//----------------------------------------------------------------------------
void FreeFormDeformation::UpdatePolysegments ()
{
    VertexBufferAccessor vba;
    Polysegment* segment;

    int i0, i1, i2, i = 0;
    for (i0 = 0; i0 < mQuantity; ++i0)
    {
        for (i1 = 0; i1 < mQuantity; ++i1)
        {
            for (i2 = 0; i2 < mQuantity-1; ++i2)
            {
                segment = StaticCast<Polysegment>(
                    mPolysegmentRoot->GetChild(i));
                vba.ApplyTo(segment);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0, i1, i2+1);
                mRenderer->Update(segment->GetVertexBuffer());
                ++i;
            }
        }

        for (i2 = 0; i2 < mQuantity; ++i2)
        {
            for (i1 = 0; i1 < mQuantity-1; ++i1)
            {
                segment = StaticCast<Polysegment>(
                    mPolysegmentRoot->GetChild(i));
                vba.ApplyTo(segment);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0, i1+1, i2);
                mRenderer->Update(segment->GetVertexBuffer());
                ++i;
            }
        }
    }

    for (i0 = 0; i0 < mQuantity-1; ++i0)
    {
        for (i1 = 0; i1 < mQuantity; ++i1)
        {
            for (i2 = 0; i2 < mQuantity; ++i2)
            {
                segment = StaticCast<Polysegment>(
                    mPolysegmentRoot->GetChild(i));
                vba.ApplyTo(segment);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0+1, i1, i2);
                mRenderer->Update(segment->GetVertexBuffer());
                ++i;
            }
        }
    }
}
Example #2
0
//----------------------------------------------------------------------------
Polysegment* BSplineFitContinuous::ReducedPolysegment (int numCtrlPoints,
    Vector3d* ctrlPoints, double fraction)
{
    int numLSCtrlPoints;
    Vector3d* lsCtrlPoints;
    BSplineReduction3d(numCtrlPoints, ctrlPoints, mDegree, fraction,
        numLSCtrlPoints, lsCtrlPoints);

    BSplineCurve3d spline(numLSCtrlPoints, lsCtrlPoints, mDegree, false,
        true);
    delete1(lsCtrlPoints);

    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(numCtrlPoints, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);
    Float3 blue(0.0f, 0.0f, 1.0f);
    for (int i = 0; i < numCtrlPoints; ++i)
    {
        double t = i/(double)numCtrlPoints;
        Vector3d pos = spline.GetPosition(t);
        vba.Position<Float3>(i) = Float3((float)pos[0], (float)pos[1],
            (float)pos[2]);
        vba.Color<Float3>(0, i) = blue;
    }

    Polysegment* segment = new0 Polysegment(vformat, vbuffer, true);
    segment->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());
    return segment;
}
//----------------------------------------------------------------------------
Polysegment *GeoObjFactory::CreateCameraCtrl()
{
	VertexFormat *vf = PX2_GR.GetVertexFormat(GraphicsRoot::VFT_PC);
	VertexBufferPtr vb = new0 VertexBuffer(24, vf->GetStride());
	Polysegment *sg = new0 Polysegment(vf, vb, false);
	sg->SetNumSegments(12);
	sg->UpdateModelSpace(Renderable::GU_MODEL_BOUND_ONLY);
	sg->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());

	return sg;
}
//----------------------------------------------------------------------------
Polysegment* PolyhedronDistance::CreateSegment ()
{
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBuffer* vbuffer = new0 VertexBuffer(2, vstride);
    VertexBufferAccessor vba(vformat, vbuffer);

    vba.Position<Vector3f>(0) = Vector3f::ZERO;
    vba.Position<Vector3f>(1) = Vector3f::UNIT_X;
    vba.Color<Float3>(0, 0) = Float3(1.0f, 1.0f, 1.0f);
    vba.Color<Float3>(0, 1) = Float3(1.0f, 1.0f, 1.0f);

    Polysegment* segment = new0 Polysegment(vformat, vbuffer, true);
    segment->SetEffectInstance(VertexColor3Effect::CreateUniqueInstance());

    return segment;
}
//----------------------------------------------------------------------------
PX2::Node *GeoObjFactory::CreateScaleCtrl_O()
{
	// node
	PX2::Node *node = new0 Node;
	node->LocalTransform.SetUniformScale(2.0f);
	node->SetName("Scale");

	VertexFormat *vf = PX2_GR.GetVertexFormat(GraphicsRoot::VFT_PC);
	StandardMesh stdMesh(vf);
	VertexBuffer *vBufferTemp = 0;
	VertexBufferAccessor vbaTemp;

	// x
	PX2::Node *nodeX = new0 Node;
	nodeX->SetName("Scale_X");

