コード例 #1
0
ファイル: mtm_envlight.cpp プロジェクト: MassW/OpenMaya
void mtmEnvLight::draw( M3dView & view, const MDagPath & /*path*/, 
							 M3dView::DisplayStyle style,
							 M3dView::DisplayStatus status )
{ 
	// Get the size
	//
	//MObject thisNode = thisMObject();
	//MPlug plug( thisNode, size );
	//MDistance sizeVal;
	//plug.getValue( sizeVal );

	//float multiplier = (float) sizeVal.asCentimeters();

	view.beginGL(); 
	float size2 = 0.7f * .5f;
	float scale = 2.0f;

	if ( ( style == M3dView::kFlatShaded ) || 
		 ( style == M3dView::kGouraudShaded ) ) 
	{  
		// Push the color settings
		// 
		glPushAttrib( GL_CURRENT_BIT );

		if ( status == M3dView::kActive ) {
			view.setDrawColor( 13, M3dView::kActiveColors );
		} else {
			view.setDrawColor( 13, M3dView::kDormantColors );
		}  

		glBegin( GL_TRIANGLE_FAN );
	        int i;
			int last = mtmCount - 1;
			for ( i = 0; i < last; ++i ) {
				glVertex3f( (mtm[i][0] - size2) * scale,
							(mtm[i][1]) * scale,
							(mtm[i][2] - .15f) * scale );
			} 
		glEnd();
		glPopAttrib();
	}

	// Draw the outline of the foot
	//
	glBegin( GL_LINES );
	    int i;
	    int last = mtmCount - 1;
	    for ( i = 0; i < last; ++i ) { 
				glVertex3f( (mtm[i][0] - size2) * scale,
							(mtm[i][1]),
							(mtm[i][2] - .15f) * scale );
				glVertex3f( (mtm[i+1][0] - size2) * scale,
							(mtm[i+1][1]),
							(mtm[i+1][2] - .15f) * scale );
		} 
	glEnd();
		

	view.endGL();
}
コード例 #2
0
void areaLightNode::draw(M3dView &view, const MDagPath &path, M3dView::DisplayStyle style, M3dView::DisplayStatus status)
{

	MColor drawColor;

	drawColor.set(MColor::kRGB,1,1,0,0.5);

	if (status==M3dView::kDormant)
	{
		drawColor.set(MColor::kRGB,1,0,0,0.5);
	}

	view.setDrawColor(drawColor);
	view.beginGL();
	glBegin(GL_LINES);
	    //these are useful
	    glVertex3f(-1.0f,-1.0f,0.0f);
		glVertex3f(-1.0f,1.0f,0.0f);

		glVertex3f(-1.0f,1.0f,0.0f);
		glVertex3f(1.0f,1.0f,0.0f);

		glVertex3f(1.0f,1.0f,0.0f);
		glVertex3f(1.0f,-1.0f,0.0f);

		glVertex3f(1.0f,-1.0f,0.0f);
		glVertex3f(-1.0f,-1.0f,0.0f);

		glVertex3f(0.0f,0.0f,0.0f);
		glVertex3f(0.0f,0.0f,-3.0f);

		glVertex3f(0.0f,0.0f,-3.0f);
		glVertex3f(0.0f,-0.1f,-2.8f);

		glVertex3f(0.0f,0.0f,-3.0f);
		glVertex3f(0.0f,0.1f,-2.8f);

		//these just for fun......
		glVertex3f(-0.3f,0.5f,0.0f);
		glVertex3f(-0.85f,-0.3f,0.0f);

		glVertex3f(0.3f,0.5f,0.0f);
		glVertex3f(0.85f,-0.3f,0.0f);

		glVertex3f(-0.4f,-1.0f,0.0f);
		glVertex3f(-0.4f,-0.2f,0.0f);

		glVertex3f(-0.4f,-0.2f,0.0f);
		glVertex3f(0.4f,-0.2f,0.0f);

		glVertex3f(0.4f,-0.2f,0.0f);
		glVertex3f(0.4f,-1.0f,0.0f);

	glEnd();
	view.endGL();

}
コード例 #3
0
//MStatus pointLightNode::compute(const MPlug &plug, MDataBlock &data)
//{
//	MStatus stat;
//	return stat=MStatus::kSuccess;
//}
void pointLightNode::draw(M3dView &view, const MDagPath &path, M3dView::DisplayStyle style, M3dView::DisplayStatus status)
{
	MColor drawColor;

	drawColor.set(MColor::kRGB,1,1,0);

	if (status==M3dView::kDormant)
	{
		drawColor.set(MColor::kRGB,1,0,0);
	}
	if (status==M3dView::kTemplate)
	{
		drawColor.set(MColor::kRGB,0,1,0);
	}
	view.setDrawColor(drawColor);
	view.beginGL();
	glBegin(GL_LINES);
	                        glVertex3f(0.0f,0.1f,0.0f);
		                    glVertex3f(0.1f,0.0f,0.0f);

							glVertex3f(0.0f,0.1f,0.0f);
		                    glVertex3f(-0.1f,0.0f,0.0f);

