void Ve1Node::Draw() { AmjuGL::PushAttrib(AmjuGL::AMJU_TEXTURE_2D); AmjuGL::Disable(AmjuGL::AMJU_TEXTURE_2D); PushColour(); if (m_obj->IsSelected()) { MultColour(Colour(1, 0, 0, 1)); } else { MultColour(Colour(0, 0, 1, 1)); // So visible, grey is not very noticeable } Assert(m_obj->GetAABB()); DrawSolidAABB(*(m_obj->GetAABB())); DrawAABB(*(m_obj->GetAABB())); Vec2f screenpos; Vec3f pos = m_obj->GetPos(); Project(pos, &screenpos); PopColour(); AmjuGL::PopAttrib(); }
void SceneGraph::drawBBoxes() { //Draw All Visible Nodes for (U32 i = 0; i < m_vSceneNodes.size(); i++) { if (m_vSceneNodes[i]->isVisible()) { AABB box = m_vSceneNodes[i]->aabb(); if (box.isValid()) DrawAABB(box.lower(), box.upper(), vec3f(0, 0, 1), 1.0f); } } }
void DrawRegularGrid(reg_grid_t& grid) { vec3i_t gridDim = grid.dim; vec3i_t gridIdx; for(gridIdx.x = 0; gridIdx.x < gridDim.x; gridIdx.x++) for(gridIdx.y = 0; gridIdx.y < gridDim.y; gridIdx.y++) for(gridIdx.z = 0; gridIdx.z < gridDim.z; gridIdx.z++) { AABB_t aabb = grid.getAABB(gridIdx); if(grid[gridIdx].second == true) glColor3f(0,1,0); else glColor3f(1,0,0); DrawAABB(aabb); } }
void DrawAABB(const AABB& box, const vec3f& color) { DrawAABB(box.lower(), box.upper(), color, 1.0f); }
void MeshRenderer::drawAABB() { DrawAABB(m_aabb.lower(), m_aabb.upper(), vec3f(0,0,1), 1.0f); }
void SceneNode::drawBBox() const { DrawAABB(m_bbox.lower(), m_bbox.upper(), vec3f(0,0,1), 1.0f); }