	VertexBuffer *vBufferX = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaX(vf, vBufferX);

	vbaX.Position<Float3>(0) = Float3(0.25f, 0.0f, 0.0f);
	vbaX.Position<Float3>(1) = Float3(1.125f, 0.0f, 0.0f);
	vbaX.Color<Float4>(0, 0) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	vbaX.Color<Float4>(0, 1) = Float4(1.0f, 0.0f, 0.0f, 1.0f);

	vbaX.Position<Float3>(2) = Float3(0.5f, 0.0f, 0.0f);
	vbaX.Position<Float3>(3) = Float3(0.5f, 0.5f, 0.0f);
	vbaX.Color<Float4>(0, 2) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	vbaX.Color<Float4>(0, 3) = Float4(0.0f, 1.0f, 0.0f, 1.0f);

	vbaX.Position<Float3>(4) = Float3(0.5f, 0.0f, 0.0f);
	vbaX.Position<Float3>(5) = Float3(0.5f, 0.0f, 0.5f);
	vbaX.Color<Float4>(0, 4) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	vbaX.Color<Float4>(0, 5) = Float4(0.0f, 0.0f, 1.0f, 1.0f);

	Polysegment *polysegmentX = new0 PX2::Polysegment(vf, vBufferX,
		false);
	polysegmentX->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeX->AttachChild(polysegmentX);

	TriMesh *meshX = stdMesh.Box(0.06f, 0.06f, 0.06f);
	meshX->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//meshX->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	meshX->LocalTransform.SetTranslate(APoint(1.125f, 0.0f, 0.0f));
	vBufferTemp = meshX->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	}
	nodeX->AttachChild(meshX);

	// y
	PX2::Node *nodeY = new0 PX2::Node;
	nodeX->SetName("Scale_Y");

	VertexBuffer *vBufferY = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaY(vf, vBufferY);

	vbaY.Position<Float3>(0) = Float3(0.0f, 0.25f, 0.0f);
	vbaY.Position<Float3>(1) = Float3(0.0f, 1.125f, 0.0f);
	vbaY.Color<Float4>(0, 0) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	vbaY.Color<Float4>(0, 1) = Float4(0.0f, 1.0f, 0.0f, 1.0f);

	vbaY.Position<Float3>(2) = Float3(0.0f, 0.5f, 0.0f);
	vbaY.Position<Float3>(3) = Float3(0.5f, 0.5f, 0.0f);
	vbaY.Color<Float4>(0, 2) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	vbaY.Color<Float4>(0, 3) = Float4(1.0f, 0.0f, 0.0f, 1.0f);

	vbaY.Position<Float3>(4) = Float3(0.0f, 0.5f, 0.0f);
	vbaY.Position<Float3>(5) = Float3(0.0f, 0.5f, 0.5f);
	vbaY.Color<Float4>(0, 4) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	vbaY.Color<Float4>(0, 5) = Float4(0.0f, 0.0f, 1.0f, 1.0f);

	Polysegment *polysegmentY = new0 PX2::Polysegment(vf, vBufferY,
		false);
	polysegmentY->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeY->AttachChild(polysegmentY);

	TriMesh *meshY = stdMesh.Box(0.06f, 0.06f, 0.06f);
	meshY->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//meshY->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	meshY->LocalTransform.SetTranslate(APoint(0.0f, 1.125f, 0.0f));
	vBufferTemp = meshY->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	}
	nodeY->AttachChild(meshY);

	// z
	PX2::Node *nodeZ = new0 PX2::Node();
	nodeX->SetName("Scale_Z");

	VertexBuffer *vBufferZ = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaZ(vf, vBufferZ);

	vbaZ.Position<Float3>(0) = Float3(0.0f, 0.0f, 0.25f);
	vbaZ.Position<Float3>(1) = Float3(0.0f, 0.0f, 1.125f);
	vbaZ.Color<Float4>(0, 0) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	vbaZ.Color<Float4>(0, 1) = Float4(0.0f, 0.0f, 1.0f, 1.0f);

	vbaZ.Position<Float3>(2) = Float3(0.0f, 0.0f, 0.5f);
	vbaZ.Position<Float3>(3) = Float3(0.5f, 0.0f, 0.5f);
	vbaZ.Color<Float4>(0, 2) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	vbaZ.Color<Float4>(0, 3) = Float4(1.0f, 0.0f, 0.0f, 1.0f);

	vbaZ.Position<Float3>(4) = Float3(0.0f, 0.0f, 0.5f);
	vbaZ.Position<Float3>(5) = Float3(0.0f, 0.5f, 0.5f);
	vbaZ.Color<Float4>(0, 4) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	vbaZ.Color<Float4>(0, 5) = Float4(0.0f, 1.0f, 0.0f, 1.0f);

	Polysegment *polysegmentZ = new0 PX2::Polysegment(vf, vBufferZ,
		false);
	polysegmentZ->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeZ->AttachChild(polysegmentZ);

