Example #1
0
void SceneManager::DrawWaypoints(IShader& shader)
{
	std::map<unsigned int, AIPath>::iterator iter = m_AIPaths.begin();

	for (iter; iter != m_AIPaths.end(); ++iter)
	{
		if (iter->second.IsVisible())
		{
			std::vector<glm::vec3> path = iter->second.GetWaypoints();
			for (int i = 0; i < path.size(); ++i)
			{
				glm::mat4 translation;
				translation = glm::translate(translation, path[i]);
				shader.SetWorldMatrix(translation);
				m_miscObjects["waypoint"]->Draw();

				if (iter->second.IsClosed())
				{
					if (path.size() > 1 && (i - 1) < path.size())
					{
						glBegin(GL_LINES);
						glm::vec3 cpos = path[i - 1];
						glm::vec3 npos = path[i];
						glm::vec3 min = cpos - npos;
						glVertex3f(0, 5, 0);
						glVertex3f(min.x, min.y + 5, min.z);
						glEnd();
					}

					if (path.size() > 2 && (i) == path.size() - 1)
					{
						glBegin(GL_LINES);
						glm::vec3 cpos = path[0];
						glm::vec3 npos = path[path.size() - 1];
						glm::vec3 min = cpos - npos;
						glVertex3f(0, 5, 0);
						glVertex3f(min.x, min.y + 5, min.z);
						glEnd();
					}
				}
				else
				{
					if (path.size() > 1 && (i - 1) < path.size())
					{
						glBegin(GL_LINES);
						glm::vec3 cpos = path[i - 1];
						glm::vec3 npos = path[i];
						glm::vec3 min = cpos - npos;
						glVertex3f(0, 5, 0);
						glVertex3f(min.x, min.y + 5, min.z);
						glEnd();
					}
				}
			}
		}
	}
}
Example #2
0
void SceneManager::DrawTempWaypoints(IShader& shader, AIPath& tempPath)
{
	std::vector<glm::vec3> path = tempPath.GetWaypoints();
	for (int i = 0; i < path.size(); ++i)
	{
		glm::mat4 translation;
		translation = glm::translate(translation, path[i]);
		shader.SetWorldMatrix(translation);
		m_miscObjects["waypoint"]->Draw();
		if (tempPath.IsClosed())
		{
			if (path.size() > 1 && (i - 1) < path.size())
			{
				glBegin(GL_LINES);
				glm::vec3 cpos = path[i - 1];
				glm::vec3 npos = path[i];
				glm::vec3 min = cpos - npos;
				glVertex3f(0, 5, 0);
				glVertex3f(min.x, min.y + 5, min.z);
				glEnd();
			}

			if (path.size() > 2 && (i) == path.size()-1)
			{
				glBegin(GL_LINES);
				glm::vec3 cpos = path[0];
				glm::vec3 npos = path[path.size() - 1];
				glm::vec3 min = cpos - npos;
				glVertex3f(0, 5, 0);
				glVertex3f(min.x, min.y + 5, min.z);
				glEnd();
			}
		}
		else
		{
			if (path.size() > 1 && (i - 1) < path.size())
			{
				glBegin(GL_LINES);
				glm::vec3 cpos = path[i - 1];
				glm::vec3 npos = path[i];
				glm::vec3 min = cpos - npos;
				glVertex3f(0, 5, 0);
				glVertex3f(min.x, min.y + 5, min.z);
				glEnd();
			}
		}
	}
}
Example #3
0
void SceneManager::DrawBoundingBoxes(IShader& shader)
{
	std::map<unsigned int, StaticMesh*>::const_iterator iter = models.begin();

	for (iter; iter != models.end(); ++iter)
	{
		if (iter->second->m_bDrawBoundingBox)
		{
			glm::mat4 worldM;
			glm::vec3 rotation = iter->second->GetRotation();
			glm::vec3 rotationInRadians = (rotation * glm::pi<float>()) / 180.0f;
			worldM = glm::translate(worldM, iter->second->GetPosition());
			worldM = glm::rotate(worldM, rotationInRadians.x, glm::vec3(1.0f, 0.0f, 0.0f));
			worldM = glm::rotate(worldM, rotationInRadians.y, glm::vec3(0.0f, 1.0f, 0.0f));
			worldM = glm::rotate(worldM, rotationInRadians.z, glm::vec3(0.0f, 0.0f, 1.0f));
			shader.SetWorldMatrix(worldM);
			iter->second->GetModelData()->boundingbox.Draw();
		}
	}
}
Example #4
0
void SceneManager::Draw(IShader& shader)
{
	std::map<unsigned int, StaticMesh*>::iterator iter = models.begin();
	for (iter; iter != models.end(); ++iter)
	{
		BoundingBox transformedBox = iter->second->GetModelData()->boundingbox;
	
		glm::vec3 objRot = iter->second->GetRotation();
		glm::mat4 rotMat;
		objRot = (objRot * glm::pi<float>()) / 180.0f;
		rotMat = glm::rotate(rotMat, objRot.x, glm::vec3(1.0f, 0.0f, 0.0f));
		rotMat = glm::rotate(rotMat, objRot.y, glm::vec3(0.0f, 1.0f, 0.0f));
		rotMat = glm::rotate(rotMat, objRot.z, glm::vec3(0.0f, 0.0f, 1.0f));

		glm::vec4 transformedMaxPoint = rotMat * glm::vec4(transformedBox.max, 0);
		glm::vec4 transformedMinPoint = rotMat * glm::vec4(transformedBox.min, 0);
		transformedBox.max = glm::vec3(transformedMaxPoint.x, transformedMaxPoint.y, transformedMaxPoint.z);
		transformedBox.min = glm::vec3(transformedMinPoint.x, transformedMinPoint.y, transformedMinPoint.z);

		transformedBox.max += iter->second->GetPosition();
		transformedBox.min += iter->second->GetPosition();
		
		//TestResult t = m_Frustum.Intersect(transformedBox);
		//if (t != TEST_OUTSIDE)
		//{
			glm::mat4 worldM;
			glm::vec3 rotation = iter->second->GetRotation();
			glm::vec3 rotationInRadians = (rotation * glm::pi<float>()) / 180.0f;
			worldM = glm::translate(worldM, iter->second->GetPosition());
			worldM = glm::rotate(worldM, rotationInRadians.x, glm::vec3(1.0f, 0.0f, 0.0f));
			worldM = glm::rotate(worldM, rotationInRadians.y, glm::vec3(0.0f, 1.0f, 0.0f));
			worldM = glm::rotate(worldM, rotationInRadians.z, glm::vec3(0.0f, 0.0f, 1.0f));
			shader.SetWorldMatrix(worldM);
			iter->second->Draw();
		//}
	}
}