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https://github.com/cyberarm/i-mic-fps.git
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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:
@@ -18,24 +18,55 @@ class IMICFPS
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end
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def create_bounding_box(object, box, color = nil, mesh_object_id)
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color ||= object.debug_color
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if @bounding_boxes[mesh_object_id]
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if @bounding_boxes[mesh_object_id][:color] != color
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update_mesh_colors(mesh_object_id, color)
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@bounding_boxes[mesh_object_id][:colors] = mesh_colors(color).pack("f*")
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@bounding_boxes[mesh_object_id][:color] = color
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return
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else
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return
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end
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end
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@bounding_boxes[mesh_object_id] = {}
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@bounding_boxes[mesh_object_id] = {object: object, box: box, color: color}
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@bounding_boxes[mesh_object_id] = {object: object, box: box, color: color, objects: []}
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box = object.normalize_bounding_box(box)
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update_mesh_colors(mesh_object_id, color)
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normals = mesh_normals
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colors = mesh_colors(color)
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vertices = mesh_vertices(box)
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normals = [
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@vertex_count+=vertices.size
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@bounding_boxes[mesh_object_id][:vertices_size] = vertices.size
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@bounding_boxes[mesh_object_id][:vertices] = vertices.pack("f*")
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@bounding_boxes[mesh_object_id][:normals] = normals.pack("f*")
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@bounding_boxes[mesh_object_id][:colors] = colors.pack("f*")
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object.model.objects.each do |mesh|
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data = {}
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box = object.normalize_bounding_box(mesh.bounding_box)
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normals = mesh_normals
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colors = mesh_colors(mesh.debug_color)
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vertices = mesh_vertices(box)
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@vertex_count+=vertices.size
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data[:vertices_size] = vertices.size
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data[:vertices] = vertices.pack("f*")
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data[:normals] = normals.pack("f*")
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data[:colors] = colors.pack("f*")
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@bounding_boxes[mesh_object_id][:objects] << data
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end
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end
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def mesh_normals
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[
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0,1,0,
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0,1,0,
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0,1,0,
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@@ -79,7 +110,51 @@ class IMICFPS
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-1,0,0,
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-1,0,0
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]
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vertices = [
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end
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def mesh_colors(color)
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[
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue
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]
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end
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def mesh_vertices(box)
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[
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box.min_x, box.max_y, box.max_z,
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box.min_x, box.max_y, box.min_z,
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box.max_x, box.max_y, box.min_z,
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@@ -128,55 +203,6 @@ class IMICFPS
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box.min_x, box.max_y, box.min_z,
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box.max_x, box.max_y, box.min_z
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]
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@vertex_count+=vertices.size
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@bounding_boxes[mesh_object_id][:vertices_size] = vertices.size
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@bounding_boxes[mesh_object_id][:vertices] = vertices.pack("f*")
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@bounding_boxes[mesh_object_id][:normals] = normals.pack("f*")
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end
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def update_mesh_colors(mesh_object_id, color)
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@bounding_boxes[mesh_object_id][:colors] = [
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue,
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color.red, color.green, color.blue
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].pack("f*")
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@bounding_boxes[mesh_object_id][:color] = color
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end
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def draw_bounding_boxes
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@@ -185,12 +211,15 @@ class IMICFPS
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glTranslatef(bounding_box[:object].x, bounding_box[:object].y, bounding_box[:object].z)
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draw_bounding_box(bounding_box)
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@bounding_boxes[key][:objects].each {|o| draw_bounding_box(o)}
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glPopMatrix
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found = ObjectManager.objects.detect { |o| o == bounding_box[:object] }
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unless found
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@vertex_count -= @bounding_boxes[key][:vertices_size]
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@bounding_boxes[key][:objects].each {|o| @vertex_count -= [:vertex_count]}
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@bounding_boxes.delete(key)
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end
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end
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@@ -15,7 +15,6 @@ class IMICFPS
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if object.visible && object.renderable
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# Render bounding boxes before transformation is applied
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@bounding_box_renderer.create_bounding_box(object, object.model.bounding_box, object.debug_color, object.object_id) if $debug
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object.model.objects.each {|o| @bounding_box_renderer.create_bounding_box(object, o.bounding_box, o.debug_color, o.object_id)} if $debug
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@opengl_renderer.draw_object(object)
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end
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