Showing the changes to interface/src/Util.cpp (1 of 3 files). Show all
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| @@ -419,97 +419,6 @@ void renderCollisionOverlay(int width, int height, float magnitude) { · 418 unmodified lines | ||
| 419 | 419 | } |
| 420 | 420 | } |
| 421 | 421 | |
| 422 | −void renderMouseVoxelGrid(const float& mouseVoxelX, const float& mouseVoxelY, const float& mouseVoxelZ, const float& mouseVoxelS) { | |
| 423 | − glm::vec3 origin = glm::vec3(mouseVoxelX, mouseVoxelY, mouseVoxelZ); | |
| 424 | − | |
| 425 | − glLineWidth(3.0); | |
| 426 | − | |
| 427 | − const int HALF_GRID_DIMENSIONS = 4; | |
| 428 | − glBegin(GL_LINES); | |
| 429 | − | |
| 430 | − glm::vec3 xColor(0.0, 0.6, 0.0); | |
| 431 | − glColor3fv(&xColor.x); | |
| 432 | − | |
| 433 | − glVertex3f(origin.x + HALF_GRID_DIMENSIONS * mouseVoxelS, 0, origin.z); | |
| 434 | − glVertex3f(origin.x - HALF_GRID_DIMENSIONS * mouseVoxelS, 0, origin.z); | |
| 435 | − | |
| 436 | − glm::vec3 zColor(0.0, 0.0, 0.6); | |
| 437 | − glColor3fv(&zColor.x); | |
| 438 | − | |
| 439 | − glVertex3f(origin.x, 0, origin.z + HALF_GRID_DIMENSIONS * mouseVoxelS); | |
| 440 | − glVertex3f(origin.x, 0, origin.z - HALF_GRID_DIMENSIONS * mouseVoxelS); | |
| 441 | − | |
| 442 | − glm::vec3 yColor(0.6, 0.0, 0.0); | |
| 443 | − glColor3fv(&yColor.x); | |
| 444 | − | |
| 445 | − glVertex3f(origin.x, 0, origin.z); | |
| 446 | − glVertex3f(origin.x, origin.y, origin.z); | |
| 447 | − glEnd(); | |
| 448 | −} | |
| 449 | − | |
| 450 | −void renderNudgeGrid(float voxelX, float voxelY, float voxelZ, float voxelS, float voxelPrecision) { | |
| 451 | − glm::vec3 origin = glm::vec3(voxelX, voxelY, voxelZ); | |
| 452 | − | |
| 453 | − glLineWidth(1.0); | |
| 454 | − | |
| 455 | − const int GRID_DIMENSIONS = 4; | |
| 456 | − const int GRID_SCALER = voxelS / voxelPrecision; | |
| 457 | − const int GRID_SEGMENTS = GRID_DIMENSIONS * GRID_SCALER; | |
| 458 | − glBegin(GL_LINES); | |
| 459 | − | |
| 460 | − for (int xz = - (GRID_SEGMENTS / 2); xz <= GRID_SEGMENTS / 2 + GRID_SCALER; xz++) { | |
| 461 | − glm::vec3 xColor(0.0, 0.6, 0.0); | |
| 462 | − glColor3fv(&xColor.x); | |
| 463 | − | |
| 464 | − glVertex3f(origin.x + GRID_DIMENSIONS * voxelS, 0, origin.z + xz * voxelPrecision); | |
| 465 | − glVertex3f(origin.x - (GRID_DIMENSIONS - 1) * voxelS, 0, origin.z + xz * voxelPrecision); | |
| 466 | − | |
| 467 | − glm::vec3 zColor(0.0, 0.0, 0.6); | |
| 468 | − glColor3fv(&zColor.x); | |
| 469 | − | |
| 470 | − glVertex3f(origin.x + xz * voxelPrecision, 0, origin.z + GRID_DIMENSIONS * voxelS); | |
| 471 | − glVertex3f(origin.x + xz * voxelPrecision, 0, origin.z - (GRID_DIMENSIONS - 1) * voxelS); | |
| 472 | − } | |
| 473 | − glEnd(); | |
| 474 | − | |
| 475 | − glColor3f(1.0f,1.0f,1.0f); | |
| 476 | − | |
| 477 | − glBegin(GL_POLYGON);//begin drawing of square | |
| 478 | − glVertex3f(voxelX, 0.0f, voxelZ);//first vertex | |
| 479 | − glVertex3f(voxelX + voxelS, 0.0f, voxelZ);//second vertex | |
| 480 | − glVertex3f(voxelX + voxelS, 0.0f, voxelZ + voxelS);//third vertex | |
| 481 | − glVertex3f(voxelX, 0.0f, voxelZ + voxelS);//fourth vertex | |
| 482 | − glEnd();//end drawing of polygon | |
| 483 | −} | |
| 484 | − | |
| 485 | −void renderNudgeGuide(float voxelX, float voxelY, float voxelZ, float voxelS) { | |
| 486 | − glm::vec3 origin = glm::vec3(voxelX, voxelY, voxelZ); | |
| 487 | − | |
| 488 | − glLineWidth(3.0); | |
| 489 | − | |
| 490 | − glBegin(GL_LINES); | |
| 491 | − | |
| 492 | − glm::vec3 guideColor(1.0, 1.0, 1.0); | |
| 493 | − glColor3fv(&guideColor.x); | |
| 494 | − | |
| 495 | − glVertex3f(origin.x + voxelS, 0, origin.z); | |
| 496 | − glVertex3f(origin.x, 0, origin.z); | |
| 497 | − | |
| 498 | − glVertex3f(origin.x, 0, origin.z); | |
| 499 | − glVertex3f(origin.x, 0, origin.z + voxelS); | |
| 500 | − | |
| 501 | − glVertex3f(origin.x + voxelS, 0, origin.z); | |
| 502 | − glVertex3f(origin.x + voxelS, 0, origin.z + voxelS); | |
| 503 | − | |
| 504 | − glVertex3f(origin.x, 0, origin.z + voxelS); | |
| 505 | − glVertex3f(origin.x + voxelS, 0, origin.z + voxelS); | |
| 506 | − | |
| 507 | − glEnd(); | |
| 508 | −} | |
| 509 | − | |
| 510 | − | |
| 511 | − | |
| 512 | − | |
| 513 | 422 | void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition) { |
| 514 | 423 | glm::vec3 vectorToPosition(glm::normalize(position - cameraPosition)); |
| 515 | 424 | glm::vec3 right = glm::cross(vectorToPosition, glm::vec3(0.0f, 1.0f, 0.0f)); |