优化MPxLocatorNode绘制

时间:2016-03-25 15:41:41

标签: c++ performance maya maya-api

我在c ++中使用Maya api创建了一个MPxLocatorNode。节点没有compute方法,它只是在draw方法中使用open gl绘制的不同形状样式。

它绘制的一种风格是十字架,与定位器完全相同。所以我去了一些基准来将它与原生定位器进行比较,并注意到我的节点性能较慢。 Maya的定位器大约快4倍!

1000个节点

我的节点:74 fps

Maya的定位器:300 fps

我做错了什么会降低节点的性能?我唯一能想到的是我在MObjects方法中通过MPlug获取我的节点draw,不像从数据块中获取节点compute #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(); } 方法。

我的cpp文件如下。大多数减速应该在draw方法中。

{{1}}

修改

我正在评论代码的一部分以找出减速的​​位置,看起来一旦我取消注释gl draw方法,性能就会从300 fps下降到80 fps。 Whaddup与那个??

2 个答案:

答案 0 :(得分:3)

我猜你使用的是最新版本的Maya和Maya Viewport 2.0与旧版视口。但是您正在使用传统的视口编码方式,这会减慢视频管道的速度。 你也是这样做的:

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

虽然你可以这样做而避免搜索费时费力

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

MPxLocatorNode :: localPosition是MPxLocator类的静态MObject成员,表示" localPosition"属性。

答案 1 :(得分:0)

在我以1000 fps运行1000个节点之前,现在我将它达到了270 fps。

老实说,我有点失望的是它仍然比Maya的定位器慢,但至少这是更可行的。

我发现在MPlugs方法中减少对draw的调用会显着提高效果。我们的想法是使用私有属性,而只在属性变脏时才使用MPlugs。我能够使用MPxNode::setDependentsDirty来使用插件值更新私有变量。

我还使用了MPxLocatorNode::isBoundedMPxLocatorNode::boundingBox。这并不会使节点本身更快,但它不会计算它是否在摄像机视图之外,因此它会使场景更快。

就像cyrille在他的回答中所说,我认为现在的区别在于我使用GL调用绘图,所以请随意分享在viewport 2.0中绘制的任何好例子。

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();
}