76 lines
3.5 KiB
C#

// 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 );
}
}
}