-
-void Aabb::encloseVertices(const Vector3 vertices[], unsigned count)
-{
- min = vertices[0];
- max = vertices[0];
-
- for (unsigned i = 1; i < count; ++i)
- {
- if (vertices[i][0] < min[0]) min[0] = vertices[i][0];
- if (vertices[i][0] > max[0]) max[0] = vertices[i][0];
- if (vertices[i][1] < min[1]) min[1] = vertices[i][1];
- if (vertices[i][1] > max[1]) max[1] = vertices[i][1];
- if (vertices[i][2] < min[2]) min[2] = vertices[i][2];
- if (vertices[i][2] > max[2]) max[2] = vertices[i][2];
- }
-}
-
-
-void Aabb::draw(Scalar alpha) const
-{
- Scalar vertices[] = {min[0], min[1], min[2],
- min[0], max[1], min[2],
- max[0], max[1], min[2],
- max[0], min[1], min[2],
- min[0], max[1], max[2],
- min[0], min[1], max[2],
- max[0], min[1], max[2],
- max[0], max[1], max[2]};
-
- GLubyte indices[] = {0, 1, 2, 3,
- 1, 2, 7, 4,
- 3, 0, 5, 6,
- 2, 3, 6, 7,
- 5, 0, 1, 4,
- 4, 5, 6, 7};
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(3, GL_SCALAR, 0, vertices);
-
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- Texture::resetBind();
-
- glDrawElements(GL_QUADS, sizeof(indices), GL_UNSIGNED_BYTE, indices);
-
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- //glDisableClientState(GL_VERTEX_ARRAY);
-
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-}
-
-bool Aabb::isVisible(const Frustum& frustum) const
-{
- return frustum.contains(*this);
-}
-
-
-} // namespace Mf
-
-/** vim: set ts=4 sw=4 tw=80: *************************************************/