void Indicator::RenderBox(GraphicsDevice &GD, MatrixController &MC, float Radius, const Rectangle3f &Rect, RGBColor Color) { RenderCylinder(GD, MC, Radius, Vec3f(Rect.Min.x, Rect.Min.y, Rect.Min.z), Vec3f(Rect.Max.x, Rect.Min.y, Rect.Min.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Max.x, Rect.Min.y, Rect.Min.z), Vec3f(Rect.Max.x, Rect.Max.y, Rect.Min.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Max.x, Rect.Max.y, Rect.Min.z), Vec3f(Rect.Min.x, Rect.Max.y, Rect.Min.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Min.x, Rect.Max.y, Rect.Min.z), Vec3f(Rect.Min.x, Rect.Min.y, Rect.Min.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Min.x, Rect.Min.y, Rect.Min.z), Vec3f(Rect.Min.x, Rect.Min.y, Rect.Max.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Max.x, Rect.Min.y, Rect.Min.z), Vec3f(Rect.Max.x, Rect.Min.y, Rect.Max.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Max.x, Rect.Max.y, Rect.Min.z), Vec3f(Rect.Max.x, Rect.Max.y, Rect.Max.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Min.x, Rect.Max.y, Rect.Min.z), Vec3f(Rect.Min.x, Rect.Max.y, Rect.Max.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Min.x, Rect.Min.y, Rect.Max.z), Vec3f(Rect.Max.x, Rect.Min.y, Rect.Max.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Max.x, Rect.Min.y, Rect.Max.z), Vec3f(Rect.Max.x, Rect.Max.y, Rect.Max.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Max.x, Rect.Max.y, Rect.Max.z), Vec3f(Rect.Min.x, Rect.Max.y, Rect.Max.z), Color); RenderCylinder(GD, MC, Radius, Vec3f(Rect.Min.x, Rect.Max.y, Rect.Max.z), Vec3f(Rect.Min.x, Rect.Min.y, Rect.Max.z), Color); Matrix4 Scale = Matrix4::Scaling(Rect.Dimensions()); Matrix4 Translate = Matrix4::Translation(Rect.Min); MC.World = Scale * Translate; LPDIRECT3DDEVICE9 Device = GD.CastD3D9().GetDevice(); D3DCOLOR D3DColor = RGBColor(90, 90, 90); Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_BLENDFACTOR); Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVBLENDFACTOR); Device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); Device->SetRenderState(D3DRS_BLENDFACTOR, D3DColor); _Box.SetColor(Color); _Box.Render(); Device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); }
void BaseMesh::CreateBox(const Rectangle3f &Rect) { Vec3f Dimensions = Rect.Dimensions(); CreateBox(Dimensions.x, Dimensions.y, Dimensions.z, 0); Translate(Rect.Center()); }