3D View: Fix drawing bounds for game engine

Needs to be drawn around the origin to accurately represent collision
shapes.
This commit is contained in:
Sergej Reich 2013-12-25 19:01:42 +01:00
parent e5aaa9d387
commit c15062015c

@ -6200,7 +6200,7 @@ static void get_local_bounds(Object *ob, float center[3], float size[3])
} }
#endif #endif
static void draw_bb_quadric(BoundBox *bb, char type) static void draw_bb_quadric(BoundBox *bb, char type, bool around_origin)
{ {
float size[3], cent[3]; float size[3], cent[3];
GLUquadricObj *qobj = gluNewQuadric(); GLUquadricObj *qobj = gluNewQuadric();
@ -6211,9 +6211,14 @@ static void draw_bb_quadric(BoundBox *bb, char type)
size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]); size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
size[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]); size[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
cent[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]); if (around_origin) {
cent[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]); zero_v3(cent);
cent[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]); }
else {
cent[0] = 0.5f * (bb->vec[0][0] + bb->vec[4][0]);
cent[1] = 0.5f * (bb->vec[0][1] + bb->vec[2][1]);
cent[2] = 0.5f * (bb->vec[0][2] + bb->vec[1][2]);
}
glPushMatrix(); glPushMatrix();
if (type == OB_BOUND_SPHERE) { if (type == OB_BOUND_SPHERE) {
@ -6277,11 +6282,35 @@ static void draw_bounding_volume(Scene *scene, Object *ob, char type)
BKE_boundbox_init_from_minmax(bb, min, max); BKE_boundbox_init_from_minmax(bb, min, max);
} }
if (bb == NULL) return; if (bb == NULL)
return;
if (type == OB_BOUND_BOX) draw_box(bb->vec);
else draw_bb_quadric(bb, type);
if (ob->gameflag & OB_BOUNDS) { /* bounds need to be drawn around origin for game engine */
if (type == OB_BOUND_BOX) {
size[0] = 0.5f * fabsf(bb->vec[0][0] - bb->vec[4][0]);
size[1] = 0.5f * fabsf(bb->vec[0][1] - bb->vec[2][1]);
size[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
vec[0][0] = vec[1][0] = vec[2][0] = vec[3][0] = -size[0];
vec[4][0] = vec[5][0] = vec[6][0] = vec[7][0] = +size[0];
vec[0][1] = vec[1][1] = vec[4][1] = vec[5][1] = -size[1];
vec[2][1] = vec[3][1] = vec[6][1] = vec[7][1] = +size[1];
vec[0][2] = vec[3][2] = vec[4][2] = vec[7][2] = -size[2];
vec[1][2] = vec[2][2] = vec[5][2] = vec[6][2] = +size[2];
draw_box(vec);
}
else {
draw_bb_quadric(bb, type, true);
}
}
else {
if (type == OB_BOUND_BOX)
draw_box(bb->vec);
else
draw_bb_quadric(bb, type, false);
}
} }
static void drawtexspace(Object *ob) static void drawtexspace(Object *ob)