// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.GraphicsAPI; using OpenTK; namespace ClassicalSharp.Selections { public class SelectionBox { public byte ID; public Vector3I Min, Max; public FastColour Colour; public float MinDist, MaxDist; public SelectionBox( Vector3I start, Vector3I end, FastColour col ) { Min = Vector3I.Min( start, end ); Max = Vector3I.Max( start, end ); Colour = col; } public void Render( double delta, VertexP3fC4b[] vertices, VertexP3fC4b[] lineVertices, ref int index, ref int lineIndex ) { float offset = MinDist < 32 * 32 ? 1/32f : 1/16f; Vector3 p1 = (Vector3)Min - new Vector3( offset, offset, offset ); Vector3 p2 = (Vector3)Max + new Vector3( offset, offset, offset ); int col = Colour.Pack(); HorQuad( vertices, ref index, col, p1.X, p1.Z, p2.X, p2.Z, p1.Y ); // bottom HorQuad( vertices, ref index, col, p1.X, p1.Z, p2.X, p2.Z, p2.Y ); // top VerQuad( vertices, ref index, col, p1.X, p1.Y, p1.Z, p2.X, p2.Y, p1.Z ); // sides VerQuad( vertices, ref index, col, p1.X, p1.Y, p2.Z, p2.X, p2.Y, p2.Z ); VerQuad( vertices, ref index, col, p1.X, p1.Y, p1.Z, p1.X, p2.Y, p2.Z ); VerQuad( vertices, ref index, col, p2.X, p1.Y, p1.Z, p2.X, p2.Y, p2.Z ); col = new FastColour( (byte)~Colour.R, (byte)~Colour.G, (byte)~Colour.B ).Pack(); // bottom face Line( lineVertices, ref lineIndex, p1.X, p1.Y, p1.Z, p2.X, p1.Y, p1.Z, col ); Line( lineVertices, ref lineIndex, p2.X, p1.Y, p1.Z, p2.X, p1.Y, p2.Z, col ); Line( lineVertices, ref lineIndex, p2.X, p1.Y, p2.Z, p1.X, p1.Y, p2.Z, col ); Line( lineVertices, ref lineIndex, p1.X, p1.Y, p2.Z, p1.X, p1.Y, p1.Z, col ); // top face Line( lineVertices, ref lineIndex, p1.X, p2.Y, p1.Z, p2.X, p2.Y, p1.Z, col ); Line( lineVertices, ref lineIndex, p2.X, p2.Y, p1.Z, p2.X, p2.Y, p2.Z, col ); Line( lineVertices, ref lineIndex, p2.X, p2.Y, p2.Z, p1.X, p2.Y, p2.Z, col ); Line( lineVertices, ref lineIndex, p1.X, p2.Y, p2.Z, p1.X, p2.Y, p1.Z, col ); // side faces Line( lineVertices, ref lineIndex, p1.X, p1.Y, p1.Z, p1.X, p2.Y, p1.Z, col ); Line( lineVertices, ref lineIndex, p2.X, p1.Y, p1.Z, p2.X, p2.Y, p1.Z, col ); Line( lineVertices, ref lineIndex, p2.X, p1.Y, p2.Z, p2.X, p2.Y, p2.Z, col ); Line( lineVertices, ref lineIndex, p1.X, p1.Y, p2.Z, p1.X, p2.Y, p2.Z, col ); } internal static void VerQuad( VertexP3fC4b[] vertices, ref int index, int col, float x1, float y1, float z1, float x2, float y2, float z2 ) { vertices[index++] = new VertexP3fC4b( x1, y1, z1, col ); vertices[index++] = new VertexP3fC4b( x1, y2, z1, col ); vertices[index++] = new VertexP3fC4b( x2, y2, z2, col ); vertices[index++] = new VertexP3fC4b( x2, y1, z2, col ); } internal static void HorQuad( VertexP3fC4b[] vertices, ref int index, int col, float x1, float z1, float x2, float z2, float y ) { vertices[index++] = new VertexP3fC4b( x1, y, z1, col ); vertices[index++] = new VertexP3fC4b( x1, y, z2, col ); vertices[index++] = new VertexP3fC4b( x2, y, z2, col ); vertices[index++] = new VertexP3fC4b( x2, y, z1, col ); } static void Line( VertexP3fC4b[] vertices, ref int index, float x1, float y1, float z1, float x2, float y2, float z2, int col ) { vertices[index++] = new VertexP3fC4b( x1, y1, z1, col ); vertices[index++] = new VertexP3fC4b( x2, y2, z2, col ); } } }