	TriMesh *meshZ = stdMesh.Box(0.06f, 0.06f, 0.06f);
	meshZ->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//meshZ->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	meshZ->LocalTransform.SetTranslate(APoint(.0f, 0.0f, 1.125f));
	vBufferTemp = meshZ->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	}
	nodeZ->AttachChild(meshZ);

	// XYZ
	node->AttachChild(nodeX);
	node->AttachChild(nodeY);
	node->AttachChild(nodeZ);

	return node;
}
//----------------------------------------------------------------------------
PX2::Node *GeoObjFactory::CreateTranslateCtrl_O()
{
	// node
	PX2::Node *node = new0 Node;
	node->LocalTransform.SetUniformScale(2.0f);
	node->SetName("Translate");

	VertexFormat *vf = PX2_GR.GetVertexFormat(GraphicsRoot::VFT_PC);
	StandardMesh stdMesh(vf);
	VertexBuffer *vBufferTemp = 0;
	VertexBufferAccessor vbaTemp;

	// x
	PX2::Node *nodeX = new0 Node;
	nodeX->SetName("Translate_X");

	VertexBuffer *vBufferX = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaX(vf, vBufferX);

	vbaX.Position<Float3>(0) = Float3(0.25f, 0.0f, 0.0f);
	vbaX.Position<Float3>(1) = Float3(1.125f, 0.0f, 0.0f);
	vbaX.Color<Float4>(0, 0) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	vbaX.Color<Float4>(0, 1) = Float4(1.0f, 0.0f, 0.0f, 1.0f);

	vbaX.Position<Float3>(2) = Float3(0.5f, 0.0f, 0.0f);
	vbaX.Position<Float3>(3) = Float3(0.5f, 0.5f, 0.0f);
	vbaX.Color<Float4>(0, 2) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	vbaX.Color<Float4>(0, 3) = Float4(0.0f, 1.0f, 0.0f, 1.0f);

	vbaX.Position<Float3>(4) = Float3(0.5f, 0.0f, 0.0f);
	vbaX.Position<Float3>(5) = Float3(0.5f, 0.0f, 0.5f);
	vbaX.Color<Float4>(0, 4) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	vbaX.Color<Float4>(0, 5) = Float4(0.0f, 0.0f, 1.0f, 1.0f);

	Polysegment *polysegmentX = new0 PX2::Polysegment(vf, vBufferX,
		false);
	polysegmentX->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeX->AttachChild(polysegmentX);

	TriMesh *meshX = stdMesh.Disk(3, 20, 0.1f);
	meshX->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//meshX->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	meshX->LocalTransform.SetRotate(HMatrix().MakeRotation(AVector::UNIT_Y,
		-Mathf::HALF_PI));
	meshX->LocalTransform.SetTranslate(APoint(1.125f, 0.0f, 0.0f));
	vBufferTemp = meshX->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	}
	nodeX->AttachChild(meshX);

	TriFan *fanX = stdMesh.Cone(20, 0.1f, 0.45f);
	fanX->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//fanX->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	fanX->LocalTransform.SetRotate(HMatrix().MakeRotation(AVector::UNIT_Y,
		Mathf::HALF_PI));
	fanX->LocalTransform.SetTranslate(APoint(1.125f, 0.0f, 0.0f));
	vBufferTemp = fanX->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	}
	nodeX->AttachChild(fanX);

	// y
	PX2::Node *nodeY = new0 PX2::Node;
	nodeX->SetName("Translate_Y");

	VertexBuffer *vBufferY = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaY(vf, vBufferY);

	vbaY.Position<Float3>(0) = Float3(0.0f, 0.25f, 0.0f);
	vbaY.Position<Float3>(1) = Float3(0.0f, 1.125f, 0.0f);
	vbaY.Color<Float4>(0, 0) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	vbaY.Color<Float4>(0, 1) = Float4(0.0f, 1.0f, 0.0f, 1.0f);

	vbaY.Position<Float3>(2) = Float3(0.0f, 0.5f, 0.0f);
	vbaY.Position<Float3>(3) = Float3(0.5f, 0.5f, 0.0f);
	vbaY.Color<Float4>(0, 2) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	vbaY.Color<Float4>(0, 3) = Float4(1.0f, 0.0f, 0.0f, 1.0f);

	vbaY.Position<Float3>(4) = Float3(0.0f, 0.5f, 0.0f);
	vbaY.Position<Float3>(5) = Float3(0.0f, 0.5f, 0.5f);
	vbaY.Color<Float4>(0, 4) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	vbaY.Color<Float4>(0, 5) = Float4(0.0f, 0.0f, 1.0f, 1.0f);

	Polysegment *polysegmentY = new0 PX2::Polysegment(vf, vBufferY,
		false);
	polysegmentY->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeY->AttachChild(polysegmentY);

