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RenderablePivot.h
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/
RenderablePivot.h
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#pragma once
#include "render/RenderableGeometry.h"
#include "math/Vector3.h"
#include "math/Vector4.h"
namespace render
{
class RenderablePivot :
public RenderableGeometry
{
private:
const Vector3& _pivot;
bool _needsUpdate;
public:
// Pass a reference to the pivot is in world coordinates
RenderablePivot(const Vector3& pivot) :
_pivot(pivot),
_needsUpdate(true)
{}
void queueUpdate()
{
_needsUpdate = true;
}
protected:
void updateGeometry() override
{
if (!_needsUpdate) return;
_needsUpdate = false;
static const Vector4 ColourX{ 255, 0, 0, 255 };
static const Vector4 ColourY{ 0, 255, 0, 255 };
static const Vector4 ColourZ{ 0, 0, 255, 255 };
std::vector<ArbitraryMeshVertex> vertices;
vertices.push_back(ArbitraryMeshVertex(_pivot, { 0, 0, 0 }, { 0, 0 }, ColourX));
vertices.push_back(ArbitraryMeshVertex(_pivot + Vector3(16, 0, 0), { 0, 0, 0 }, { 0, 0 }, ColourX));
vertices.push_back(ArbitraryMeshVertex(_pivot, { 0, 0, 0 }, { 0, 0 }, ColourY));
vertices.push_back(ArbitraryMeshVertex(_pivot + Vector3(0, 16, 0), { 0, 0, 0 }, { 0, 0 }, ColourY));
vertices.push_back(ArbitraryMeshVertex(_pivot, { 0, 0, 0 }, { 0, 0 }, ColourZ));
vertices.push_back(ArbitraryMeshVertex(_pivot + Vector3(0, 0, 16), { 0, 0, 0 }, { 0, 0 }, ColourZ));
static std::vector<unsigned int> Indices =
{
0, 1,
2, 3,
4, 5
};
RenderableGeometry::updateGeometry(GeometryType::Lines, vertices, Indices);
}
};
}