Changed how selection boxes work
This commit is contained in:
101
main.cpp
101
main.cpp
@@ -711,7 +711,7 @@ void Demo::onInit() {
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test->color = Color3(0.2F,0.3F,1);
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test->color = Color3(0.2F,0.3F,1);
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test->setSize(Vector3(24,1,24));
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test->setSize(Vector3(24,1,24));
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test->setPosition(Vector3(0,0,0));
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test->setPosition(Vector3(0,0,0));
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test->setCFrame(test->getCFrame() * Matrix3::fromEulerAnglesXYZ(0,toRadians(90),0));
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test->setCFrame(test->getCFrame() * Matrix3::fromEulerAnglesXYZ(0,toRadians(40),toRadians(40)));
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//selectedInstance = test;
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//selectedInstance = test;
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@@ -1238,6 +1238,7 @@ void drawButtons(RenderDevice* rd)
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void drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c)
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void drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c)
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{
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{
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//rd->setLight(0, NULL);
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//rd->setLight(0, NULL);
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//rd->setAmbientLightColor(Color3(1,1,1));
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//rd->setAmbientLightColor(Color3(1,1,1));
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Color3 outline = Color3::cyan();//Color3(0.098F,0.6F,1.0F);
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Color3 outline = Color3::cyan();//Color3(0.098F,0.6F,1.0F);
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@@ -1263,49 +1264,32 @@ void drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters
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{
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{
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rd->setLight(0, NULL);
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rd->setLight(0, NULL);
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rd->setAmbientLightColor(Color3(1,1,1));
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rd->setAmbientLightColor(Color3(1,1,1));
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float max = size.x;
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if(abs(size.y) > max)
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AABox box;
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max = size.y;
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c.toWorldSpace(Box(from, to)).getBounds(box);
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if(abs(size.z) > max)
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float max = box.high().y - pos.y;
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max = size.z;
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max = max / 2;
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Draw::arrow(pos, Vector3(0, 1.5+max, 0), rd);
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Draw::arrow(pos, Vector3(0, 1+max, 0), rd);
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Draw::arrow(pos, Vector3(0, (-1.5)-max, 0), rd);
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Draw::arrow(pos, Vector3(1+max, 0, 0), rd);
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Draw::arrow(pos, Vector3(0, 0, 1+max), rd);
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max = box.high().x - pos.x;
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Draw::arrow(pos, Vector3(0, (-1)-max, 0), rd);
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Draw::arrow(pos, Vector3((-1)-max, 0, 0), rd);
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Draw::arrow(pos, Vector3(1.5+max, 0, 0), rd);
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Draw::arrow(pos, Vector3(0, 0, (-1)-max), rd);
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Draw::arrow(pos, Vector3((-1.5)-max, 0, 0), rd);
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max = box.high().z - pos.z;
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Draw::arrow(pos, Vector3(0, 0, 1.5+max), rd);
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Draw::arrow(pos, Vector3(0, 0, (-1.5)-max), rd);
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Vector3 gamepoint = pos;
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Vector3 camerapoint = rd->getCameraToWorldMatrix().translation;
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float distance = pow(pow((double)gamepoint.x - (double)camerapoint.x, 2) + pow((double)gamepoint.y - (double)camerapoint.y, 2) + pow((double)gamepoint.z - (double)camerapoint.z, 2), 0.5);
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if(distance < 0)
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distance = distance*-1;
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CoordinateFrame frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x, pos.y+max+0.8, pos.z));
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Box icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, Color3::orange(), Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x+max+0.8, pos.y, pos.z));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, Color3::orange(), Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x, pos.y, pos.z+(max+0.8)));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, Color3::orange(), Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x, pos.y-(max+0.8), pos.z));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, Color3::orange(), Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x-(max+0.8), pos.y, pos.z));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, Color3::orange(), Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x, pos.y, pos.z-(max+0.8)));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, Color3::orange(), Color4::clear());
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rd->setAmbientLightColor(lighting.ambient);
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rd->setAmbientLightColor(lighting.ambient);
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rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
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rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