	TriMesh *meshY = stdMesh.Disk(3, 20, 0.1f);
	meshY->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//meshY->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	meshY->LocalTransform.SetRotate(HMatrix().MakeRotation(AVector::UNIT_X,
		Mathf::HALF_PI));
	meshY->LocalTransform.SetTranslate(APoint(0.0f, 1.125f, 0.0f));
	vBufferTemp = meshY->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	}
	nodeY->AttachChild(meshY);

	TriFan *fanY = stdMesh.Cone(20, 0.1f, 0.45f);
	fanY->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//fanY->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	fanY->LocalTransform.SetRotate(HMatrix().MakeRotation(AVector::UNIT_X,
		-Mathf::HALF_PI));
	fanY->LocalTransform.SetTranslate(APoint(0.0f, 1.125f, 0.0f));
	vBufferTemp = fanY->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	}
	nodeY->AttachChild(fanY);

	// z
	PX2::Node *nodeZ = new0 PX2::Node();
	nodeX->SetName("Translate_Z");

	VertexBuffer *vBufferZ = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaZ(vf, vBufferZ);

	vbaZ.Position<Float3>(0) = Float3(0.0f, 0.0f, 0.25f);
	vbaZ.Position<Float3>(1) = Float3(0.0f, 0.0f, 1.125f);
	vbaZ.Color<Float4>(0, 0) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	vbaZ.Color<Float4>(0, 1) = Float4(0.0f, 0.0f, 1.0f, 1.0f);

	vbaZ.Position<Float3>(2) = Float3(0.0f, 0.0f, 0.5f);
	vbaZ.Position<Float3>(3) = Float3(0.5f, 0.0f, 0.5f);
	vbaZ.Color<Float4>(0, 2) = Float4(1.0f, 0.0f, 0.0f, 1.0f);
	vbaZ.Color<Float4>(0, 3) = Float4(1.0f, 0.0f, 0.0f, 1.0f);

	vbaZ.Position<Float3>(4) = Float3(0.0f, 0.0f, 0.5f);
	vbaZ.Position<Float3>(5) = Float3(0.0f, 0.5f, 0.5f);
	vbaZ.Color<Float4>(0, 4) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	vbaZ.Color<Float4>(0, 5) = Float4(0.0f, 1.0f, 0.0f, 1.0f);

	Polysegment *polysegmentZ = new0 PX2::Polysegment(vf, vBufferZ,
		false);
	polysegmentZ->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeZ->AttachChild(polysegmentZ);

	TriMesh *meshZ = stdMesh.Disk(3, 20, 0.1f);
	meshZ->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//meshZ->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	meshZ->LocalTransform.SetTranslate(APoint(.0f, 0.0f, 1.125f));
	meshZ->LocalTransform.SetRotate(HMatrix().MakeRotation(AVector::UNIT_X,
		Mathf::PI));
	vBufferTemp = meshZ->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	}
	nodeZ->AttachChild(meshZ);

	TriFan *fanZ = stdMesh.Cone(20, 0.1f, 0.45f);
	fanZ->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	//fanZ->GetMaterialInstance()->GetPass(0)->GetWireProperty()->Enabled = true;
	fanZ->LocalTransform.SetTranslate(APoint(0.0f, 0.0f, 1.125f));
	vBufferTemp = fanZ->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(0.0f, 0.0f, 1.0f, 1.0f);
	}
	nodeZ->AttachChild(fanZ);

	// xy
	PX2::Node *nodeXY = new0 Node;
	nodeXY->SetName("Translate_XY");
	TriMesh *meshXY = stdMesh.Rectangle(2, 2, 0.25f, 0.25f);
	meshXY->LocalTransform.SetTranslate(APoint(0.25f, 0.25f, 0.0f));
	VertexColor4Material *matXY = new0 VertexColor4Material();
	matXY->GetAlphaProperty(0, 0)->BlendEnabled = true;
	matXY->GetCullProperty(0, 0)->Enabled = false;
	meshXY->SetMaterialInstance(matXY->CreateInstance());
	vBufferTemp = meshXY->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(1.0f, 1.0f, 0.0f, 0.0f);
	}
	nodeXY->AttachChild(meshXY);

	// yz
	PX2::Node *nodeYZ = new0 Node;
	nodeYZ->SetName("Translate_YZ");
	TriMesh *meshYZ = stdMesh.Rectangle(2, 2, 0.25f, 0.25f);
	meshYZ->LocalTransform.SetTranslate(APoint(0.25f, 0.25f, 0.0f));
	meshYZ->LocalTransform.SetRotate(Matrix3f().MakeEulerXYZ(0.0f, -Mathf::HALF_PI, 0.0f));
	VertexColor4Material *matYZ = new0 VertexColor4Material();
	matYZ->GetAlphaProperty(0, 0)->BlendEnabled = true;
	matYZ->GetCullProperty(0, 0)->Enabled = false;
	meshYZ->SetMaterialInstance(matYZ->CreateInstance());
	vBufferTemp = meshYZ->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(1.0f, 1.0f, 0.0f, 0.0f);
	}
	nodeYZ->AttachChild(meshYZ);

