void AABB::Draw(const VBO& vbos) { //Draw axis. /*glColor3d(0.8, 0.8, 0.2); glBegin(GL_LINES); glVertex3d(x_min_, y_max_, z_min_); glVertex3d(x_max_, y_max_, z_min_); glVertex3d(x_max_, y_max_, z_min_); glVertex3d(x_max_, y_max_, z_max_); glVertex3d(x_max_, y_max_, z_max_); glVertex3d(x_min_, y_max_, z_max_); glVertex3d(x_min_, y_max_, z_max_); glVertex3d(x_min_, y_max_, z_min_); glVertex3d(x_min_, y_min_, z_min_); glVertex3d(x_max_, y_min_, z_min_); glVertex3d(x_max_, y_min_, z_min_); glVertex3d(x_max_, y_min_, z_max_); glVertex3d(x_max_, y_min_, z_max_); glVertex3d(x_min_, y_min_, z_max_); glVertex3d(x_min_, y_min_, z_max_); glVertex3d(x_min_, y_min_, z_min_); glVertex3d(x_min_, y_max_, z_min_); glVertex3d(x_min_, y_min_, z_min_); glVertex3d(x_max_, y_max_, z_min_); glVertex3d(x_max_, y_min_, z_min_); glVertex3d(x_max_, y_max_, z_max_); glVertex3d(x_max_, y_min_, z_max_); glVertex3d(x_min_, y_max_, z_max_); glVertex3d(x_min_, y_min_, z_max_); glEnd();*/ assert(isnt_empty_); EigenVector3 vec_center((x_max_-x_min_)/2.0, (y_max_ - y_min_) / 2.0, (z_max_ - z_min_) / 2.0); aabb_body_.move_to(Eigen2GLM(vec_center)); aabb_body_.change_color(glm::vec3(0.5, 0.2, 0.3)); aabb_body_.Draw(vbos); }
void AttachmentConstraint::Draw(const VBO& vbos) { m_attachment_constraint_body.move_to(Eigen2GLM(m_fixd_point)); if (m_selected) m_attachment_constraint_body.change_color(glm::vec3(0.8, 0.8, 0.2)); else m_attachment_constraint_body.change_color(glm::vec3(0.8, 0.2, 0.2)); m_attachment_constraint_body.Draw(vbos); }