							glVertex3f(0.0f,0.1f,0.0f);
		                    glVertex3f(0.0f,0.0f,0.1f);

							glVertex3f(0.0f,0.1f,0.0f);
		                    glVertex3f(0.0f,0.0f,-0.1f);

							glVertex3f(0.0f,-0.1f,0.0f);
		                    glVertex3f(0.1f,0.0f,0.0f);

							glVertex3f(0.0f,-0.1f,0.0f);
		                    glVertex3f(-0.1f,0.0f,0.0f);

							glVertex3f(0.0f,-0.1f,0.0f);
		                    glVertex3f(0.0f,0.0f,0.1f);

							glVertex3f(0.0f,-0.1f,0.0f);
		                    glVertex3f(0.0f,0.0f,-0.1f);

							glVertex3f(-0.1f,0.0f,0.0f);
		                    glVertex3f(0.0f,0.0f,0.1f);

							glVertex3f(0.0f,0.0f,0.1f);
		                    glVertex3f(0.1f,0.0f,0.0f);

							glVertex3f(0.1f,0.0f,0.0f);
		                    glVertex3f(0.0f,0.0f,-0.1f);

							glVertex3f(0.0f,0.0f,-0.1f);
		                    glVertex3f(-0.1f,0.0f,0.0f);


    glEnd();
	view.endGL();
}
コード例 #4
0
void curvedArrows::drawEdgeLoop( M3dView &view, M3dView::DisplayStatus status )
{
	glPushAttrib( GL_CURRENT_BIT ); 
	if ( status == M3dView::kActive ) {
		view.setDrawColor( 13, M3dView::kActiveColors );
	} else {
		view.setDrawColor( 13, M3dView::kDormantColors );
	}  
	glBegin( GL_LINE_LOOP ); 
	
	unsigned int i; 
	for ( i = 0; i < fsEdgeLoopSize; i ++ ) { 
		glVertex3d( fsVertexList[fsEdgeLoop[i]][0], 
					fsVertexList[fsEdgeLoop[i]][1],
					fsVertexList[fsEdgeLoop[i]][2]);
	}
	glEnd(); 
	glPopAttrib();
}
コード例 #5
0
//- This method draw this locator in current scene by calling openGL functions
//		view -- 3D view that is being drawn into 
//		path -- path to this locator in the DAG 
//		style -- style to draw object in 
//		status -- selection status of object 
//
void arrowLocator::draw(M3dView &view,const MDagPath & path,M3dView::DisplayStyle style, M3dView::DisplayStatus status)
{
	MObject thisNode = thisMObject();

	//- We're in the draw routine, not the compute method
	//- therefore it is safe to grab plugs in the following way and
	//- get/set values.  You would never do something like this in
	//- the compute method because it might start a cycle in the
	//- graph.  Here we just need the value of our winddirection
	//- plug so that we can draw our arrow pointing the right way.
	MPlug wdPlug(thisNode, windDirection);
	MAngle angle;
	wdPlug.getValue(angle);

	//- Start drawing by OpenGL
	view.beginGL(); 
	
	//- If the drawing style is shaded, set color and draw opaque shape
	if ( ( style == M3dView::kFlatShaded ) || ( style == M3dView::kGouraudShaded ) ) 
	{
		//- Push to save current color settings
		glPushAttrib( GL_CURRENT_BIT );
		if ( status == M3dView::kActive ) 
		{
			view.setDrawColor( 13, M3dView::kActiveColors );
		}
		else
		{
			view.setDrawColor( 13, M3dView::kDormantColors );
		}  

		//- Push the old matrix on the stack, rotate the current one,
		//- draw the shape, then pop the old matrix off the stack for
		//- maya to use again.
		glPushMatrix();
		glRotated(-angle.asDegrees(), 0.0, 1.0, 0.0);
			glBegin( GL_TRIANGLE_FAN );
			glVertex3f(arrow[0][0],arrow[0][1],arrow[0][2]);
			glVertex3f(arrow[1][0],arrow[1][1],arrow[1][2]);
			glVertex3f(arrow[2][0],arrow[2][1],arrow[2][2]);
			glEnd();

			glBegin( GL_TRIANGLE_FAN );
			glVertex3f(arrow[2][0],arrow[2][1],arrow[2][2]);
			glVertex3f(arrow[3][0],arrow[3][1],arrow[3][2]);
			glVertex3f(arrow[0][0],arrow[0][1],arrow[0][2]);
			glEnd();
		glPopMatrix();

		glPopAttrib();
	}

	//- Draw the outline of the arrow shape
	glPushMatrix();
	glRotated(-angle.asDegrees(), 0.0, 1.0, 0.0);
	glBegin( GL_LINE_STRIP);
	glVertex3f(arrow[0][0],arrow[0][1],arrow[0][2]);
	glVertex3f(arrow[1][0],arrow[1][1],arrow[1][2]);
	glVertex3f(arrow[2][0],arrow[2][1],arrow[2][2]);
	glEnd();

	glBegin( GL_LINE_STRIP );
	glVertex3f(arrow[2][0],arrow[2][1],arrow[2][2]);
	glVertex3f(arrow[3][0],arrow[3][1],arrow[3][2]);
	glVertex3f(arrow[0][0],arrow[0][1],arrow[0][2]);
	glEnd();
	glPopMatrix();

	view.endGL();
}
コード例 #6
0
void sphereLightNode::draw(M3dView &view, const MDagPath &path, M3dView::DisplayStyle style, M3dView::DisplayStatus status)
{
	MFnDagNode sphereFn(thisMObject());
	MPlug radiusPlug=sphereFn.findPlug(sphereRadius);
	float radius;
	radiusPlug.getValue(radius);