	// xz
	PX2::Node *nodeXZ = new0 Node;
	nodeXZ->SetName("Translate_XZ");
	TriMesh *meshXZ = stdMesh.Rectangle(2, 2, 0.25f, 0.25f);
	meshXZ->LocalTransform.SetRotate(Matrix3f().MakeEulerXYZ(Mathf::HALF_PI, 0.0f, 0.0f));
	meshXZ->LocalTransform.SetTranslate(APoint(0.25f, 0.0f, 0.25f));
	VertexColor4Material *matXZ = new0 VertexColor4Material();
	matXZ->GetAlphaProperty(0, 0)->BlendEnabled = true;
	matXZ->GetCullProperty(0, 0)->Enabled = false;
	meshXZ->SetMaterialInstance(matXZ->CreateInstance());
	vBufferTemp = meshXZ->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(1.0f, 1.0f, 0.0f, 0.0f);
	}
	nodeXZ->AttachChild(meshXZ);

	// XYZ
	node->AttachChild(nodeX);
	node->AttachChild(nodeY);
	node->AttachChild(nodeZ);
	node->AttachChild(nodeXY);
	node->AttachChild(nodeYZ);
	node->AttachChild(nodeXZ);

	return node;
}
//----------------------------------------------------------------------------
PX2::Node *GeoObjFactory::CreateRolateCtrl_P()
{
	int axisSamples = 4;
	int radialSamples = 12;
	float radial = 0.05f;
	float height = radial*4.0f;

	// node
	PX2::Node *node = new0 Node;
	node->LocalTransform.SetUniformScale(2.0f);
	node->SetName("Rolate");

	VertexFormat *vf = PX2_GR.GetVertexFormat(GraphicsRoot::VFT_PC);
	StandardMesh stdMesh(vf);
	VertexBuffer *vBufferTemp = 0;
	VertexBufferAccessor vbaTemp;

	// x
	PX2::Node *nodeX = new0 Node;
	nodeX->SetName("Rolate_X");

	VertexBuffer *vBufferX = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaX(vf, vBufferX);

	vbaX.Position<Float3>(0) = Float3(0.25f, 0.0f, 0.0f);
	vbaX.Position<Float3>(1) = Float3(1.125f, 0.0f, 0.0f);
	vbaX.Color<Float4>(0, 0) = Float4::RED;
	vbaX.Color<Float4>(0, 1) = Float4::RED;

	vbaX.Position<Float3>(2) = Float3(0.5f, 0.0f, 0.0f);
	vbaX.Position<Float3>(3) = Float3(0.5f, 0.5f, 0.0f);
	vbaX.Color<Float4>(0, 2) = Float4::GREEN;
	vbaX.Color<Float4>(0, 3) = Float4::GREEN;

	vbaX.Position<Float3>(4) = Float3(0.5f, 0.0f, 0.0f);
	vbaX.Position<Float3>(5) = Float3(0.5f, 0.0f, 0.5f);
	vbaX.Color<Float4>(0, 4) = Float4::RED;
	vbaX.Color<Float4>(0, 5) = Float4::RED;

	Polysegment *polysegmentX = new0 PX2::Polysegment(vf, vBufferX,
		false);
	polysegmentX->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeX->AttachChild(polysegmentX);

	TriMesh *meshX = stdMesh.Cylinder(axisSamples, radialSamples, radial,
		height, false);
	meshX->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	meshX->LocalTransform.SetRotate(HMatrix().MakeRotation(AVector::UNIT_Y,
		Mathf::HALF_PI));
	meshX->LocalTransform.SetTranslate(APoint(1.125f, 0.0f, 0.0f));
	vBufferTemp = meshX->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4::RED;
	}
	nodeX->AttachChild(meshX);

	// y
	PX2::Node *nodeY = new0 PX2::Node;
	nodeX->SetName("Rolate_Y");

	VertexBuffer *vBufferY = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaY(vf, vBufferY);

	vbaY.Position<Float3>(0) = Float3(0.0f, 0.25f, 0.0f);
	vbaY.Position<Float3>(1) = Float3(0.0f, 1.125f, 0.0f);
	vbaY.Color<Float4>(0, 0) = Float4::GREEN;
	vbaY.Color<Float4>(0, 1) = Float4::GREEN;

	vbaY.Position<Float3>(2) = Float3(0.0f, 0.5f, 0.0f);
	vbaY.Position<Float3>(3) = Float3(0.5f, 0.5f, 0.0f);
	vbaY.Color<Float4>(0, 2) = Float4::GREEN;
	vbaY.Color<Float4>(0, 3) = Float4::GREEN;

	vbaY.Position<Float3>(4) = Float3(0.0f, 0.5f, 0.0f);
	vbaY.Position<Float3>(5) = Float3(0.0f, 0.5f, 0.5f);
	vbaY.Color<Float4>(0, 4) = Float4::GREEN;
	vbaY.Color<Float4>(0, 5) = Float4::GREEN;

