Made selection boxes not succ

This commit is contained in:
andreja6
2020-03-09 13:22:46 -07:00
parent cd7b886ada
commit 7c85167030

View File

@@ -31,7 +31,7 @@
#include "DeleteListener.h"
#include "CameraButtonListener.h"
#include "RotateButtonListener.h"
#define LEGACY_LOAD_G3DFUN_LEVEL
//#define LEGACY_LOAD_G3DFUN_LEVEL
Ray testRay;
static int cursorid = 0;
static int cursorOvrid = 0;
@@ -512,7 +512,7 @@ int Application::getMode()
void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c)
{
rd->disableLighting();
Color3 outline = Color3::cyan();//Color3(0.098F,0.6F,1.0F);
float offsetSize = 0.05F;
//X
@@ -534,8 +534,6 @@ void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, Lighti
if(_mode == ARROWS)
{
rd->setLight(0, NULL);
rd->setAmbientLightColor(Color3(1,1,1));
AABox box;
c.toWorldSpace(Box(from, to)).getBounds(box);
@@ -556,14 +554,10 @@ void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, Lighti
rd->setAmbientLightColor(lighting.ambient);
rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
}
else if(_mode == RESIZE)
{
Color3 sphereColor = outline;
rd->setLight(0, NULL);
rd->setAmbientLightColor(Color3(1,1,1));
Vector3 gamepoint = pos;
Vector3 camerapoint = rd->getCameraToWorldMatrix().translation;
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);
@@ -573,25 +567,23 @@ void Application::drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, Lighti
float multiplier = distance * 0.025F/2;
if(multiplier < 0.25F)
multiplier = 0.25F;
Vector3 position = pos + (c.lookVector()*((size.z/2)+1));
Vector3 position = pos + (c.lookVector()*((size.z)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos - (c.lookVector()*((size.z/2)+1));
position = pos - (c.lookVector()*((size.z)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos + (c.rightVector()*((size.x/2)+1));
position = pos + (c.rightVector()*((size.x)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos - (c.rightVector()*((size.x/2)+1));
position = pos - (c.rightVector()*((size.x)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos + (c.upVector()*((size.y/2)+1));
position = pos + (c.upVector()*((size.y)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
position = pos - (c.upVector()*((size.y/2)+1));
position = pos - (c.upVector()*((size.y)+1));
Draw::sphere(Sphere(position, multiplier), rd, sphereColor, Color4::clear());
}
rd->setAmbientLightColor(lighting.ambient);
rd->setLight(0, GLight::directional(lighting.lightDirection, lighting.lightColor));
}
rd->enableLighting();
}
void Application::exitApplication()