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2.2M
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// camera->world
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//
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// Our box is in camera space, if we
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// want to draw that into world space
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// we have to apply the camera->world
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// transformation.
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//
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ofPushMatrix();
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ofMultMatrix(inverseCameraMatrix);
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ofSetColor(255, 100, 100);
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//////////////////////
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// DRAW WIREFRAME BOX
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//
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// xy plane at z=-1 in camera sapce
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// (small rectangle at camera position)
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//
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GLfloat vertices1[] = {
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-1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, -1.0f
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};
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertices1);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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// xy plane at z=1 in camera space
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// (generally invisible because so far away)
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//
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GLfloat vertices2[] = {
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-1.0f, -1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 1.0f};
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertices2);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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glDisableClientState(GL_VERTEX_ARRAY);
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// connecting lines between above 2 planes
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// (these are the long lines)
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//
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GLfloat vertices3[] = {
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-1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, 1.0f
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};
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertices3);
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glDrawArrays(GL_LINE_LOOP, 0, 8);
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glDisableClientState(GL_VERTEX_ARRAY);
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//
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//////////////////////
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ofPopStyle();
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ofPopMatrix();
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}
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//
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//////////////////////////////////
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//////////////////////////////////
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// DRAW RAY
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//////////////////////////////////
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//
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//draw if we've got camEasyCam selected
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//and we're not looking through it
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if (iMainCamera == 0 && iCameraDraw != 0)
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{
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ofPushStyle();
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ofSetColor(100, 100, 255);
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ofDrawLine(ray[0], ray[1]);
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ofPopStyle();
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}
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//
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//////////////////////////////////
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}
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//--------------------------------------------------------------
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void ofApp::updateMouseRay()
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{
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