	MColor drawColor;

	drawColor.set(MColor::kRGB,1,1,0);

	if (status==M3dView::kDormant)
	{
		drawColor.set(MColor::kRGB,1,0,0);
	}
	if (status==M3dView::kTemplate)
	{
		drawColor.set(MColor::kRGB,0,1,0);
	}
	view.setDrawColor(drawColor);
	MFloatVectorArray points(36);
	for (int i=0; i<36; i++)
	{
		float sphereArc=i*10*PI/180;
		points[i].x=radius*sin(sphereArc);
		points[i].y=radius*cos(sphereArc);
		points[i].z=0.0;
	}
	view.beginGL();
	glBegin(GL_LINE_LOOP);
	    for(int i=0;i<36;i++)
		{
			glVertex3f(points[i].x,points[i].y,0.0);
		}
	glEnd();

	glBegin(GL_LINE_LOOP);
	for(int i=0;i<36;i++)
	{
		glVertex3f(points[i].x,(points[i].y)*cos(60*PI/180),(points[i].y)*sin(60*PI/180));
	}
	glEnd();

	glBegin(GL_LINE_LOOP);
	for(int i=0;i<36;i++)
	{
		glVertex3f(points[i].x,(points[i].y)*cos(60*PI/180),-(points[i].y)*sin(60*PI/180));
	}
	glEnd();

	glBegin(GL_LINE_LOOP);
	for(int i=0;i<36;i++)
	{
		glVertex3f((points[i].x)*sin(60*PI/180),points[i].y,(points[i].x)*cos(60*PI/180));
	}
	glBegin(GL_LINE_LOOP);
	for(int i=0;i<36;i++)
	{
		glVertex3f(-(points[i].x)*sin(60*PI/180),points[i].y,(points[i].x)*cos(60*PI/180));
	}
	glEnd();

	view.endGL();



}
コード例 #7
0
ファイル: footPrintNode.cpp プロジェクト: BigRoy/Maya-devkit
// called by legacy default viewport
void footPrint::draw( M3dView & view, const MDagPath & /*path*/,
							 M3dView::DisplayStyle style,
							 M3dView::DisplayStatus status )
{
	// Get the size
	//
	MObject thisNode = thisMObject();
	MPlug plug( thisNode, size );
	MDistance sizeVal;
	plug.getValue( sizeVal );

	float multiplier = (float) sizeVal.asCentimeters();

	view.beginGL();


	if ( ( style == M3dView::kFlatShaded ) ||
		 ( style == M3dView::kGouraudShaded ) )
	{ 
		// Push the color settings
		//
		glPushAttrib( GL_CURRENT_BIT );

		if ( status == M3dView::kActive ) {
			view.setDrawColor( 13, M3dView::kActiveColors );
		} else {
			view.setDrawColor( 13, M3dView::kDormantColors );
		}

		glBegin( GL_TRIANGLE_FAN );
	        int i;
			int last = soleCount - 1;
			for ( i = 0; i < last; ++i ) {
				glVertex3f( sole[i][0] * multiplier,
							sole[i][1] * multiplier,
							sole[i][2] * multiplier );
			}
		glEnd();
		glBegin( GL_TRIANGLE_FAN );
			last = heelCount - 1;
			for ( i = 0; i < last; ++i ) {
				glVertex3f( heel[i][0] * multiplier,
							heel[i][1] * multiplier,
							heel[i][2] * multiplier );
			}
		glEnd();

		glPopAttrib();
	}

	// Draw the outline of the foot
	//
	glBegin( GL_LINES );
	    int i;
	    int last = soleCount - 1;
	    for ( i = 0; i < last; ++i ) {
			glVertex3f( sole[i][0] * multiplier,
						sole[i][1] * multiplier,
						sole[i][2] * multiplier );
			glVertex3f( sole[i+1][0] * multiplier,
						sole[i+1][1] * multiplier,
						sole[i+1][2] * multiplier );
		}
		last = heelCount - 1;
	    for ( i = 0; i < last; ++i ) {
			glVertex3f( heel[i][0] * multiplier,
						heel[i][1] * multiplier,
						heel[i][2] * multiplier );
			glVertex3f( heel[i+1][0] * multiplier,
						heel[i+1][1] * multiplier,
						heel[i+1][2] * multiplier );
		}
	glEnd();


	view.endGL();

