本文整理汇总了C++中MDrawRequest::component方法的典型用法代码示例。如果您正苦于以下问题:C++ MDrawRequest::component方法的具体用法?C++ MDrawRequest::component怎么用?C++ MDrawRequest::component使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MDrawRequest
的用法示例。
在下文中一共展示了MDrawRequest::component方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: drawVertices
void apiSimpleShapeUI::drawVertices( const MDrawRequest & request,
M3dView & view ) const
//
// Description:
//
// Component (vertex) drawing routine
//
// Arguments:
//
// request - request to be drawn
// view - view to draw into
//
{
MDrawData data = request.drawData();
MVectorArray * geom = (MVectorArray*)data.geometry();
view.beginGL();
// Query current state so it can be restored
//
bool lightingWasOn = glIsEnabled( GL_LIGHTING ) ? true : false;
if ( lightingWasOn ) {
glDisable( GL_LIGHTING );
}
float lastPointSize;
glGetFloatv( GL_POINT_SIZE, &lastPointSize );
// Set the point size of the vertices
//
glPointSize( POINT_SIZE );
// If there is a component specified by the draw request
// then loop over comp (using an MFnComponent class) and draw the
// active vertices, otherwise draw all vertices.
//
MObject comp = request.component();
if ( ! comp.isNull() ) {
MFnSingleIndexedComponent fnComponent( comp );
for ( int i=0; i<fnComponent.elementCount(); i++ )
{
int index = fnComponent.element( i );
glBegin( GL_POINTS );
MVector& point = (*geom)[index];
glVertex3f( (float)point[0],
(float)point[1],
(float)point[2] );
glEnd();
char annotation[32];
sprintf( annotation, "%d", index );
view.drawText( annotation, point );
}
}
else {
for ( unsigned int i=0; i<geom->length(); i++ )
{
glBegin( GL_POINTS );
MVector point = (*geom)[ i ];
glVertex3f( (float)point[0], (float)point[1], (float)point[2] );
glEnd();
}
}
// Restore the state
//
if ( lightingWasOn ) {
glEnable( GL_LIGHTING );
}
glPointSize( lastPointSize );
view.endGL();
}
示例2: draw
void ProceduralHolderUI::draw( const MDrawRequest &request, M3dView &view ) const
{
MStatus s;
MDrawData drawData = request.drawData();
ProceduralHolder *proceduralHolder = (ProceduralHolder *)drawData.geometry();
assert( proceduralHolder );
view.beginGL();
LightingState lightingState;
bool restoreLightState = cleanupLights( request, view, &lightingState );
// maya can sometimes leave an error from it's own code,
// and we don't want that to confuse us in our drawing code.
while( glGetError()!=GL_NO_ERROR )
{
}
try
{
// draw the bound if asked
if( request.token()==BoundDrawMode )
{
IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( proceduralHolder->boundingBox() ) );
}
// draw the scene if asked
if( request.token()==SceneDrawMode )
{
resetHilites();
IECoreGL::ConstScenePtr scene = proceduralHolder->scene();
if( scene )
{
IECoreGL::State *displayState = m_displayStyle.baseState( (M3dView::DisplayStyle)request.displayStyle() );
if ( request.component() != MObject::kNullObj )
{
MDoubleArray col;
s = MGlobal::executeCommand( "colorIndex -q 21", col );
assert( s );
IECoreGL::WireframeColorStateComponentPtr hilite = new IECoreGL::WireframeColorStateComponent( Imath::Color4f( col[0], col[1], col[2], 1.0f ) );
MFnSingleIndexedComponent fnComp( request.component(), &s );
assert( s );
int len = fnComp.elementCount( &s );
assert( s );
for ( int j = 0; j < len; j++ )
{
int compId = fnComp.element(j);
assert( proceduralHolder->m_componentToGroupMap.find( compId ) != proceduralHolder->m_componentToGroupMap.end() );
hiliteGroups(
proceduralHolder->m_componentToGroupMap[compId],
hilite,
const_cast<IECoreGL::WireframeColorStateComponent *>( displayState->get< IECoreGL::WireframeColorStateComponent >() )
);
}
}
scene->render( displayState );
}
}
}
catch( const IECoreGL::Exception &e )
{
// much better to catch and report this than to let the application die
IECore::msg( IECore::Msg::Error, "ProceduralHolderUI::draw", boost::format( "IECoreGL Exception : %s" ) % e.what() );
}
if( restoreLightState )
{
restoreLights( &lightingState );
}
view.endGL();
}
示例3: draw
void SceneShapeUI::draw( const MDrawRequest &request, M3dView &view ) const
{
MStatus s;
MDrawData drawData = request.drawData();
SceneShape *sceneShape = (SceneShape *)drawData.geometry();
assert( sceneShape );
view.beginGL();
M3dView::LightingMode lightingMode;
view.getLightingMode( lightingMode );
LightingState lightingState;
bool restoreLightState = cleanupLights( request, view, &lightingState );
// maya can sometimes leave an error from it's own code,
// and we don't want that to confuse us in our drawing code.
while( glGetError()!=GL_NO_ERROR )
{
}
try
{
// draw the bound if asked
if( request.token()==BoundDrawMode )
{
IECoreGL::BoxPrimitive::renderWireframe( IECore::convert<Imath::Box3f>( sceneShape->boundingBox() ) );
}
// draw the scene if asked
if( request.token()==SceneDrawMode )
{
resetHilites();
IECoreGL::ConstScenePtr scene = sceneShape->glScene();
if( scene )
{
IECoreGL::State *displayState = m_displayStyle.baseState( (M3dView::DisplayStyle)request.displayStyle(), lightingMode );
if ( request.component() != MObject::kNullObj )
{
MDoubleArray col;
s = MGlobal::executeCommand( "colorIndex -q 21", col );
assert( s );
IECoreGL::WireframeColorStateComponentPtr hilite = new IECoreGL::WireframeColorStateComponent( Imath::Color4f( col[0], col[1], col[2], 1.0f ) );
MFnSingleIndexedComponent fnComp( request.component(), &s );
assert( s );
int len = fnComp.elementCount( &s );
assert( s );
std::vector<IECore::InternedString> groupNames;
for ( int j = 0; j < len; j++ )
{
int index = fnComp.element(j);
groupNames.push_back( sceneShape->selectionName( index ) );
}
// Sort by name to make sure we don't unhilite selected items that are further down the hierarchy
std::sort( groupNames.begin(), groupNames.end() );
for ( std::vector<IECore::InternedString>::iterator it = groupNames.begin(); it!= groupNames.end(); ++it)
{
IECoreGL::GroupPtr group = sceneShape->glGroup( *it );
hiliteGroups(
group,
hilite,
const_cast<IECoreGL::WireframeColorStateComponent *>( displayState->get< IECoreGL::WireframeColorStateComponent >() )
);
}
}
scene->render( displayState );
}
}
}
catch( const IECoreGL::Exception &e )
{
// much better to catch and report this than to let the application die
IECore::msg( IECore::Msg::Error, "SceneShapeUI::draw", boost::format( "IECoreGL Exception : %s" ) % e.what() );
}
if( restoreLightState )
{
restoreLights( &lightingState );
}
view.endGL();
}