	Polysegment *polysegmentY = new0 PX2::Polysegment(vf, vBufferY,
		false);
	polysegmentY->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeY->AttachChild(polysegmentY);

	TriMesh *meshY = stdMesh.Cylinder(axisSamples, radialSamples, radial,
		height, false);
	meshY->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	meshY->LocalTransform.SetRotate(HMatrix().MakeRotation(AVector::UNIT_X,
		Mathf::HALF_PI));
	meshY->LocalTransform.SetTranslate(APoint(0.0f, 1.125f, 0.0f));
	vBufferTemp = meshY->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4(0.0f, 1.0f, 0.0f, 1.0f);
	}
	nodeY->AttachChild(meshY);

	// z
	PX2::Node *nodeZ = new0 PX2::Node();
	nodeX->SetName("Rolate_Z");

	VertexBuffer *vBufferZ = new0 VertexBuffer(6, vf->GetStride());
	VertexBufferAccessor vbaZ(vf, vBufferZ);

	vbaZ.Position<Float3>(0) = Float3(0.0f, 0.0f, 0.25f);
	vbaZ.Position<Float3>(1) = Float3(0.0f, 0.0f, 1.125f);
	vbaZ.Color<Float4>(0, 0) = Float4::BLUE;
	vbaZ.Color<Float4>(0, 1) = Float4::BLUE;

	vbaZ.Position<Float3>(2) = Float3(0.0f, 0.0f, 0.5f);
	vbaZ.Position<Float3>(3) = Float3(0.5f, 0.0f, 0.5f);
	vbaZ.Color<Float4>(0, 2) = Float4::BLUE;
	vbaZ.Color<Float4>(0, 3) = Float4::BLUE;

	vbaZ.Position<Float3>(4) = Float3(0.0f, 0.0f, 0.5f);
	vbaZ.Position<Float3>(5) = Float3(0.0f, 0.5f, 0.5f);
	vbaZ.Color<Float4>(0, 4) = Float4::BLUE;
	vbaZ.Color<Float4>(0, 5) = Float4::BLUE;

	Polysegment *polysegmentZ = new0 PX2::Polysegment(vf, vBufferZ,
		false);
	polysegmentZ->SetMaterialInstance(
		VertexColor4Material::CreateUniqueInstance());
	nodeZ->AttachChild(polysegmentZ);

	TriMesh *meshZ = stdMesh.Cylinder(axisSamples, radialSamples, radial,
		height, false);
	meshZ->SetMaterialInstance(VertexColor4Material::CreateUniqueInstance());
	meshZ->LocalTransform.SetTranslate(APoint(.0f, 0.0f, 1.125f));
	vBufferTemp = meshZ->GetVertexBuffer();
	vbaTemp.ApplyTo(vf, vBufferTemp);
	for (int i = 0; i < vBufferTemp->GetNumElements(); i++)
	{
		vbaTemp.Color<Float4>(0, i) = Float4::BLUE;
	}
	nodeZ->AttachChild(meshZ);

	// XYZ
	node->AttachChild(nodeX);
	node->AttachChild(nodeY);
	node->AttachChild(nodeZ);

	return node;
}
//----------------------------------------------------------------------------
void EditRenderView_TimeLine::_RefreshGrid(bool doScale)
{
	Polysegment *gird = PX2_EDIT.GetTimeLineEdit()->GetGridPoly();

	PX2_UNUSED(doScale);

	int width = (int)mSize.Width;
	int height = (int)mSize.Height;

	if (width <= 0 && height <= 0) return;

	Camera *camera = mUIViewGrid->GetCamera();
	APoint pos = camera->GetPosition();
	float dMin = 0.0f;
	float dMax = 0.0f;
	float uMin = 0.0f;
	float uMax = 0.0f;
	float rMin = 0.0f;
	float rMax = 0.0f;
	camera->GetFrustum(dMin, dMax, uMin, uMax, rMin, rMax);
	if (0.0f == rMax || 0.0f == uMax || 0.0f == dMax) return;

	float inLength = rMax - rMin;
	float outLength = uMax - uMin;
	inLength = Mathf::FAbs(inLength);
	outLength = Mathf::FAbs(outLength);

	mPixelOverCamIn = width / inLength;
	mPixelOverCamOut = height / outLength;

	int minPixelsPerInGrid = 35;
	int minPixelsPerOutGrid = 25;
	float minGridSpacing = 0.001f;

	int gridNum = 0;
	float inGridSpacing = minGridSpacing;
	while (inGridSpacing*mPixelOverCamIn < minPixelsPerInGrid)
	{
		inGridSpacing = minGridSpacing * _GetGridSpacing(gridNum);
		gridNum++;
	}
	mUPerGrid = inGridSpacing;

	gridNum = 0;
	float outGridSpacing = minGridSpacing;
	while (outGridSpacing*mPixelOverCamOut < minPixelsPerOutGrid)
	{
		outGridSpacing = minGridSpacing * _GetGridSpacing(gridNum);
		gridNum++;
	}
	mVPerGrid = outGridSpacing;

	mXStart = pos.X() + rMin;
	mXEnd = pos.X() + rMax;
	mZStart = pos.Z() + uMin;
	mZEnd = pos.Z() + uMax;

