void Extents::rotate(const glm::quat& rotation) { glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z); glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z); glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z); glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z); glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z); glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z); glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z); glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z); glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear; glm::vec3 bottomRightNearRotated = rotation * bottomRightNear; glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar; glm::vec3 bottomRightFarRotated = rotation * bottomRightFar; glm::vec3 topLeftNearRotated = rotation * topLeftNear; glm::vec3 topRightNearRotated = rotation * topRightNear; glm::vec3 topLeftFarRotated = rotation * topLeftFar; glm::vec3 topRightFarRotated = rotation * topRightFar; minimum = glm::min(bottomLeftNearRotated, glm::min(bottomRightNearRotated, glm::min(bottomLeftFarRotated, glm::min(bottomRightFarRotated, glm::min(topLeftNearRotated, glm::min(topRightNearRotated, glm::min(topLeftFarRotated,topRightFarRotated))))))); maximum = glm::max(bottomLeftNearRotated, glm::max(bottomRightNearRotated, glm::max(bottomLeftFarRotated, glm::max(bottomRightFarRotated, glm::max(topLeftNearRotated, glm::max(topRightNearRotated, glm::max(topLeftFarRotated,topRightFarRotated))))))); }
void AABox::rotate(const glm::quat& rotation) { auto minimum = _corner; auto maximum = _corner + _scale; glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z); glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z); glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z); glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z); glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z); glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z); glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z); glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z); glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear; glm::vec3 bottomRightNearRotated = rotation * bottomRightNear; glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar; glm::vec3 bottomRightFarRotated = rotation * bottomRightFar; glm::vec3 topLeftNearRotated = rotation * topLeftNear; glm::vec3 topRightNearRotated = rotation * topRightNear; glm::vec3 topLeftFarRotated = rotation * topLeftFar; glm::vec3 topRightFarRotated = rotation * topRightFar; minimum = glm::min(bottomLeftNearRotated, glm::min(bottomRightNearRotated, glm::min(bottomLeftFarRotated, glm::min(bottomRightFarRotated, glm::min(topLeftNearRotated, glm::min(topRightNearRotated, glm::min(topLeftFarRotated, topRightFarRotated))))))); maximum = glm::max(bottomLeftNearRotated, glm::max(bottomRightNearRotated, glm::max(bottomLeftFarRotated, glm::max(bottomRightFarRotated, glm::max(topLeftNearRotated, glm::max(topRightNearRotated, glm::max(topLeftFarRotated, topRightFarRotated))))))); _corner = minimum; _scale = maximum - minimum; }
void Cube3DOverlay::render(RenderArgs* args) { if (!_visible) { return; // do nothing if we're not visible } float alpha = getAlpha(); xColor color = getColor(); const float MAX_COLOR = 255.0f; glm::vec4 cubeColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha); // TODO: handle registration point?? glm::vec3 position = getPosition(); glm::vec3 center = getCenter(); glm::vec3 dimensions = getDimensions(); glm::quat rotation = getRotation(); auto batch = args->_batch; if (batch) { Transform transform; transform.setTranslation(position); transform.setRotation(rotation); if (_isSolid) { // if (_borderSize > 0) { // // Draw a cube at a larger size behind the main cube, creating // // a border effect. // // Disable writing to the depth mask so that the "border" cube will not // // occlude the main cube. This means the border could be covered by // // overlays that are further back and drawn later, but this is good // // enough for the use-case. // transform.setScale(dimensions * _borderSize); // batch->setModelTransform(transform); // DependencyManager::get<GeometryCache>()->renderSolidCube(*batch, 1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha)); // } transform.setScale(dimensions); batch->setModelTransform(transform); DependencyManager::get<GeometryCache>()->renderSolidCube(*batch, 1.0f, cubeColor); } else { if (getIsDashedLine()) { transform.setScale(1.0f); batch->setModelTransform(transform); glm::vec3 halfDimensions = dimensions / 2.0f; glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z); glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z); glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z); glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z); glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z); glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z); glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z); glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z); auto