	// Draw the name of the footPrint
	view.setDrawColor( MColor( 0.1f, 0.8f, 0.8f, 1.0f ) );
	view.drawText( MString("Footprint"), MPoint( 0.0, 0.0, 0.0 ), M3dView::kCenter );
}
コード例 #8
0
void EntityInstanceNode::draw( M3dView & view, const MDagPath & path, M3dView::DisplayStyle style, M3dView::DisplayStatus status ) 
{ 
    MStatus stat;

    // Check whether need to redo points
    if (s_PointerPoints.length())
    {
        if (s_PointerYUp != MGlobal::isYAxisUp())
        {
            // Store the up axis
            s_PointerYUp = MGlobal::isYAxisUp();

            // Points are for Y-UP
            float pointerVerts[][4] =
            {
                {-200, -100,   0, 1},
                {-200,    0, 100, 1},
                {-200,    0, 100, 1},
                {-200,  100,   0, 1},
                {-200,  100,   0, 1},
                {   0,    0,   0, 1},
                {   0,    0,   0, 1},
                {-200, -100,   0, 1},
                {-200,    0, 100, 1},
                {   0,    0,   0, 1},
                {-200, -100,   0, 1},
                {-200,  100,   0, 1}
            };

            s_PointerPoints = MPointArray(pointerVerts, 12); 

            // Flip the points if Y-Up
            if (s_PointerYUp) 
            {
                for(unsigned i = 0; i < s_PointerPoints.length(); ++i) 
                {
                    MPoint p = s_PointerPoints[i];
                    s_PointerPoints[i].x = p.y;
                    s_PointerPoints[i].y = p.z;
                    s_PointerPoints[i].z = p.x;
                }
            }
        }
    }

    // Go ahead and draw pointer selected if this instance is selected
    switch (status)
    {
    case M3dView::kDormant:
        {
            stat = view.setDrawColor(s_DrawColor);
            MErr(stat, "Unable to do: view.setDrawColor");
            break;
        }

    case M3dView::kTemplate:
        {
            MColor templateColor = view.templateColor(&stat);
            MErr(stat, "Unable to do: view.templateColor");
            stat = view.setDrawColor(templateColor);
            MErr(stat, "Unable to do: view.setDrawColor");
            break;
        }

    default:
        {
            stat = view.setDrawColor(15, M3dView::kActiveColors);
            MErr(stat, "Unable to do: view.setDrawColor"); 
            break;
        }
    }

    glPushMatrix();
    {
        glBegin( GL_LINES );
        {
            u32 len = s_PointerPoints.length();
            for( unsigned i = 0; i < len; i += 2 ) 
            {
                glVertex3f((GLfloat)s_PointerPoints[i].x,   (GLfloat)s_PointerPoints[i].y,   (GLfloat)s_PointerPoints[i].z);
                glVertex3f((GLfloat)s_PointerPoints[i+1].x, (GLfloat)s_PointerPoints[i+1].y, (GLfloat)s_PointerPoints[i+1].z);
            }
        }
        glEnd();
    }
    glPopMatrix();
}
コード例 #9
0
ファイル: point.cpp プロジェクト: theRussetPotato/rnd
void Point::draw(M3dView& view, const MDagPath& mdag_path, 
				 M3dView::DisplayStyle display_style, 
				 M3dView::DisplayStatus display_status) {
	
	MObject self = thisMObject();
	
	int display = MPlug(self, input_display).asInt();
	if (display == 0) {
		return;
	}

	int use_box = MPlug(self, input_box).asInt();
	int use_cross = MPlug(self, input_cross).asInt();
	int use_tick = MPlug(self, input_tick).asInt();
	int use_axis = MPlug(self, input_axis).asInt();
	int color_index = MPlug(self, input_color).asInt();
	
	float tx = MPlug(self, Point::localPositionX).asFloat();
	float ty = MPlug(self, Point::localPositionY).asFloat();
	float tz = MPlug(self, Point::localPositionZ).asFloat();

	float sx = MPlug(self, Point::localScaleX).asFloat();
	float sy = MPlug(self, Point::localScaleY).asFloat();
	float sz = MPlug(self, Point::localScaleZ).asFloat();
	
	MColor color;
	switch (display_status) {
	case M3dView::kActive:
		color = MColor(1.0f, 1.0f, 1.0f);
		break;
	case M3dView::kLead:
		color = MColor(0.26f, 1.0f, 0.64f);
		break;
	case M3dView::kActiveAffected:
		color = MColor(0.783999979496f, 0.0f, 0.783999979496f);
		break;
	case M3dView::kTemplate:
		color = MColor(0.469999998808f, 0.469999998808f, 0.469999998808f);
		break;
	case M3dView::kActiveTemplate:
		color = MColor(1.0f, 0.689999997616f, 0.689999997616f);
		break;
	default:
		color = colors[color_index];
	}
	
	view.beginGL();
	
	if (use_axis == 1) {
		view.setDrawColor(MColor(1.0, 0, 0));
		view.drawText("x", MPoint(sx + tx, ty, tz), M3dView::kCenter);

		view.setDrawColor(MColor(0, 1.0, 0));
		view.drawText("y", MPoint(tx, sy + ty, tz), M3dView::kCenter);

		view.setDrawColor(MColor(0, 0, 1.0));
		view.drawText("z", MPoint(tx, ty, sz + tz), M3dView::kCenter);
	}

	glPushAttrib(GL_CURRENT_BIT);
	glEnable(GL_BLEND);
	glBegin(GL_LINES);

	if (use_box == 1) {
		glColor3f(color.r, color.g, color.b);

