在max中利用重绘视口回调实现模型指定边在视口中的指定颜色显示

在max中实现的效果(这里显示的是球体的uv边界,当物体隐藏后依然显示渲染):

重绘视口回调类:

// A callback used with RegisterRedrawViewsCallback()
/*! \sa  Class Interface.\n\n
\par Description:
This is the callback used with <b>Interface::RegisterRedrawViewsCallback()</b>.
 */
class RedrawViewsCallback: public MaxHeapOperators {
	public:
		/*! \remarks Destructor. */
		virtual ~RedrawViewsCallback() {}
		// this will be called after all the viewport have completed drawing.
		/*! \remarks This method will be called after all the viewports have completed
		drawing.
		\par Parameters:
		<b>Interface *ip</b>\n\n
		A pointer for calling functions available in 3ds Max. */
		virtual void proc(Interface *ip)=0;
	};

在使用之前需要新建一个类继承自RedrawViewsCallback类并重写proc方法:

需要注意的是,这个回调函数将会在场景中每帧调用对视口进行重绘。

并且需要对这个回调进行注册和注销。

class RedrawCallBack :public RedrawViewsCallback {
public:
	void proc(Interface* ip) override;
};
RedrawCallBack redraw_callback;

注册和注销都要通过接口进行操作。

Interface* ip;
//注册
ip->RegisterRedrawViewsCallback(&redraw_callback);
//注销
ip->UnRegisterRedrawViewsCallback(&redraw_callback);

对边的显示:

对于显示的颜色,可以指定,也可以搭配Qt的QColorDialog实现用户自主选择显示的颜色。

//.h
bool seeThrough;//if true we basically disable the zbuffer so the result can be 'seen through'.
ViewExp * ave;
INode * inode;
MNMesh * mesh;
TimeValue t;
QList<int> result;//需要被渲染的边的索引

//.cpp
void RedrawCallBack::proc(Interface * ip){
    if (!ave.IsAlive())
		return;

	if (inode && IsPoly(inode) && result.count() > 0)
	{
        PolyObject* poly;
        Object* obj =node->EvalWorldState(ip->GetTime()).obj;
        if(obj && obj->IsSubClassOf(polyObjectClassID))
		   poly = dynamic_cast<PolyObject *>(obj);
        mesh=&poly->mm;
		GraphicsWindow *gw = ave.getGW();
		Matrix3 object_tm = inode->GetObjectTM(t);
		DWORD limits = gw->getRndLimits();
		//also need to use the ObjectState tm if it exists.
		ObjectState os = inode->EvalWorldState(t);
		if (os.GetTM())
		{
			object_tm = (*os.GetTM()) *object_tm;
		}
		gw->setTransform(object_tm);

		Color color = Color(0,255,0);//这里颜色可以指定为任意的颜色

		gw->setColor(FILL_COLOR, color);
		gw->setColor(LINE_COLOR, color);
		Point3 point_color(color);

		IColorManager *cm= GetColorManager();;
		Point3 old_color = cm->GetOldUIColor(COLOR_SUBSELECTION);
		cm->SetOldUIColor(COLOR_SUBSELECTION, &point_color);
		int i;

		if (seeThrough)
			gw->setRndLimits((limits) & ~(GW_COLOR_VERTS) & ~(GW_Z_BUFFER) | (GW_CONSTANT | GW_WIREFRAME));
		else
			gw->setRndLimits((limits) & ~(GW_COLOR_VERTS) | (GW_Z_BUFFER) | (GW_CONSTANT | GW_WIREFRAME));

		bool draw_selected = poly->GetSubselState() == MNM_SL_EDGE ? true : false;
		for (i = 0; i < result.count(); ++i)
        {
            Q_UNUSED(t);
	        if (!mesh || result[i]< 0 || result[i]>= mesh->nume || mesh->e[result[i]].GetFlag(MN_HIDDEN) || mesh->e[result[i]].GetFlag(MN_DEAD) ||
		((mesh->e[result[i]].f1 == -1 || mesh->f[mesh->e[result[i]].f1].GetFlag(MN_HIDDEN)) && (mesh->e[result[i]].f2 == -1 || mesh->f[mesh->e[result[i]].f2].GetFlag(MN_HIDDEN))) ||
		(draw_selected &&mesh->e[result[i]].GetFlag(MN_SEL))) return;
	        Point3 xyz[3];
	        xyz[0] = mesh->v[mesh->e[result[i]].v1].p;
	        xyz[1] = mesh->v[mesh->e[result[i]e].v2].p;
	        gw->polyline(2, xyz, NULL, NULL, 0, NULL);
        }
		pClrMan->SetOldUIColor(COLOR_SUBSELECTION, &old_color);
		gw->setRndLimits(limits);
	}
}

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