Commit: c15062015c283f4edcce327da50ce8962600189d
Author: Sergej Reich
Date:   Wed Dec 25 19:01:42 2013 +0100
https://developer.blender.org/rBc15062015c283f4edcce327da50ce8962600189d

3D View: Fix drawing bounds for game engine

Needs to be drawn around the origin to accurately represent collision
shapes.

===================================================================

M       source/blender/editors/space_view3d/drawobject.c

===================================================================

diff --git a/source/blender/editors/space_view3d/drawobject.c 
b/source/blender/editors/space_view3d/drawobject.c
index 1e48be2..4d44b98 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -6200,7 +6200,7 @@ static void get_local_bounds(Object *ob, float center[3], 
float size[3])
 }
 #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];
        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[2] = 0.5f * fabsf(bb->vec[0][2] - bb->vec[1][2]);
 
-       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]);
+       if (around_origin) {
+               zero_v3(cent);
+       }
+       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();
        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);
        }
        
-       if (bb == NULL) return;
-       
-       if (type == OB_BOUND_BOX) draw_box(bb->vec);
-       else draw_bb_quadric(bb, type);
+       if (bb == NULL)
+               return;
        
+       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)

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