WorldEditor::renderObjectBox() - MRenderBoxIntersect ?
by Orion Elenzil · in Torque Game Engine · 05/29/2007 (12:04 pm) · 1 replies
There's this following bit of commented-out code in the TGE 1.3.5 codebase,
and it sounds really interesting.
i'd really love to have some visual indicator when object boxes are overlapping.
anyone know the story ?
and it sounds really interesting.
i'd really love to have some visual indicator when object boxes are overlapping.
anyone know the story ?
// // render the collision polys?
// // jff - this is using the worldbox... use obj box? which sides?
// if(mRenderBoxIntersect)
// {
// obj->disableCollision();
// Box3F bBox = obj->getWorldBox();
//
// bBox.min.z -= mProjectDistance;
// bBox.max.z += mProjectDistance;
//
// ClippedPolyList polyList;
// polyList.mPlaneList.clear();
// polyList.mNormal.set(0,0,0);
// polyList.mPlaneList.setSize(4);
// polyList.mPlaneList[0].set(bBox.min, VectorF(-1,0,0));
// polyList.mPlaneList[1].set(bBox.max, VectorF(0,1,0));
// polyList.mPlaneList[2].set(bBox.max, VectorF(1,0,0));
// polyList.mPlaneList[3].set(bBox.min, VectorF(0,-1,0));
//
// // build the poly list
// if(gServerContainer.buildPolyList(bBox, -1, &polyList))
// {
// glEnable(GL_CULL_FACE);
// glDisable(GL_DEPTH_TEST);
// glVertexPointer(3,GL_FLOAT,sizeof(ClippedPolyList::Vertex), polyList.mVertexList.address());
// glEnableClientState(GL_VERTEX_ARRAY);
//
// glColor4ub(mBoxIntersectColor.red, mBoxIntersectColor.green, mBoxIntersectColor.blue, mBoxIntersectColor.alpha);
//
// glEnable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//
// // render em...
// ClippedPolyList::Poly * p;
// for (p = polyList.mPolyList.begin(); p < polyList.mPolyList.end(); p++) {
// glDrawElements(GL_POLYGON,p->vertexCount,
// GL_UNSIGNED_INT,&polyList.mIndexList[p->vertexStart]);
// }
//
// glDisableClientState(GL_VERTEX_ARRAY);
// glEnable(GL_DEPTH_TEST);
// glDisable(GL_CULL_FACE);
// }
// obj->enableCollision();
// }About the author
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