forked from bartvdbraak/blender
Drawing cylinder & cone bounding objects according to how they will act in the physics simulation.
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@ -3208,13 +3208,16 @@ static void draw_bb_quadric(BoundBox *bb, short type)
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gluSphere(qobj, 1.0, 8, 5);
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}
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else if(type==OB_BOUND_CYLINDER) {
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float radius = size[0] > size[1] ? size[0] : size[1];
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glTranslatef(cent[0], cent[1], cent[2]-size[2]);
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glScalef(size[0], size[1], 2.0*size[2]);
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glScalef(radius, radius, 2.0*size[2]);
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gluCylinder(qobj, 1.0, 1.0, 1.0, 8, 1);
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}
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else if(type==OB_BOUND_CONE) {
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glTranslatef(cent[0], cent[1], cent[2]-size[2]);
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glScalef(size[0], size[1], 2.0*size[2]);
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float radius = size[0] > size[1] ? size[0] : size[1];
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glTranslatef(cent[0], cent[2]-size[2], cent[1]);
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glScalef(radius, 2.0*size[2], radius);
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glRotatef(-90., 1.0, 0.0, 0.0);
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gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
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}
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glPopMatrix();
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