geometryCache = DependencyManager::get<GeometryCache>(); geometryCache->renderDashedLine(*batch, bottomLeftNear, bottomRightNear, cubeColor); geometryCache->renderDashedLine(*batch, bottomRightNear, bottomRightFar, cubeColor); geometryCache->renderDashedLine(*batch, bottomRightFar, bottomLeftFar, cubeColor); geometryCache->renderDashedLine(*batch, bottomLeftFar, bottomLeftNear, cubeColor); geometryCache->renderDashedLine(*batch, topLeftNear, topRightNear, cubeColor); geometryCache->renderDashedLine(*batch, topRightNear, topRightFar, cubeColor); geometryCache->renderDashedLine(*batch, topRightFar, topLeftFar, cubeColor); geometryCache->renderDashedLine(*batch, topLeftFar, topLeftNear, cubeColor); geometryCache->renderDashedLine(*batch, bottomLeftNear, topLeftNear, cubeColor); geometryCache->renderDashedLine(*batch, bottomRightNear, topRightNear, cubeColor); geometryCache->renderDashedLine(*batch, bottomLeftFar, topLeftFar, cubeColor); geometryCache->renderDashedLine(*batch, bottomRightFar, topRightFar, cubeColor); } else { transform.setScale(dimensions); batch->setModelTransform(transform); DependencyManager::get<DeferredLightingEffect>()->renderWireCube(*batch, 1.0f, cubeColor); } } } }
void Cube3DOverlay::render(RenderArgs* args) { if (!_visible) { return; // do nothing if we're not visible } float glowLevel = getGlowLevel(); Glower* glower = NULL; if (glowLevel > 0.0f) { glower = new Glower(glowLevel); } float alpha = getAlpha(); xColor color = getColor(); const float MAX_COLOR = 255.0f; glm::vec4 cubeColor(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha); //glDisable(GL_LIGHTING); // TODO: handle registration point?? glm::vec3 position = getPosition(); glm::vec3 center = getCenter(); glm::vec3 dimensions = getDimensions(); glm::quat rotation = getRotation(); glPushMatrix(); glTranslatef(position.x, position.y, position.z); glm::vec3 axis = glm::axis(rotation); glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z); glPushMatrix(); glm::vec3 positionToCenter = center - position; glTranslatef(positionToCenter.x, positionToCenter.y, positionToCenter.z); if (_isSolid) { if (_borderSize > 0) { // Draw a cube at a larger size behind the main cube, creating // a border effect. // Disable writing to the depth mask so that the "border" cube will not // occlude the main cube. This means the border could be covered by // overlays that are further back and drawn later, but this is good // enough for the use-case. glDepthMask(GL_FALSE); glPushMatrix(); glScalef(dimensions.x * _borderSize, dimensions.y * _borderSize, dimensions.z * _borderSize); if (_drawOnHUD) { DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha)); } else { DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, glm::vec4(1.0f, 1.0f, 1.0f, alpha)); } glPopMatrix(); glDepthMask(GL_TRUE); } glPushMatrix(); glScalef(dimensions.x, dimensions.y, dimensions.z); if (_drawOnHUD) { DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor); } else { DependencyManager::get<GeometryCache>()->renderSolidCube(1.0f, cubeColor); } glPopMatrix(); } else { glLineWidth(_lineWidth); if (getIsDashedLine()) { glm::vec3 halfDimensions = dimensions / 2.0f; glm::vec3 bottomLeftNear(-halfDimensions.x, -halfDimensions.y, -halfDimensions.z); glm::vec3 bottomRightNear(halfDimensions.x, -halfDimensions.y, -halfDimensions.z); glm::vec3 topLeftNear(-halfDimensions.x, halfDimensions.y, -halfDimensions.z); glm::vec3 topRightNear(halfDimensions.x, halfDimensions.y, -halfDimensions.z); glm::vec3 bottomLeftFar(-halfDimensions.x, -halfDimensions.y, halfDimensions.z); glm::vec3 bottomRightFar(halfDimensions.x, -halfDimensions.y, halfDimensions.z); glm::vec3 topLeftFar(-halfDimensions.x, halfDimensions.y, halfDimensions.z); glm::vec3 topRightFar(halfDimensions.x, halfDimensions.y, halfDimensions.z); auto geometryCache = DependencyManager::get<GeometryCache>(); geometryCache->renderDashedLine(bottomLeftNear, bottomRightNear, cubeColor); geometryCache->renderDashedLine(bottomRightNear, bottomRightFar, cubeColor); geometryCache->renderDashedLine(bottomRightFar, bottomLeftFar, cubeColor); geometryCache->renderDashedLine(bottomLeftFar, bottomLeftNear, cubeColor); geometryCache->renderDashedLine(topLeftNear, topRightNear, cubeColor); geometryCache->renderDashedLine(topRightNear, topRightFar, cubeColor); geometryCache->renderDashedLine(topRightFar, topLeftFar, cubeColor); geometryCache->renderDashedLine(topLeftFar, topLeftNear, cubeColor); geometryCache->renderDashedLine(bottomLeftNear, topLeftNear, cubeColor); geometryCache->renderDashedLine(bottomRightNear, topRightNear, cubeColor); geometryCache->renderDashedLine(bottomLeftFar, topLeftFar, cubeColor); geometryCache->renderDashedLine(bottomRightFar, topRightFar, cubeColor); } else { glScalef(dimensions.x, dimensions.y, dimensions.z); DependencyManager::get<DeferredLightingEffect>()->renderWireCube(1.0f, cubeColor); } } glPopMatrix(); glPopMatrix(); if (glower) { delete glower; } }