		// Top
		glVertex3f(-sx + tx, sy + ty, -sz + tz);
		glVertex3f(sx + tx, sy + ty, -sz + tz);

		glVertex3f(sx + tx, sy + ty, -sz + tz);
		glVertex3f(sx + tx, sy + ty, sz + tz);

		glVertex3f(sx + tx, sy + ty, sz + tz);
		glVertex3f(-sx + tx, sy + ty, sz + tz);

		glVertex3f(-sx + tx, sy + ty, sz + tz);
		glVertex3f(-sx + tx, sy + ty, -sz + tz);

		// Bottom
		glVertex3f(-sx + tx, -sy + ty, -sz + tz);
		glVertex3f(sx + tx, -sy + ty, -sz + tz);

		glVertex3f(sx + tx, -sy + ty, -sz + tz);
		glVertex3f(sx + tx, -sy + ty, sz + tz);

		glVertex3f(sx + tx, -sy + ty, sz + tz);
		glVertex3f(-sx + tx, -sy + ty, sz + tz);

		glVertex3f(-sx + tx, -sy + ty, sz + tz);
		glVertex3f(-sx + tx, -sy + ty, -sz + tz);

		// Left
		glVertex3f(-sx + tx, -sy + ty, -sz + tz);
		glVertex3f(-sx + tx, sy + ty, -sz + tz);

		glVertex3f(-sx + tx, sy + ty, -sz + tz);
		glVertex3f(-sx + tx, sy + ty, sz + tz);

		glVertex3f(-sx + tx, sy + ty, sz + tz);
		glVertex3f(-sx + tx, -sy + ty, sz + tz);

		glVertex3f(-sx + tx, -sy + ty, sz + tz);
		glVertex3f(-sx + tx, -sy + ty, -sz + tz);

		// Right
		glVertex3f(sx + tx, -sy + ty, -sz + tz);
		glVertex3f(sx + tx, sy + ty, -sz + tz);

		glVertex3f(sx + tx, sy + ty, -sz + tz);
		glVertex3f(sx + tx, sy + ty, sz + tz);

		glVertex3f(sx + tx, sy + ty, sz + tz);
		glVertex3f(sx + tx, -sy + ty, sz + tz);

		glVertex3f(sx + tx, -sy + ty, sz + tz);
		glVertex3f(sx + tx, -sy + ty, -sz + tz);
	}

	if (use_cross == 1) {
		glColor3f(color.r, color.g, color.b);

		glVertex3f(tx, -sy + ty, tz);
		glVertex3f(tx, sy + ty, tz);

		glVertex3f(-sx + tx, ty, tz);
		glVertex3f(sx + tx, ty, tz);

		glVertex3f(tx, ty, -sz + tz);
		glVertex3f(tx, ty, sz + tz);
	}

	if (use_tick == 1) {
		glColor3f(color.r, color.g, color.b);

		glVertex3f((-sx*0.05f) + tx, (sy*0.05f) + ty, tz);
		glVertex3f((sx*0.05f) + tx, (-sy*0.05f) + ty, tz);

		glVertex3f((sx*0.05f) + tx, (sy*0.05f) + ty, tz);
		glVertex3f((-sx*0.05f) + tx, (-sy*0.05f) + ty, tz);

		glVertex3f(tx, (sy*0.05f) + ty, (-sz*0.05f) + tz);
		glVertex3f(tx, (-sy*0.05f) + ty, (sz*0.05f) + tz);

		glVertex3f(tx, (sy*0.05f) + ty, (sz*0.05f) + tz);
		glVertex3f(tx, (-sy*0.05f) + ty, (-sz*0.05f) + tz);

		glVertex3f((sx*0.05f) + tx, ty, (-sz*0.05f) + tz);
		glVertex3f((-sx*0.05f) + tx, ty, (sz*0.05f) + tz);

		glVertex3f((sx*0.05f) + tx, ty, (sz*0.05f) + tz);
		glVertex3f((-sx*0.05f) + tx, ty, (-sz*0.05f) + tz);
	}

	if (use_axis == 1) {
		glColor3f(color.r, color.g, color.b);

		if (display_status == M3dView::kDormant) {
			glColor3f(1.0f, 0.0f, 0.0f);
		}
		glVertex3f(tx, ty, tz);
		glVertex3f(sx + tx, ty, tz);

		if (display_status == M3dView::kDormant) {
			glColor3f(0.0f, 1.0f, 0.0f);
		}
		glVertex3f(tx, ty, tz);
		glVertex3f(tx, sy + ty, tz);

		if (display_status == M3dView::kDormant) {
			glColor3f(0.0f, 0.0f, 1.0f);
		}
		glVertex3f(tx, ty, tz);
		glVertex3f(tx, ty, sz + tz);
	}

	glEnd();
	glDisable(GL_BLEND);
	glPopAttrib();

	view.endGL();
}
コード例 #10
0
ファイル: cvColorNode.cpp プロジェクト: DimondTheCat/xray
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();
}
コード例 #11
0
void liqBoundingBoxLocator::draw( M3dView & view, 
                                  const MDagPath & path,
                                  M3dView::DisplayStyle style, 
                                  M3dView::DisplayStatus status )
{ 
	MFnDagNode dagFn( thisMObject() );
	MFnDagNode transFn( dagFn.parent( 0 ) );