	Float3 gray(0.62f, 0.62f, 0.62f);
	int segNum = 0;
	mFontStrs.clear();
	int iTemp = 4;
	int zTemp = 4;

	VertexBufferAccessor vba(gird);
	float zPosTemp = 0.0f;
	while (zPosTemp < mZEnd)
	{
		zPosTemp += mVPerGrid;

		vba.Position<Float3>(2 * segNum) = Float3(mXStart, 1.0f, zPosTemp);
		vba.Color<Float3>(0, 2 * segNum) = gray;
		vba.Position<Float3>(2 * segNum + 1) = Float3(mXEnd, 1.0f, zPosTemp);
		vba.Color<Float3>(0, 2 * segNum + 1) = gray;

		mRenderer->SetCamera(mUIViewGrid->GetCamera());
		Vector2f scrv = mUIViewGrid->PointWorldToViewPort(APoint(0.0f, 0.0f, zPosTemp));
		FontStr fs;
		fs.x = iTemp + (int)mLeftWidth;
		fs.y = height - (int)scrv.Y();
		fs.str = StringHelp::FloatToString(zPosTemp);
		mFontStrs.push_back(fs);

		segNum++;
	}
	zPosTemp = 0.0f;
	while (zPosTemp > mZStart)
	{
		zPosTemp -= mVPerGrid;

		vba.Position<Float3>(2 * segNum) = Float3(mXStart, 1.0f, zPosTemp);
		vba.Color<Float3>(0, 2 * segNum) = gray;
		vba.Position<Float3>(2 * segNum + 1) = Float3(mXEnd, 1.0f, zPosTemp);
		vba.Color<Float3>(0, 2 * segNum + 1) = gray;

		Vector2f scrv = mUIViewGrid->PointWorldToViewPort(APoint(0.0f, 0.0f,
			zPosTemp));
		FontStr fs;
		fs.x = iTemp + (int)mLeftWidth;
		fs.y = height - (int)scrv.Y();
		fs.str = StringHelp::FloatToString(zPosTemp);
		mFontStrs.push_back(fs);

		segNum++;
	}
	float xPosTemp = 0.0f;
	while (xPosTemp < mXEnd)
	{
		xPosTemp += mUPerGrid;

		vba.Position<Float3>(2 * segNum) = Float3(xPosTemp, 1.0f, mZStart);
		vba.Color<Float3>(0, 2 * segNum) = gray;
		vba.Position<Float3>(2 * segNum + 1) = Float3(xPosTemp, 1.0f, mZEnd);
		vba.Color<Float3>(0, 2 * segNum + 1) = gray;

		Vector2f scrv = mUIViewGrid->PointWorldToViewPort(APoint(xPosTemp, 0.0f, 0.0f));
		FontStr fs;
		fs.x = (int)scrv.X() + iTemp;
		fs.y = height - zTemp;
		fs.str = StringHelp::FloatToString(xPosTemp);
		mFontStrs.push_back(fs);

		segNum++;
	}
	xPosTemp = 0.0f;
	while (xPosTemp > mXStart)
	{
		xPosTemp -= mUPerGrid;

		vba.Position<Float3>(2 * segNum) = Float3(xPosTemp, 1.0f, mZStart);
		vba.Color<Float3>(0, 2 * segNum) = gray;
		vba.Position<Float3>(2 * segNum + 1) = Float3(xPosTemp, 1.0f, mZEnd);
		vba.Color<Float3>(0, 2 * segNum + 1) = gray;

		Vector2f scrv = mUIViewGrid->PointWorldToViewPort(APoint(xPosTemp, 0.0f,
			0.0f));
		FontStr fs;
		fs.x = (int)scrv.X() + iTemp;
		fs.y = height - zTemp;
		fs.str = StringHelp::FloatToString(xPosTemp);
		mFontStrs.push_back(fs);

		segNum++;
	}

	Float3 zeroLineColorRed = Float3::MakeColor(150, 28, 36);
	Float3 zeroLineColorBlue = Float3::MakeColor(63, 72, 175);

	vba.Position<Float3>(2 * segNum) = Float3(mXStart, 1.0f, 0.0f);
	vba.Color<Float3>(0, 2 * segNum) = zeroLineColorRed;
	vba.Position<Float3>(2 * segNum + 1) = Float3(mXEnd, 1.0f, 0.0f);
	vba.Color<Float3>(0, 2 * segNum + 1) = zeroLineColorRed;
	segNum++;
	vba.Position<Float3>(2 * segNum) = Float3(0.0f, 1.0f, mZStart);
	vba.Color<Float3>(0, 2 * segNum) = zeroLineColorBlue;
	vba.Position<Float3>(2 * segNum + 1) = Float3(0.0f, 1.0f, mZEnd);
	vba.Color<Float3>(0, 2 * segNum + 1) = zeroLineColorBlue;
	segNum++;

