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Removed frustum display in preview mode
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1 changed files with 0 additions and 98 deletions
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@ -135,105 +135,7 @@ void GLWidget::paintGL() {
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glEnd();
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glEnd();
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glScalef(1.0f / TREE_SCALE, 1.0f / TREE_SCALE, 1.0f / TREE_SCALE);
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glScalef(1.0f / TREE_SCALE, 1.0f / TREE_SCALE, 1.0f / TREE_SCALE);
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_voxelSystem->render(false);
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_voxelSystem->render(false);
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ViewFrustum& viewFrustum = *Application::getInstance()->getSharedVoxelSystem()->getViewFrustum();
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glm::vec3 position = viewFrustum.getOffsetPosition();
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glm::vec3 direction = viewFrustum.getOffsetDirection();
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glm::vec3 up = viewFrustum.getOffsetUp();
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glm::vec3 right = viewFrustum.getOffsetRight();
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// Calculate the origin direction vectors
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glm::vec3 lookingAt = position + (direction * 0.2f);
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glm::vec3 lookingAtUp = position + (up * 0.2f);
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glm::vec3 lookingAtRight = position + (right * 0.2f);
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glBegin(GL_LINES);
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// Looking At = white
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glColor3d(1.0f, 1.0f, 1.0f);
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glVertex3d(position.x, position.y, position.z);
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glVertex3d(lookingAt.x, lookingAt.y, lookingAt.z);
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// Looking At Up = purple
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glColor3d(1.0f, 0.0f, 1.0f);
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glVertex3d(position.x, position.y, position.z);
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glVertex3d(lookingAtUp.x, lookingAtUp.y, lookingAtUp.z);
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// Looking At Right = cyan
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glColor3d(0.0f, 1.0f, 1.0f);
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glVertex3d(position.x, position.y, position.z);
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glVertex3d(lookingAtRight.x, lookingAtRight.y, lookingAtRight.z);
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// Drawing the bounds of the frustum
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// viewFrustum.getNear plane - bottom edge
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glColor3d(1.0f, 0.0f, 0.0f);
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glVertex3d(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
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glVertex3d(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
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// viewFrustum.getNear plane - top edge
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glVertex3d(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
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glVertex3d(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
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// viewFrustum.getNear plane - right edge
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glVertex3d(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
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glVertex3d(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
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// viewFrustum.getNear plane - left edge
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glVertex3d(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
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glVertex3d(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
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// viewFrustum.getFar plane - bottom edge
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glColor3d(0.0f, 1.0f, 0.0f); // GREEN!!!
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glVertex3d(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
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glVertex3d(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
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// viewFrustum.getFar plane - top edge
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glVertex3d(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
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glVertex3d(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
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// viewFrustum.getFar plane - right edge
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glVertex3d(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
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glVertex3d(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
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// viewFrustum.getFar plane - left edge
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glVertex3d(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
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glVertex3d(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
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// RIGHT PLANE IS CYAN
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// right plane - bottom edge - viewFrustum.getNear to distant
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glColor3d(0.0f, 1.0f, 1.0f);
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glVertex3d(viewFrustum.getNearBottomRight().x, viewFrustum.getNearBottomRight().y, viewFrustum.getNearBottomRight().z);
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glVertex3d(viewFrustum.getFarBottomRight().x, viewFrustum.getFarBottomRight().y, viewFrustum.getFarBottomRight().z);
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// right plane - top edge - viewFrustum.getNear to distant
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glVertex3d(viewFrustum.getNearTopRight().x, viewFrustum.getNearTopRight().y, viewFrustum.getNearTopRight().z);
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glVertex3d(viewFrustum.getFarTopRight().x, viewFrustum.getFarTopRight().y, viewFrustum.getFarTopRight().z);
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// LEFT PLANE IS BLUE
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// left plane - bottom edge - viewFrustum.getNear to distant
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glColor3d(0.0f, 0.0f, 1.0f);
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glVertex3d(viewFrustum.getNearBottomLeft().x, viewFrustum.getNearBottomLeft().y, viewFrustum.getNearBottomLeft().z);
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glVertex3d(viewFrustum.getFarBottomLeft().x, viewFrustum.getFarBottomLeft().y, viewFrustum.getFarBottomLeft().z);
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// left plane - top edge - viewFrustum.getNear to distant
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glVertex3d(viewFrustum.getNearTopLeft().x, viewFrustum.getNearTopLeft().y, viewFrustum.getNearTopLeft().z);
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glVertex3d(viewFrustum.getFarTopLeft().x, viewFrustum.getFarTopLeft().y, viewFrustum.getFarTopLeft().z);
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glEnd();
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// Draw the keyhole
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float keyholeRadius = viewFrustum.getKeyholeRadius();
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if (keyholeRadius > 0.0f) {
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glPushMatrix();
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glColor3d(1.0f, 1.0f, 0.0f);
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glTranslatef(position.x, position.y, position.z); // where we actually want it!
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glutWireSphere(keyholeRadius, 20, 20);
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glPopMatrix();
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}
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}
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}
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}
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}
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