	MStatus stat;

	bool drawBox( 0 );
	MPlug plug = dagFn.findPlug( "drawBox", stat );
	if ( stat == MS::kSuccess ) plug.getValue( drawBox );
	if ( !drawBox ) return;

	MDoubleArray bb( 6 );
	MGlobal::executeCommand( MString( "exactWorldBoundingBox " ) + transFn.fullPathName(), bb );

	pts = shared_array< MPoint >( new MPoint[ 8 ] );

	pts[0].x = bb[0];
	pts[0].y = bb[4];
	pts[0].z = bb[2];

	pts[1].x = bb[0];
	pts[1].y = bb[4];
	pts[1].z = bb[5];

	pts[2].x = bb[3];
	pts[2].y = bb[4];
	pts[2].z = bb[5];

	pts[3].x = bb[3];
	pts[3].y = bb[4];
	pts[3].z = bb[2];

	pts[4].x = bb[0];
	pts[4].y = bb[1];
	pts[4].z = bb[2];

	pts[5].x = bb[0];
	pts[5].y = bb[1];
	pts[5].z = bb[5];

	pts[6].x = bb[3];
	pts[6].y = bb[1];
	pts[6].z = bb[5];

	pts[7].x = bb[3];
	pts[7].y = bb[1];
	pts[7].z = bb[2];

	MMatrix m( path.inclusiveMatrix() );

	for( unsigned i( 0 ); i < 8; i++ )
		pts[i] *= m.inverse();

	// draw box
	view.beginGL();
	view.setDrawColor( MColor( .57f, 0, .57f ) );
	glPushAttrib( GL_CURRENT_BIT );

	glBegin(GL_LINE_STRIP);
	glVertex3f( (float)pts[0].x, (float)pts[0].y, (float)pts[0].z );
	glVertex3f( (float)pts[1].x, (float)pts[1].y, (float)pts[1].z );
	glVertex3f( (float)pts[2].x, (float)pts[2].y, (float)pts[2].z );
	glVertex3f( (float)pts[3].x, (float)pts[3].y, (float)pts[3].z );
	glVertex3f( (float)pts[0].x, (float)pts[0].y, (float)pts[0].z );
	glEnd();
	glBegin(GL_LINE_STRIP);
	glVertex3f( (float)pts[4].x, (float)pts[4].y, (float)pts[4].z );
	glVertex3f( (float)pts[5].x, (float)pts[5].y, (float)pts[5].z );
	glVertex3f( (float)pts[6].x, (float)pts[6].y, (float)pts[6].z );
	glVertex3f( (float)pts[7].x, (float)pts[7].y, (float)pts[7].z );
	glVertex3f( (float)pts[4].x, (float)pts[4].y, (float)pts[4].z );
	glEnd();
	glBegin(GL_LINE_STRIP);
	glVertex3f( (float)pts[0].x, (float)pts[0].y, (float)pts[0].z );
	glVertex3f( (float)pts[4].x, (float)pts[4].y, (float)pts[4].z );
	glEnd();
	glBegin(GL_LINE_STRIP);
	glVertex3f( (float)pts[1].x, (float)pts[1].y, (float)pts[1].z );
	glVertex3f( (float)pts[5].x, (float)pts[5].y, (float)pts[5].z );
	glEnd();
	glBegin(GL_LINE_STRIP);
	glVertex3f( (float)pts[2].x, (float)pts[2].y, (float)pts[2].z );
	glVertex3f( (float)pts[6].x, (float)pts[6].y, (float)pts[6].z );
	glEnd();
	glBegin(GL_LINE_STRIP);
	glVertex3f( (float)pts[3].x, (float)pts[3].y, (float)pts[3].z );
	glVertex3f( (float)pts[7].x, (float)pts[7].y, (float)pts[7].z );
	glEnd();
	view.endGL();
}
コード例 #12
0
ファイル: swissArmyManip.cpp プロジェクト: DimondTheCat/xray
void swissArmyLocator::draw(M3dView &view, const MDagPath &/*path*/, 
							M3dView::DisplayStyle style,
							M3dView::DisplayStatus status)
{ 
	// Get the size
	//
	MObject thisNode = thisMObject();

	MPlug plug(thisNode, aSize);
	MDistance sizeVal;
	plug.getValue(sizeVal);

	MPlug arrow1AnglePlug(thisNode, aArrow1Angle);
	MAngle arrow1Angle;
	arrow1AnglePlug.getValue(arrow1Angle);
	double angle1 = -arrow1Angle.asRadians() - 3.1415927/2.0;

