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IXformDrw.cpp
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IXformDrw.cpp
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//-*****************************************************************************
//
// Copyright (c) 2009-2010,
// Sony Pictures Imageworks, Inc. and
// Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Sony Pictures Imageworks, nor
// Industrial Light & Magic nor the names of their contributors may be used
// to endorse or promote products derived from this software without specific
// prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//-*****************************************************************************
#include "IXformDrw.h"
namespace SimpleAbcViewer {
//-*****************************************************************************
IXformDrw::IXformDrw( IXform &iXform, std::vector<std::string> path )
: IObjectDrw( iXform, false, path )
, m_xform( iXform )
{
if ( !m_xform.valid() )
{
return;
}
m_localToParent.makeIdentity();
// The object has already set up the min time and max time of
// all the children.
// if we have a non-constant time sampling, we should get times
// out of it.
const TimeSamplingPtr iTsmp = m_xform.getSchema().getTimeSampling();
if ( !iTsmp->getNumStoredTimes() > 1 )
{
size_t numSamps = iTsmp->getNumStoredTimes();
if ( numSamps > 0 )
{
chrono_t minTime = iTsmp->getSampleTime( 0 );
m_minTime = std::min( m_minTime, minTime );
chrono_t maxTime = iTsmp->getSampleTime( numSamps-1 );
m_maxTime = std::max( m_maxTime, maxTime );
}
}
}
//-*****************************************************************************
IXformDrw::~IXformDrw()
{
// Nothing
}
//-*****************************************************************************
bool IXformDrw::valid()
{
return IObjectDrw::valid() && m_xform.valid();
}
//-*****************************************************************************
void IXformDrw::setTime( chrono_t iSeconds )
{
// Let the object set the time of all the children
IObjectDrw::setTime( iSeconds );
if ( !valid() )
{
m_localToParent.makeIdentity();
return;
}
// Use nearest to get our matrix.
// Use nearest for now.
ISampleSelector ss( iSeconds, ISampleSelector::kNearIndex );
XformSample tmpXform;
m_xform.getSchema().get(tmpXform,ss);
m_localToParent = tmpXform.getMatrix();
// Okay, now we need to recalculate the bounds.
m_bounds.makeEmpty();
for ( DrawablePtrVec::iterator iter = m_children.begin();
iter != m_children.end(); ++iter )
{
DrawablePtr dptr = (*iter);
if ( dptr )
{
Box3d bnds = dptr->getBounds();
if ( !bnds.isEmpty() )
{
bnds = Imath::transform( bnds, m_localToParent );
m_bounds.extendBy( bnds );
}
}
}
}
//-*****************************************************************************
void IXformDrw::draw( const DrawContext & iCtx )
{
if ( !valid() ) { return; }
M44d idenMatrix; // Defaults to identity.
idenMatrix.makeIdentity();
if ( m_localToParent.equalWithAbsError( idenMatrix, 1.0e-9 ) )
{
// Don't need to change anything.
IObjectDrw::draw( iCtx );
return;
}
static MGLFunctionTable *gGLFT = NULL;
if (gGLFT == NULL)
gGLFT = MHardwareRenderer::theRenderer()->glFunctionTable();
// Get the current matrix.
GLdouble currentMatrix[16];
gGLFT->glGetDoublev( GL_MODELVIEW_MATRIX, currentMatrix );
// Basically, we want to load our matrix into the thingy.
// We don't use the OpenGL transform stack because we have
// deep deep hierarchy that exhausts the max stack depth quickly.
gGLFT->glMatrixMode( GL_MODELVIEW );
gGLFT->glMultMatrixd( ( const GLdouble * )&m_localToParent[0][0] );
// Make a new context.
M44d localToWorld = m_localToParent * iCtx.getLocalToWorld();
DrawContext thisCtx( iCtx );
thisCtx.setLocalToWorld( localToWorld );
// Now draw.
IObjectDrw::draw( thisCtx );
// And back out, restore the matrix.
gGLFT->glMatrixMode( GL_MODELVIEW );
gGLFT->glLoadMatrixd( currentMatrix );
}
} // End namespace SimpleAbcViewer