Bounding Box rendering for Mesh objects is now fixed: used to be the objects were all drawn on the original Mesh instead of its copies.

This commit is contained in:
2018-12-10 09:53:13 -06:00
parent 6a5d45ba14
commit 3ed09dd930
2 changed files with 83 additions and 55 deletions

View File

@@ -18,24 +18,55 @@ class IMICFPS
end
def create_bounding_box(object, box, color = nil, mesh_object_id)
color ||= object.debug_color
if @bounding_boxes[mesh_object_id]
if @bounding_boxes[mesh_object_id][:color] != color
update_mesh_colors(mesh_object_id, color)
@bounding_boxes[mesh_object_id][:colors] = mesh_colors(color).pack("f*")
@bounding_boxes[mesh_object_id][:color] = color
return
else
return
end
end
@bounding_boxes[mesh_object_id] = {}
@bounding_boxes[mesh_object_id] = {object: object, box: box, color: color}
@bounding_boxes[mesh_object_id] = {object: object, box: box, color: color, objects: []}
box = object.normalize_bounding_box(box)
update_mesh_colors(mesh_object_id, color)
normals = mesh_normals
colors = mesh_colors(color)
vertices = mesh_vertices(box)
normals = [
@vertex_count+=vertices.size
@bounding_boxes[mesh_object_id][:vertices_size] = vertices.size
@bounding_boxes[mesh_object_id][:vertices] = vertices.pack("f*")
@bounding_boxes[mesh_object_id][:normals] = normals.pack("f*")
@bounding_boxes[mesh_object_id][:colors] = colors.pack("f*")
object.model.objects.each do |mesh|
data = {}
box = object.normalize_bounding_box(mesh.bounding_box)
normals = mesh_normals
colors = mesh_colors(mesh.debug_color)
vertices = mesh_vertices(box)
@vertex_count+=vertices.size
data[:vertices_size] = vertices.size
data[:vertices] = vertices.pack("f*")
data[:normals] = normals.pack("f*")
data[:colors] = colors.pack("f*")
@bounding_boxes[mesh_object_id][:objects] << data
end
end
def mesh_normals
[
0,1,0,
0,1,0,
0,1,0,
@@ -79,7 +110,51 @@ class IMICFPS
-1,0,0,
-1,0,0
]
vertices = [
end
def mesh_colors(color)
[
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue
]
end
def mesh_vertices(box)
[
box.min_x, box.max_y, box.max_z,
box.min_x, box.max_y, box.min_z,
box.max_x, box.max_y, box.min_z,
@@ -128,55 +203,6 @@ class IMICFPS
box.min_x, box.max_y, box.min_z,
box.max_x, box.max_y, box.min_z
]
@vertex_count+=vertices.size
@bounding_boxes[mesh_object_id][:vertices_size] = vertices.size
@bounding_boxes[mesh_object_id][:vertices] = vertices.pack("f*")
@bounding_boxes[mesh_object_id][:normals] = normals.pack("f*")
end
def update_mesh_colors(mesh_object_id, color)
@bounding_boxes[mesh_object_id][:colors] = [
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue,
color.red, color.green, color.blue
].pack("f*")
@bounding_boxes[mesh_object_id][:color] = color
end
def draw_bounding_boxes
@@ -185,12 +211,15 @@ class IMICFPS
glTranslatef(bounding_box[:object].x, bounding_box[:object].y, bounding_box[:object].z)
draw_bounding_box(bounding_box)
@bounding_boxes[key][:objects].each {|o| draw_bounding_box(o)}
glPopMatrix
found = ObjectManager.objects.detect { |o| o == bounding_box[:object] }
unless found
@vertex_count -= @bounding_boxes[key][:vertices_size]
@bounding_boxes[key][:objects].each {|o| @vertex_count -= [:vertex_count]}
@bounding_boxes.delete(key)
end
end

View File

@@ -15,7 +15,6 @@ class IMICFPS
if object.visible && object.renderable
# Render bounding boxes before transformation is applied
@bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug
object.model.objects.each {|o| @bounding_box_renderer.create_bounding_box(object, o.bounding_box, o.debug_color, o.object_id)} if $debug
@opengl_renderer.draw_object(object)
end