { // cout << "Yellow"; cvColor.r = 1.0; cvColor.g = 1.0; cvColor.b = 0.0; } // cout << endl; view.setDrawColor ( cvColor ); glVertex3f( (float)cvs[i].x, (float)cvs[i].y, (float)cvs[i].z); } glEnd(); glPopAttrib(); view.endGL(); }