2016-03-25 69 views
1

我用C++創建了一個帶有Maya API的MPxLocatorNode。該節點沒有compute方法,它只是在draw方法中使用打開的gl繪製的不同樣式的形狀。優化MPxLocatorNode繪製

它繪製的一種風格是十字,與定位器完全相同。所以我去了一些基準測試,將它與本地定位器進行比較,並注意到我的節點的性能比較慢。瑪雅的定位器大約快4倍!

1000個節點

我的節點:74 fps的

Maya的定位:300 fps的

什麼我做錯了多數民衆贊成拖慢我節點的性能?我能想到的唯一的事情是,我讓我的節點通過在draw方法MPlugMObjects,不像讓他們從一個數據塊就像你可以在compute方法。

我的cpp文件如下。大部分的減速應該是以抽籤方式。

#include "point.h" 

MTypeId Point::id(0x00000900); 

MObject Point::input_display; 
MObject Point::input_box; 
MObject Point::input_cross; 
MObject Point::input_tick; 
MObject Point::input_axis; 
MObject Point::input_color; 

MColorArray Point::colors; 


Point::Point() { 
} 

void Point::postConstructor() { 
    MObject self = thisMObject(); 
    MFnDependencyNode fn_node(self); 
    fn_node.setName("pointShape#"); 
} 

Point::~Point() { 
} 

void* Point::creator() { 
    return new Point(); 
} 

MStatus Point::initialize() { 
    MFnNumericAttribute nAttr; 

    input_display = nAttr.create("display", "display", MFnNumericData::kInt, 1); 
    nAttr.setKeyable(true); 
    nAttr.setMin(0); 
    nAttr.setMax(1); 
    addAttribute(input_display); 

    input_box = nAttr.create("box", "box", MFnNumericData::kInt, 0); 
    nAttr.setKeyable(true); 
    nAttr.setMin(0); 
    nAttr.setMax(1); 
    addAttribute(input_box); 

    input_cross = nAttr.create("cross", "cross", MFnNumericData::kInt, 1); 
    nAttr.setKeyable(true); 
    nAttr.setMin(0); 
    nAttr.setMax(1); 
    addAttribute(input_cross); 

    input_tick = nAttr.create("tick", "tick", MFnNumericData::kInt, 0); 
    nAttr.setKeyable(true); 
    nAttr.setMin(0); 
    nAttr.setMax(1); 
    addAttribute(input_tick); 

    input_axis = nAttr.create("axis", "axis", MFnNumericData::kInt, 0); 
    nAttr.setKeyable(true); 
    nAttr.setMin(0); 
    nAttr.setMax(1); 
    addAttribute(input_axis); 

    MFnEnumAttribute eAttr; 

    input_color = eAttr.create("color", "color", MFnData::kNumeric); 

    eAttr.addField("Black", 0); 
    eAttr.addField("Grey", 1); 
    eAttr.addField("White", 2); 
    eAttr.addField("Red", 3); 
    eAttr.addField("Light red", 4); 
    eAttr.addField("Dark red", 5); 
    eAttr.addField("Green", 6); 
    eAttr.addField("Light green", 7); 
    eAttr.addField("Dark green", 8); 
    eAttr.addField("Blue", 9); 
    eAttr.addField("Light blue", 10); 
    eAttr.addField("Dark blue", 11); 
    eAttr.addField("Purple", 12); 
    eAttr.addField("Magenta", 13); 
    eAttr.addField("Brown", 14); 
    eAttr.addField("Yellow", 15); 
    eAttr.addField("Dark yellow", 16); 
    eAttr.addField("Orange", 17); 

    eAttr.setDefault(8); 
    eAttr.setKeyable(true); 
    eAttr.setStorable(true); 
    addAttribute(input_color); 

    colors.append(MColor(0.0f, 0.0f, 0.0f)); // black 
    colors.append(MColor(0.5f, 0.5f, 0.5f)); // grey 
    colors.append(MColor(1.0f, 1.0f, 1.0f)); // white 
    colors.append(MColor(1.0f, 0.0f, 0.0f)); // red 
    colors.append(MColor(1.0f, 0.6899999976158142f, 0.6899999976158142f)); // light_red 
    colors.append(MColor(0.5f, 0.0f, 0.0f)); // dark_red 
    colors.append(MColor(0.0f, 1.0f, 0.0f)); // green 
    colors.append(MColor(0.5f, 1.0f, 0.5f)); // light_green 
    colors.append(MColor(0.0f, 0.25f, 0.0f)); // dark_green 
    colors.append(MColor(0.1889999955892563f, 0.6299999952316284f, 0.6299999952316284f)); // blue 
    colors.append(MColor(0.3919999897480011f, 0.8629999756813049f, 1.0f)); // light_blue 
    colors.append(MColor(0.0f, 0.01600000075995922f, 0.37599998712539673f)); // dark_blue 
    colors.append(MColor(0.25f, 0.0f, 0.25f)); // purple 
    colors.append(MColor(1.0f, 0.0f, 1.0f)); // magenta 
    colors.append(MColor(0.75f, 0.2f, 0.0f)); // brown 
    colors.append(MColor(1.0f, 1.0f, 0.0f)); // yellow 
    colors.append(MColor(0.62117999792099f, 0.6299999952316284f, 0.1889999955892563f)); // dark_yellow 
    colors.append(MColor(1.0f, 0.5f, 0.0f)); // orange 

    return MS::kSuccess; 
} 

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(); 
    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(); 

    if (display == 0) { 
     return; 
    } 

    MPlug local_position = MFnDependencyNode(thisMObject()).findPlug("localPosition"); 
    float tx = local_position.child(0).asFloat(); 
    float ty = local_position.child(1).asFloat(); 
    float tz = local_position.child(2).asFloat(); 

