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mirror of synced 2024-11-14 19:17:39 +01:00
Switch-Toolbox/Switch_Toolbox_Library/Rendering/DrawableBoundingBox.cs
KillzXGaming a8e6d104f2 A few improvements.
Panes can now be selected and moved around.
Panes can be resized from corners or edges.
Improved hit detection for panes.
Mouse left click now selects and moves panes. Use middle mouse or hold shift + left mouse to pan/move camera.
More progress on timeline, but currently not functional so currently disabled atm.
Multiple layout animations can be selected and played at once. Goes to the highest amount of frames.
Start to impliment a parts manager. Will allow editing external layout and animation data, and saving back properly.
2019-10-05 13:25:28 -04:00

123 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK.Graphics.OpenGL;
using OpenTK;
namespace Toolbox.Library.Rendering
{
public class DrawableBoundingBox
{
public static List<Vector3> GetBoundingVertices(Vector3 Min, Vector3 Max)
{
var vertices = new List<Vector3>();
vertices.Add(new Vector3(Min.X, Min.Y, Min.Z));
vertices.Add(new Vector3(Min.X, Min.Y, Max.Z));
vertices.Add(new Vector3(Min.X, Max.Y, Min.Z));
vertices.Add(new Vector3(Min.X, Max.Y, Max.Z));
vertices.Add(new Vector3(Max.X, Min.Y, Min.Z));
vertices.Add(new Vector3(Max.X, Min.Y, Max.Z));
vertices.Add(new Vector3(Max.X, Max.Y, Min.Z));
vertices.Add(new Vector3(Max.X, Max.Y, Max.Z));
return vertices;
}
public static Vector3[] points = new Vector3[]
{
new Vector3(-1,-1, 1),
new Vector3( 1,-1, 1),
new Vector3(-1, 1, 1),
new Vector3( 1, 1, 1),
new Vector3(-1,-1,-1),
new Vector3( 1,-1,-1),
new Vector3(-1, 1,-1),
new Vector3( 1, 1,-1)
};
public static void DrawBoundingBox(Matrix4 mvp, Vector3 Scale, Vector3 Position, System.Drawing.Color color)
{
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref mvp);
GL.Disable(EnableCap.CullFace);
GL.UseProgram(0);
GL.LineWidth(5);
GL.Color3(color);
GL.Begin(PrimitiveType.LineStrip);
GL.Vertex3(Position + points[6] * Scale);
GL.Vertex3(Position + points[2] * Scale);
GL.Vertex3(Position + points[3] * Scale);
GL.Vertex3(Position + points[7] * Scale);
GL.Vertex3(Position + points[6] * Scale);
GL.Vertex3(Position + points[4] * Scale);
GL.Vertex3(Position + points[5] * Scale);
GL.Vertex3(Position + points[1] * Scale);
GL.Vertex3(Position + points[0] * Scale);
GL.Vertex3(Position + points[4] * Scale);
GL.End();
GL.Begin(PrimitiveType.Lines);
GL.Color3(color);
GL.Vertex3(Position + points[2] * Scale);
GL.Vertex3(Position + points[0] * Scale);
GL.Vertex3(Position + points[3] * Scale);
GL.Vertex3(Position + points[1] * Scale);
GL.Vertex3(Position + points[7] * Scale);
GL.Vertex3(Position + points[5] * Scale);
GL.End();
GL.LineWidth(1);
GL.Enable(EnableCap.CullFace);
GL.UseProgram(0);
}
public static void DrawBoundingBox(Matrix4 mvp, Vector3 Min, Vector3 Max, Vector3 Position, System.Drawing.Color color)
{
GL.MatrixMode(MatrixMode.Modelview);
GL.LoadMatrix(ref mvp);
GL.Disable(EnableCap.CullFace);
GL.UseProgram(0);
var vertices = GetBoundingVertices(Min, Max);
GL.LineWidth(5);
GL.Begin(PrimitiveType.LineLoop);
GL.Color3(color);
GL.Vertex3(Position + vertices[0]);
GL.Vertex3(Position + vertices[1]);
GL.Vertex3(Position + vertices[3]);
GL.Vertex3(Position + vertices[2]);
GL.End();
GL.Begin(PrimitiveType.LineLoop);
GL.Color3(color);
GL.Vertex3(Position + vertices[4]);
GL.Vertex3(Position + vertices[5]);
GL.Vertex3(Position + vertices[7]);
GL.Vertex3(Position + vertices[6]);
GL.End();
GL.Begin(PrimitiveType.Lines);
GL.Color3(color);
GL.Vertex3(Position + vertices[0]);
GL.Vertex3(Position + vertices[4]);
GL.Vertex3(Position + vertices[1]);
GL.Vertex3(Position + vertices[5]);
GL.Vertex3(Position + vertices[3]);
GL.Vertex3(Position + vertices[7]);
GL.Vertex3(Position + vertices[2]);
GL.Vertex3(Position + vertices[6]);
GL.End();
GL.LineWidth(1);
GL.Enable(EnableCap.CullFace);
GL.UseProgram(0);
}
}
}