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}
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}
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else if(mode == RESIZE)
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else if(mode == RESIZE)
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{
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{
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//Box box = c.toWorldSpace(Box(from, to))
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Color3 sphereColor = outline;
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Color3 sphereColor = outline;
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rd->setLight(0, NULL);
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rd->setLight(0, NULL);
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rd->setAmbientLightColor(Color3(1,1,1));
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rd->setAmbientLightColor(Color3(1,1,1));
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@@ -1318,37 +1302,28 @@ void drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters
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float multiplier = distance * 0.025F/2;
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float multiplier = distance * 0.025F/2;
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if(multiplier < 0.25F)
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if(multiplier < 0.25F)
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multiplier = 0.25F;
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multiplier = 0.25F;
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Vector3 position = pos + (c.lookVector()*((size.z/2)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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position = pos - (c.lookVector()*((size.z/2)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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Draw::sphere(Sphere(Vector3(pos.x, pos.y + (size.y/2 + 1), pos.z), multiplier), rd, sphereColor, Color4::clear());
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position = pos + (c.rightVector()*((size.x/2)+1));
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Draw::sphere(Sphere(Vector3(pos.x, pos.y - (size.y/2 + 1), pos.z), multiplier), rd, sphereColor, Color4::clear());
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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Draw::sphere(Sphere(Vector3(pos.x + (size.x/2 + 1), pos.y, pos.z), multiplier), rd, sphereColor, Color4::clear());
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position = pos - (c.rightVector()*((size.x/2)+1));
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Draw::sphere(Sphere(Vector3(pos.x - (size.x/2 + 1), pos.y, pos.z), multiplier), rd, sphereColor, Color4::clear());
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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Draw::sphere(Sphere(Vector3(pos.x, pos.y, pos.z + (size.z/2 + 1)), multiplier), rd, sphereColor, Color4::clear());
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Draw::sphere(Sphere(Vector3(pos.x, pos.y, pos.z - (size.z/2 + 1)), multiplier), rd, sphereColor, Color4::clear());
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position = pos + (c.upVector()*((size.y/2)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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position = pos - (c.upVector()*((size.y/2)+1));
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Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
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//Draw::sphere(Sphere(Vector3(pos.x, pos.y - (size.y/2 + 1), pos.z), multiplier), rd, sphereColor, Color4::clear());
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//Draw::sphere(Sphere(Vector3(pos.x + (size.x/2 + 1), pos.y, pos.z), multiplier), rd, sphereColor, Color4::clear());
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//Draw::sphere(Sphere(Vector3(pos.x - (size.x/2 + 1), pos.y, pos.z), multiplier), rd, sphereColor, Color4::clear());
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//Draw::sphere(Sphere(Vector3(pos.x, pos.y, pos.z + (size.z/2 + 1)), multiplier), rd, sphereColor, Color4::clear());
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//Draw::sphere(Sphere(Vector3(pos.x, pos.y, pos.z - (size.z/2 + 1)), multiplier), rd, sphereColor, Color4::clear());
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}
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}
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distance = pow(pow((double)gamepoint.x - (double)camerapoint.x, 2) + pow((double)gamepoint.y - (double)camerapoint.y, 2) + pow((double)gamepoint.z - (double)camerapoint.z, 2), 0.5);
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if(distance < 0)
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distance = distance*-1;
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CoordinateFrame frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x, pos.y+size.y/2+1, pos.z));
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Box icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, sphereColor, Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x+size.x/2+1, pos.y, pos.z));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, sphereColor , Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x, pos.y, pos.z+(size.z/2+1)));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, sphereColor, Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x, pos.y-(size.y/2+1), pos.z));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, sphereColor, Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x-(size.x/2+1), pos.y, pos.z));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, sphereColor, Color4::clear());
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frame = CoordinateFrame(rd->getCameraToWorldMatrix().rotation, Vector3(pos.x, pos.y, pos.z-(size.z/2+1)));
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icon = Box(Vector3(0-distance/128, 0-distance/128, 0-distance/128), Vector3(distance/128, distance/128, distance/128));
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Draw::box(frame.toWorldSpace(icon), rd, sphereColor, Color4::clear());
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rd->setAmbientLightColor(lighting.ambient);
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rd->setAmbientLightColor(lighting.ambient);
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rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
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rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
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}
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}
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