    MPlug local_scale = MFnDependencyNode(thisMObject()).findPlug("localScale"); 
    float sx = local_scale.child(0).asFloat(); 
    float sy = local_scale.child(1).asFloat(); 
    float sz = local_scale.child(2).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(); 
} 

編輯

我是在評論部分代碼,以找出其中的放緩是,它看起來像只要我取消GL繪製方法的性能下降,從300 fps的幀80幀。 Whaddup與那?

回答

0

在我有1000個節點以72 fps運行之前,現在我已經達到了270 fps。

老實說,我有點失望,它仍然比瑪雅的定位器慢,但至少這是更可行的。

我發現顯著的draw方法提高性能降低呼叫MPlugs。這個想法是使用私有屬性,只有在屬性變髒時才使用MPlugs。我可以用MPxNode::setDependentsDirty這樣做來更新帶有插值的私有變量。

我也用MPxLocatorNode::isBoundedMPxLocatorNode::boundingBox。這並不會使節點本身更快,但它不會計算它是否在攝像機視野之外,所以它會使場景更快。

像cyrille在他的回答中說的,我認爲現在的區別是我使用GL調用繪圖,所以請隨意分享任何好的例子來繪製視口2.0。

我更新的CPP文件:

#include "point.h" 

MTypeId Point::id(0x00000900); 
MObject Point::input_display; 
MObject Point::input_box; 
MObject Point::input_cross; 
MObject Point::input_tick; 
MObject Point::input_axis; 
MObject Point::input_color; 
MColorArray Point::_colors; 


Point::Point() { 
} 

void Point::postConstructor() { 
    MObject self = thisMObject(); 
    MFnDependencyNode fn_node(self); 
    fn_node.setName("pointShape#"); 

    _self = self; 
    _update_attrs = true; 
} 

Point::~Point() { 
} 

void* Point::creator() { 
    return new Point(); 
} 

MStatus Point::initialize() { 
    MFnNumericAttribute nAttr; 

    input_display = nAttr.create("display", "display", MFnNumericData::kBoolean, true); 
    nAttr.setKeyable(true); 
    addAttribute(input_display); 

    input_box = nAttr.create("box", "box", MFnNumericData::kBoolean, false); 
    nAttr.setKeyable(true); 
    addAttribute(input_box); 

    input_cross = nAttr.create("cross", "cross", MFnNumericData::kBoolean, true); 
    nAttr.setKeyable(true); 
    addAttribute(input_cross); 

    input_tick = nAttr.create("tick", "tick", MFnNumericData::kBoolean, false); 
    nAttr.setKeyable(true); 
    addAttribute(input_tick); 

    input_axis = nAttr.create("axis", "axis", MFnNumericData::kBoolean, false); 
    nAttr.setKeyable(true); 
    addAttribute(input_axis); 

    MFnEnumAttribute eAttr; 

    input_color = eAttr.create("color", "color", MFnData::kNumeric); 

    eAttr.addField("Black", 0); 
    eAttr.addField("Grey", 1); 
    eAttr.addField("White", 2); 
    eAttr.addField("Red", 3); 
    eAttr.addField("Light red", 4); 
    eAttr.addField("Dark red", 5); 
    eAttr.addField("Green", 6); 
    eAttr.addField("Light green", 7); 
    eAttr.addField("Dark green", 8); 
    eAttr.addField("Blue", 9); 
    eAttr.addField("Light blue", 10); 
    eAttr.addField("Dark blue", 11); 
    eAttr.addField("Purple", 12); 
    eAttr.addField("Magenta", 13); 
    eAttr.addField("Brown", 14); 
    eAttr.addField("Yellow", 15); 
    eAttr.addField("Dark yellow", 16); 
    eAttr.addField("Orange", 17); 

    eAttr.setDefault(8); 
    eAttr.setKeyable(true); 
    eAttr.setStorable(true); 
    addAttribute(input_color); 