	MPlug arrow3AnglePlug(thisNode, aArrow3Angle);
	MAngle arrow3Angle;
	arrow3AnglePlug.getValue(arrow3Angle);
	double angle3 = arrow3Angle.asRadians();

	MPlug statePlug(thisNode, aState);
	int state;
	statePlug.getValue(state);

	MPlug togglePlug(thisNode, aToggle);
	bool toggle;
	togglePlug.getValue(toggle);

	MPlug directionXPlug(thisNode, aArrow2DirectionX);
	MPlug directionYPlug(thisNode, aArrow2DirectionY);
	MPlug directionZPlug(thisNode, aArrow2DirectionZ);
	double dirX;
	double dirY;
	double dirZ;
	directionXPlug.getValue(dirX);
	directionYPlug.getValue(dirY);
	directionZPlug.getValue(dirZ);
	double angle2 = atan2(dirZ,dirX);
	angle2 += 3.1415927;

	float multiplier = (float) sizeVal.asCentimeters();

	view.beginGL(); 

	if ((style == M3dView::kFlatShaded) || 
		(style == M3dView::kGouraudShaded)) 
	{  
		// Push the color settings
		// 
		glPushAttrib(GL_CURRENT_BIT);

		if (status == M3dView::kActive) {
			view.setDrawColor(13, M3dView::kActiveColors);
		} else {
			view.setDrawColor(13, M3dView::kDormantColors);
		}  

		int i;
		int last;

		if (toggle) {
		if (status == M3dView::kActive)
			view.setDrawColor(15, M3dView::kActiveColors);
		else
			view.setDrawColor(15, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = centreCount - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f(centre[i][0] * multiplier,
						   centre[i][1] * multiplier,
						   centre[i][2] * multiplier);
			}
		glEnd();
		}

		if (state == 0) {
		if (status == M3dView::kActive)
			view.setDrawColor(19, M3dView::kActiveColors);
		else
			view.setDrawColor(19, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = state1Count - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f(state1[i][0] * multiplier,
						   state1[i][1] * multiplier,
						   state1[i][2] * multiplier);
			}
		glEnd();
		}

		if (state == 1) {
		if (status == M3dView::kActive)
			view.setDrawColor(21, M3dView::kActiveColors);
		else
			view.setDrawColor(21, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = state2Count - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f(state2[i][0] * multiplier,
						   state2[i][1] * multiplier,
						   state2[i][2] * multiplier);
			}
		glEnd();
		}

		if (state == 2) {
		if (status == M3dView::kActive)
			view.setDrawColor(18, M3dView::kActiveColors);
		else
			view.setDrawColor(18, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = state3Count - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f(state3[i][0] * multiplier,
						   state3[i][1] * multiplier,
						   state3[i][2] * multiplier);
			}
		glEnd();
		}

		if (state == 3) {
		if (status == M3dView::kActive)
			view.setDrawColor(17, M3dView::kActiveColors);
		else
			view.setDrawColor(17, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = state4Count - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f(state4[i][0] * multiplier,
						   state4[i][1] * multiplier,
						   state4[i][2] * multiplier);
			}
		glEnd();
		}

		if (status == M3dView::kActive)
			view.setDrawColor(12, M3dView::kActiveColors);
		else
			view.setDrawColor(12, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = arrow1Count - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f( (float) (- arrow1[i][0] * multiplier * cos(angle1) 
						   - arrow1[i][2] * multiplier * sin(angle1)),
						   (float) (arrow1[i][1] * multiplier + delta1),
						   (float) (arrow1[i][2] * multiplier * cos(angle1) -
						   arrow1[i][0] * multiplier * sin(angle1)));
			}
		glEnd();

		if (status == M3dView::kActive)
			view.setDrawColor(16, M3dView::kActiveColors);
		else
			view.setDrawColor(16, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = arrow2Count - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f( (float) (- arrow2[i][0] * multiplier * cos(angle2) 
						   - arrow2[i][2] * multiplier * sin(angle2)),
						   (float) (arrow2[i][1] * multiplier + delta2),
						   (float) (arrow2[i][2] * multiplier * cos(angle2) -
						   arrow2[i][0] * multiplier * sin(angle2)));
			}
		glEnd();

		if (status == M3dView::kActive)
			view.setDrawColor(13, M3dView::kActiveColors);
		else
			view.setDrawColor(13, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = arrow3Count - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f( (float) (- arrow3[i][0] * multiplier * cos(angle3) 
						   - arrow3[i][2] * multiplier * sin(angle3)),
						   (float) (arrow3[i][1] * multiplier + delta3),
						   (float) (arrow3[i][2] * multiplier * cos(angle3) -
						   arrow3[i][0] * multiplier * sin(angle3)));
			}
		glEnd();

		if (status == M3dView::kActive)
			view.setDrawColor(5, M3dView::kActiveColors);
		else
			view.setDrawColor(5, M3dView::kDormantColors);
		glBegin(GL_TRIANGLE_FAN);
			last = arrow4Count - 1;
			for (i = 0; i < last; ++i) {
				glVertex3f((float) (arrow4[i][0] * multiplier),
						   (float) (arrow4[i][1] * multiplier + delta4),
						   (float) (arrow4[i][2] * multiplier));
			}
		glEnd();

