- NullModel() : m_aabb_local(Vector3(0, 0, 0), Vector3(8, 8, 8)), m_aabb_solid(m_aabb_local),
- m_aabb_wire(m_aabb_local)
- {
- m_state = GlobalShaderCache().capture("");
- }
-
- ~NullModel()
- {
- GlobalShaderCache().release("");
- }
-
- VolumeIntersectionValue intersectVolume(const VolumeTest &volume, const Matrix4 &localToWorld) const
- {
- return volume.TestAABB(m_aabb_local, localToWorld);
- }
-
- const AABB &localAABB() const
- {
- return m_aabb_local;
- }
-
- void renderSolid(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld) const
- {
- renderer.SetState(m_state, Renderer::eFullMaterials);
- renderer.addRenderable(m_aabb_solid, localToWorld);
- }
-
- void renderWireframe(Renderer &renderer, const VolumeTest &volume, const Matrix4 &localToWorld) const
- {
- renderer.addRenderable(m_aabb_wire, localToWorld);
- }
-
- void testSelect(Selector &selector, SelectionTest &test, const Matrix4 &localToWorld)
- {
- test.BeginMesh(localToWorld);
-
- SelectionIntersection best;
- aabb_testselect(m_aabb_local, test, best);
- if (best.valid()) {
- selector.addIntersection(best);
- }
- }
+NullModel() : m_aabb_local( Vector3( 0, 0, 0 ), Vector3( 8, 8, 8 ) ), m_aabb_solid( m_aabb_local ), m_aabb_wire( m_aabb_local ){
+ m_state = GlobalShaderCache().capture( "" );
+}
+~NullModel(){
+ GlobalShaderCache().release( "" );
+}
+
+VolumeIntersectionValue intersectVolume( const VolumeTest& volume, const Matrix4& localToWorld ) const {
+ return volume.TestAABB( m_aabb_local, localToWorld );
+}
+
+const AABB& localAABB() const {
+ return m_aabb_local;
+}
+
+void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld ) const {
+ renderer.SetState( m_state, Renderer::eFullMaterials );
+ renderer.addRenderable( m_aabb_solid, localToWorld );
+}
+void renderWireframe( Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld ) const {
+ renderer.addRenderable( m_aabb_wire, localToWorld );
+}
+
+void testSelect( Selector& selector, SelectionTest& test, const Matrix4& localToWorld ){
+ test.BeginMesh( localToWorld );
+
+ SelectionIntersection best;
+ aabb_testselect( m_aabb_local, test, best );
+ if ( best.valid() ) {
+ selector.addIntersection( best );
+ }
+}