    _colors.append(MColor(0.0f, 0.0f, 0.0f)); // black 
    _colors.append(MColor(0.5f, 0.5f, 0.5f)); // grey 
    _colors.append(MColor(1.0f, 1.0f, 1.0f)); // white 
    _colors.append(MColor(1.0f, 0.0f, 0.0f)); // red 
    _colors.append(MColor(1.0f, 0.6899999976158142f, 0.6899999976158142f)); // light_red 
    _colors.append(MColor(0.5f, 0.0f, 0.0f)); // dark_red 
    _colors.append(MColor(0.0f, 1.0f, 0.0f)); // green 
    _colors.append(MColor(0.5f, 1.0f, 0.5f)); // light_green 
    _colors.append(MColor(0.0f, 0.25f, 0.0f)); // dark_green 
    _colors.append(MColor(0.1889999955892563f, 0.6299999952316284f, 0.6299999952316284f)); // blue 
    _colors.append(MColor(0.3919999897480011f, 0.8629999756813049f, 1.0f)); // light_blue 
    _colors.append(MColor(0.0f, 0.01600000075995922f, 0.37599998712539673f)); // dark_blue 
    _colors.append(MColor(0.25f, 0.0f, 0.25f)); // purple 
    _colors.append(MColor(1.0f, 0.0f, 1.0f)); // magenta 
    _colors.append(MColor(0.75f, 0.2f, 0.0f)); // brown 
    _colors.append(MColor(1.0f, 1.0f, 0.0f)); // yellow 
    _colors.append(MColor(0.62117999792099f, 0.6299999952316284f, 0.1889999955892563f)); // dark_yellow 
    _colors.append(MColor(1.0f, 0.5f, 0.0f)); // orange 

    return MS::kSuccess; 
} 

bool Point::isBounded() const { 
    return true; 
} 

MBoundingBox Point::boundingBox() const { 
    MBoundingBox bbox; 
    bbox.expand(MVector(1.0, 0.0, 0.0)); 
    bbox.expand(MVector(-1.0, 0.0, 0.0)); 
    bbox.expand(MVector(0.0, 1.0, 0.0)); 
    bbox.expand(MVector(0.0, -1.0, 0.0)); 
    bbox.expand(MVector(0.0, 0.0, 1.0)); 
    bbox.expand(MVector(0.0, 0.0, -1.0)); 
    return bbox; 
} 

MStatus Point::compute(const MPlug& plug, MDataBlock& data) { 
    return MS::kUnknownParameter; 
} 

MStatus Point::setDependentsDirty(const MPlug& dirty_plug, MPlugArray& affected_plugs) { 
    MString plug_name_MString = dirty_plug.partialName(); 
    std::string plug_name = plug_name_MString.asChar(); 
    if (plug_name == "display") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "box") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "cross") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "tick") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "axis") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "color") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "lpx") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "lpy") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "lpz") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "lsx") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "lsy") { 
     _update_attrs = true; 
    } 
    else if (plug_name == "lsz") { 
     _update_attrs = true; 
    } 
    return MS::kSuccess; 
} 

void Point::draw(M3dView& view, const MDagPath& mdag_path, 
       M3dView::DisplayStyle display_style, 
       M3dView::DisplayStatus display_status) { 

    if (Point::_update_attrs) { 
     _display = MPlug(_self, Point::input_display).asBool(); 
     _box = MPlug(_self, Point::input_box).asBool(); 
     _cross = MPlug(_self, Point::input_cross).asBool(); 
     _tick = MPlug(_self, Point::input_tick).asBool(); 
     _axis = MPlug(_self, Point::input_axis).asBool(); 
     _color = MPlug(_self, Point::input_color).asShort(); 

     _tx = MPlug(_self, Point::localPositionX).asFloat(); 
     _ty = MPlug(_self, Point::localPositionY).asFloat(); 
     _tz = MPlug(_self, Point::localPositionZ).asFloat(); 

     _sx = MPlug(_self, Point::localScaleX).asFloat(); 
     _sy = MPlug(_self, Point::localScaleY).asFloat(); 
     _sz = MPlug(_self, Point::localScaleZ).asFloat(); 

     _update_attrs = false; 
    } 

    if (! _display) { 
     return; 
    } 

    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]; 
    } 

    view.beginGL(); 

    if (_axis) { 
     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); 
    glBegin(GL_LINES); 

    if (_box) { 
     glColor3f(color.r, color.g, color.b); 

     // Top rect 
     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 rect 
     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 rect 
     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 rect 
     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 (_cross) { 
     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 (_tick) { 
     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 (_axis) { 
     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(); 
    glPopAttrib(); 

    view.endGL(); 
} 
3

我想你正在使用最新版本的Maya和Maya視口2.0與傳統視口。但是,您正在使用傳統視口編碼方式,這會減慢視頻管道。 你也這樣做:

MPlug local_position = MFnDependencyNode(thisMObject()).findPlug("localPosition"); 

,而你可以做到這一點,而不是和避免搜索這是​​費時

MPlug plug (thisMObject(), MPxLocatorNode::localPosition) ; 

MPxLocatorNode :: localPosition爲代表的MPxLocator類的靜態成員MObject 「localPosition」屬性。

+0

謝謝!我通過刪除'findPlug',設法讓它速度提高了10%。我在傳統的視口中做了兩個基準測試,所以它應該是公平的。我會自己爲視口2.0實現繪製,但它讓我的頭部想要展現它的外觀有多複雜。 –

+0

是的,但這是獲得性能改進的唯一方法,如果您仍然使用GL代碼,即使在VP2上,您也不會變得更好 – cyrille

+0

有沒有一個體面的例子來說明如何實現它?我發現每一個都不完整或有點太複雜。 –