	Vector2f scrv = mUIViewGrid->PointWorldToViewPort(APoint::ORIGIN);
	FontStr fs;
	fs.x = iTemp + (int)mLeftWidth;
	fs.y = height - (int)scrv.Y();
	fs.str = "0.0";
	mFontStrs.push_back(fs);

	FontStr fs1;
	fs1.x = (int)scrv.X() + iTemp;
	fs1.y = height - zTemp;
	fs1.str = "0.0";
	mFontStrs.push_back(fs1);

	gird->SetNumSegments(segNum);

	gird->UpdateModelSpace(Renderable::GU_MODEL_BOUND_ONLY);

	if (mRenderer) mRenderer->Update(gird->GetVertexBuffer());

	if (doScale)
	{
		float rWidth = 2.0f * rMax;
		float scaleX = rWidth / 22.5f;

		float uHeight = 2.0f * uMax;
		float scaleZ = uHeight / (((float)mSize.Height / (float)mSize.Width)*22.5f);
		PX2_EDIT.GetTimeLineEdit()->SetCtrlsScale(Float2(scaleX, scaleZ));
	}
}
//----------------------------------------------------------------------------
void FreeFormDeformation::CreatePolylines ()
{
    // Generate the polylines that connect adjacent control points.
    mPolysegmentRoot = new0 Node();
    mTrnNode->AttachChild(mPolysegmentRoot);

    VertexColor3Effect* effect = new0 VertexColor3Effect();
    VertexFormat* vformat = VertexFormat::Create(2,
        VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
        VertexFormat::AU_COLOR, VertexFormat::AT_FLOAT3, 0);
    int vstride = vformat->GetStride();

    VertexBufferAccessor vba;
    VertexBuffer* vbuffer;
    Polysegment* segment;

    int i0, i1, i2;
    for (i0 = 0; i0 < mQuantity; ++i0)
    {
        for (i1 = 0; i1 < mQuantity; ++i1)
        {
            for (i2 = 0; i2 < mQuantity-1; ++i2)
            {
                vbuffer = new0 VertexBuffer(2, vstride);
                vba.ApplyTo(vformat, vbuffer);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0, i1, i2+1);
                vba.Color<Float3>(0, 0) = Float3(0.0f, 0.0f, 0.75f);
                vba.Color<Float3>(0, 1) = Float3(0.0f, 0.0f, 0.75f);
                segment = new0 Polysegment(vformat, vbuffer, true);
                segment->SetEffectInstance(effect->CreateInstance());
                mPolysegmentRoot->AttachChild(segment);
            }
        }

        for (i2 = 0; i2 < mQuantity; ++i2)
        {
            for (i1 = 0; i1 < mQuantity-1; ++i1)
            {
                vbuffer = new0 VertexBuffer(2, vstride);
                vba.ApplyTo(vformat, vbuffer);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0, i1+1, i2);
                vba.Color<Float3>(0, 0) = Float3(0.0f, 0.75f, 0.0f);
                vba.Color<Float3>(0, 1) = Float3(0.0f, 0.75f, 0.0f);
                segment = new0 Polysegment(vformat, vbuffer, true);
                segment->SetEffectInstance(effect->CreateInstance());
                mPolysegmentRoot->AttachChild(segment);
            }
        }
    }

    for (i0 = 0; i0 < mQuantity-1; ++i0)
    {
        for (i1 = 0; i1 < mQuantity; ++i1)
        {
            for (i2 = 0; i2 < mQuantity; ++i2)
            {
                vbuffer = new0 VertexBuffer(2, vstride);
                vba.ApplyTo(vformat, vbuffer);
                vba.Position<Vector3f>(0) =
                    mVolume->GetControlPoint(i0, i1, i2);
                vba.Position<Vector3f>(1) =
                    mVolume->GetControlPoint(i0+1, i1, i2);
                vba.Color<Float3>(0,0) = Float3(0.75f, 0.0f, 0.0f);
                vba.Color<Float3>(0,1) = Float3(0.75f, 0.0f, 0.0f);
                segment = new0 Polysegment(vformat, vbuffer, true);
                segment->SetEffectInstance(effect->CreateInstance());
                mPolysegmentRoot->AttachChild(segment);
            }
        }
    }
}