module CyberarmEngine class BoundingBoxRenderer attr_reader :bounding_boxes, :vertex_count def initialize @bounding_boxes = {} @vertex_count = 0 end def render(entities) entities.each do |entity| create_bounding_box(entity, color = nil) draw_bounding_boxes end (@bounding_boxes.keys - entities.map { |e| e.object_id }).each do |key| @bounding_boxes.delete(key) end end def create_bounding_box(entity, color = nil) color ||= entity.debug_color entity_id = entity.object_id if @bounding_boxes[entity_id] if @bounding_boxes[entity_id][:color] != color @bounding_boxes[entity_id][:colors] = mesh_colors(color).pack("f*") @bounding_boxes[entity_id][:color] = color return else return end end @bounding_boxes[entity_id] = { entity: entity, color: color, objects: [] } box = entity.normalize_bounding_box normals = mesh_normals colors = mesh_colors(color) vertices = mesh_vertices(box) @vertex_count += vertices.size @bounding_boxes[entity_id][:vertices_size] = vertices.size @bounding_boxes[entity_id][:vertices] = vertices.pack("f*") @bounding_boxes[entity_id][:normals] = normals.pack("f*") @bounding_boxes[entity_id][:colors] = colors.pack("f*") entity.model.objects.each do |mesh| data = {} box = mesh.bounding_box.normalize(entity) normals = mesh_normals colors = mesh_colors(mesh.debug_color) vertices = mesh_vertices(box) @vertex_count += vertices.size data[:vertices_size] = vertices.size data[:vertices] = vertices.pack("f*") data[:normals] = normals.pack("f*") data[:colors] = colors.pack("f*") @bounding_boxes[entity_id][:objects] << data end end def mesh_normals [ 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0 ] end def mesh_colors(color) [ color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue, color.red, color.green, color.blue ] end def mesh_vertices(box) [ box.min.x, box.max.y, box.max.z, box.min.x, box.max.y, box.min.z, box.max.x, box.max.y, box.min.z, box.min.x, box.max.y, box.max.z, box.max.x, box.max.y, box.max.z, box.max.x, box.max.y, box.min.z, box.max.x, box.min.y, box.min.z, box.max.x, box.min.y, box.max.z, box.min.x, box.min.y, box.max.z, box.max.x, box.min.y, box.min.z, box.min.x, box.min.y, box.min.z, box.min.x, box.min.y, box.max.z, box.min.x, box.max.y, box.max.z, box.min.x, box.max.y, box.min.z, box.min.x, box.min.y, box.min.z, box.min.x, box.min.y, box.max.z, box.min.x, box.min.y, box.min.z, box.min.x, box.max.y, box.max.z, box.max.x, box.max.y, box.max.z, box.max.x, box.max.y, box.min.z, box.max.x, box.min.y, box.min.z, box.max.x, box.min.y, box.max.z, box.max.x, box.min.y, box.min.z, box.max.x, box.max.y, box.max.z, box.min.x, box.max.y, box.max.z, box.max.x, box.max.y, box.max.z, box.max.x, box.min.y, box.max.z, box.min.x, box.max.y, box.max.z, box.max.x, box.min.y, box.max.z, box.min.x, box.min.y, box.max.z, box.max.x, box.min.y, box.min.z, box.min.x, box.min.y, box.min.z, box.min.x, box.max.y, box.min.z, box.max.x, box.min.y, box.min.z, box.min.x, box.max.y, box.min.z, box.max.x, box.max.y, box.min.z ] end def draw_bounding_boxes @bounding_boxes.each do |key, bounding_box| glPushMatrix glTranslatef( bounding_box[:entity].position.x, bounding_box[:entity].position.y, bounding_box[:entity].position.z ) draw_bounding_box(bounding_box) @bounding_boxes[key][:objects].each { |o| draw_bounding_box(o) } glPopMatrix end end def draw_bounding_box(bounding_box) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_NORMAL_ARRAY) glVertexPointer(3, GL_FLOAT, 0, bounding_box[:vertices]) glColorPointer(3, GL_FLOAT, 0, bounding_box[:colors]) glNormalPointer(GL_FLOAT, 0, bounding_box[:normals]) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glDisable(GL_LIGHTING) glDrawArrays(GL_TRIANGLES, 0, bounding_box[:vertices_size] / 3) glEnable(GL_LIGHTING) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_COLOR_ARRAY) glDisableClientState(GL_NORMAL_ARRAY) end end end