		glPopAttrib();
	}

	// Draw the outline of the locator
	//
	glBegin(GL_LINES);
	    int i;
		int last;

		if (toggle) {
		last = centreCount - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f(centre[i][0] * multiplier, 
					   centre[i][1] * multiplier, 
					   centre[i][2] * multiplier);
			glVertex3f(centre[i+1][0] * multiplier, 
					   centre[i+1][1] * multiplier, 
					   centre[i+1][2] * multiplier);
		}
		}

		if (state == 0) {
		last = state1Count - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f(state1[i][0] * multiplier, 
					   state1[i][1] * multiplier, 
					   state1[i][2] * multiplier);
			glVertex3f(state1[i+1][0] * multiplier, 
					   state1[i+1][1] * multiplier, 
					   state1[i+1][2] * multiplier);
		}
		}

		if (state == 1) {
		last = state2Count - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f(state2[i][0] * multiplier, 
					   state2[i][1] * multiplier, 
					   state2[i][2] * multiplier);
			glVertex3f(state2[i+1][0] * multiplier, 
					   state2[i+1][1] * multiplier, 
					   state2[i+1][2] * multiplier);
		}
		}

		if (state == 2) {
		last = state3Count - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f(state3[i][0] * multiplier, 
					   state3[i][1] * multiplier, 
					   state3[i][2] * multiplier);
			glVertex3f(state3[i+1][0] * multiplier, 
					   state3[i+1][1] * multiplier, 
					   state3[i+1][2] * multiplier);
		}
		}

		if (state == 3) {
		last = state4Count - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f(state4[i][0] * multiplier, 
					   state4[i][1] * multiplier, 
					   state4[i][2] * multiplier);
			glVertex3f(state4[i+1][0] * multiplier, 
					   state4[i+1][1] * multiplier, 
					   state4[i+1][2] * multiplier);
		}
		}

		last = arrow1Count - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f((float) (- arrow1[i][0] * multiplier * cos(angle1) 
					   - arrow1[i][2] * multiplier * sin(angle1)),
					   (float) (arrow1[i][1] * multiplier + delta1),
					   (float) (arrow1[i][2] * multiplier * cos(angle1) -
					   arrow1[i][0] * multiplier * sin(angle1)));
			glVertex3f((float) (- arrow1[i+1][0] * multiplier * cos(angle1) 
					   - arrow1[i+1][2] * multiplier * sin(angle1)),
					   (float) (arrow1[i+1][1] * multiplier + delta1),
					   (float) (arrow1[i+1][2] * multiplier * cos(angle1) -
					   arrow1[i+1][0] * multiplier * sin(angle1)));
		}

		last = arrow2Count - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f((float) (- arrow2[i][0] * multiplier * cos(angle2) 
					   - arrow2[i][2] * multiplier * sin(angle2)),
					   (float) (arrow2[i][1] * multiplier + delta2),
					   (float) (arrow2[i][2] * multiplier * cos(angle2) -
					   arrow2[i][0] * multiplier * sin(angle2)));
			glVertex3f((float) (- arrow2[i+1][0] * multiplier * cos(angle2) 
					   - arrow2[i+1][2] * multiplier * sin(angle2)),
					   (float) (arrow2[i+1][1] * multiplier + delta2),
					   (float) (arrow2[i+1][2] * multiplier * cos(angle2) -
					   arrow2[i+1][0] * multiplier * sin(angle2)));
		}

		last = arrow3Count - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f((float) (- arrow3[i][0] * multiplier * cos(angle3) 
					   - arrow3[i][2] * multiplier * sin(angle3)),
					   (float) (arrow3[i][1] * multiplier + delta3),
					   (float) (arrow3[i][2] * multiplier * cos(angle3) -
					   arrow3[i][0] * multiplier * sin(angle3)));
			glVertex3f((float) (- arrow3[i+1][0] * multiplier * cos(angle3) 
					   - arrow3[i+1][2] * multiplier * sin(angle3)),
					   (float) (arrow3[i+1][1] * multiplier + delta3),
					   (float) (arrow3[i+1][2] * multiplier * cos(angle3) -
					   arrow3[i+1][0] * multiplier * sin(angle3)));
		}

		last = arrow4Count - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f((float) (arrow4[i][0] * multiplier), 
					   (float) (arrow4[i][1] * multiplier + delta4), 
					   (float) (arrow4[i][2] * multiplier));
			glVertex3f((float) (arrow4[i+1][0] * multiplier), 
					   (float) (arrow4[i+1][1] * multiplier + delta4), 
					   (float) (arrow4[i+1][2] * multiplier));
		}

		last = perimeterCount - 1;
	    for (i = 0; i < last; ++i) { 
			glVertex3f(perimeter[i][0] * multiplier, 
					   perimeter[i][1] * multiplier, 
					   perimeter[i][2] * multiplier);
			glVertex3f(perimeter[i+1][0] * multiplier, 
					   perimeter[i+1][1] * multiplier, 
					   perimeter[i+1][2] * multiplier);
		}

	glEnd();

	view.endGL();
}