public override void Print(SectionLayer layer) { Rand.PushState(); Rand.Seed = ThingID.GetHashCode(); // Get location Vector3 center = this.TrueCenter(); if (def.graphicData.drawSize.y > 1) { center.z += (def.graphicData.drawSize.y - 1) / 2; } // Print image Material matSingle = Graphic.MatSingle; Printer_Plane.PrintPlane(layer, center, def.graphicData.drawSize, matSingle, 0, Rand.Bool, null, null, 0.01f, 0f); Rand.PopState(); }
public override void Print(SectionLayer layer, Thing thing) { base.Print(layer, thing); // also print on cardinal neighbours if that neighbour transmits gas but is not linked itself // this draws 'connections' underneath gas users. foreach (var cell in GenAdj.CellsAdjacentCardinal(thing) .Where(c => GenGrid.InBounds((IntVec3)c, thing.Map))) { var neighbour = cell.GetThingList(thing.Map) .FirstOrDefault(t => t.TryGetComp <CompGas>(out _) && !t.def.graphicData.Linked); if (neighbour != null) { var mat = LinkedDrawMatFrom(thing, cell); Printer_Plane.PrintPlane(layer, cell.ToVector3ShiftedWithAltitude(thing.def.Altitude), Vector2.one, mat); } } }
/// <summary> /// Main method to Print a Atlas Pipe Graphic /// </summary> /// <param name="layer">Section Layer calling this Print command</param> /// <param name="parent">Parent Object</param> public override void Print(SectionLayer layer, Thing parent) { //var material = LinkedDrawMatFrom(parent, parent.Position); //Printer_Plane.PrintPlane(layer, parent.TrueCenter(), Vector2.one, material, 0f); Printer_Plane.PrintPlane( layer, parent.TrueCenter(), Vector2.one, LinkedDrawMatFrom(parent, parent.Position), 0f ); for (var i = 0; i < 4; i++) { var intVec = parent.Position + GenAdj.CardinalDirections[i]; if (!intVec.InBounds(parent.Map) || !CentralizedClimateControlUtility.GetNetManager(parent.Map).ZoneAt(intVec, FlowType) || intVec.GetTerrain(parent.Map).layerable) { continue; } //var thingList = intVec.GetThingList(parent.Map); Predicate <Thing> predicate = CheckPipe; //if (thingList.Any(predicate)) if (intVec.GetThingList(parent.Map).Any(predicate)) { continue; } //var material2 = LinkedDrawMatFrom(parent, intVec); //Printer_Plane.PrintPlane(layer, intVec.ToVector3ShiftedWithAltitude(parent.def.Altitude), Vector2.one, material2, 0f); Printer_Plane.PrintPlane( layer, intVec.ToVector3ShiftedWithAltitude(parent.def.Altitude), Vector2.one, LinkedDrawMatFrom(parent, intVec), 0f); } }
public override void Print(SectionLayer layer, Thing thing) { base.Print(layer, thing); IntVec3 position = thing.Position; for (int index = 0; index < 4; ++index) { IntVec3 c = thing.Position + GenAdj.DiagonalDirectionsAround[index]; if (this.ShouldLinkWith(c, thing) && (index != 0 || this.ShouldLinkWith(position + IntVec3.West, thing) && this.ShouldLinkWith(position + IntVec3.South, thing)) && ((index != 1 || this.ShouldLinkWith(position + IntVec3.West, thing) && this.ShouldLinkWith(position + IntVec3.North, thing)) && (index != 2 || this.ShouldLinkWith(position + IntVec3.East, thing) && this.ShouldLinkWith(position + IntVec3.North, thing))) && (index != 3 || this.ShouldLinkWith(position + IntVec3.East, thing) && this.ShouldLinkWith(position + IntVec3.South, thing))) { Vector3 center = thing.DrawPos + GenAdj.DiagonalDirectionsAround[index].ToVector3().normalized *AvaliGraphic_LinkedCornerFiller.CoverOffsetDist + Altitudes.AltIncVect + new Vector3(0.0f, 0.0f, 0.09f); Vector2 size = new Vector2(0.5f, 0.5f); if (!c.InBounds(thing.Map)) { if (c.x == -1) { --center.x; size.x *= 5f; } if (c.z == -1) { --center.z; size.y *= 5f; } if (c.x == thing.Map.Size.x) { ++center.x; size.x *= 5f; } if (c.z == thing.Map.Size.z) { ++center.z; size.y *= 5f; } } Printer_Plane.PrintPlane(layer, center, size, this.LinkedDrawMatFrom(thing, thing.Position), 0.0f, false, AvaliGraphic_LinkedCornerFiller.CornerFillUVs, (Color32[])null, 0.01f, 0.0f); } } }
public void Print(Blight blight, SectionLayer layer, Graphic newGraphic) { Plant plant = blight.Plant; if (plant != null) { PlantUtility.SetWindExposureColors(Blight.workingColors, plant); } else { Blight.workingColors[0].a = (Blight.workingColors[1].a = (Blight.workingColors[2].a = (Blight.workingColors[3].a = 0))); } float num = Blight.SizeRange.LerpThroughRange(blight.severity); if (plant != null) { float a = newGraphic.drawSize.x * plant.def.plant.visualSizeRange.LerpThroughRange(plant.Growth); num *= Mathf.Min(a, 1f); } num = Mathf.Clamp(num, 0.5f, 0.9f); Printer_Plane.PrintPlane(layer, blight.TrueCenter(), blight.def.graphic.drawSize * num, newGraphic.MatAt(blight.Rotation, blight), 0f, flipUv: false, null, Blight.workingColors, 0.1f); }
public override void Print(SectionLayer layer, Thing thing) { if (thing is Blueprint) { base.Print(layer, thing); Printer_Plane.PrintPlane(layer, thing.TrueCenter() + new Vector3(0, 0.1f, 0), this.drawSize, this.arrow00, thing.Rotation.AsAngle); } else { var conveyor = thing as IBeltConbeyorLinkable; if (!Building_BeltConveyorUGConnecter.IsConveyorUGConnecterDef(thing.def) && conveyor != null && conveyor.IsUnderground && !(layer is SectionLayer_UGConveyor)) { return; } base.Print(layer, thing); Printer_Plane.PrintPlane(layer, thing.TrueCenter() + new Vector3(0, 0.1f, 0), this.drawSize, this.arrow00, thing.Rotation.AsAngle); if (conveyor != null) { conveyor.OutputRots.Where(x => x != thing.Rotation) .ForEach(r => Printer_Plane.PrintPlane(layer, thing.TrueCenter(), this.drawSize, this.arrow01, r.AsAngle)); } } }
public override void Print(SectionLayer layer) { Plant plant = this.Plant; if (plant != null) { PlantUtility.SetWindExposureColors(Blight.workingColors, plant); } else { Blight.workingColors[0].a = (Blight.workingColors[1].a = (Blight.workingColors[2].a = (Blight.workingColors[3].a = 0))); } float num = Blight.SizeRange.LerpThroughRange(this.severity); if (plant != null) { float a = plant.Graphic.drawSize.x * plant.def.plant.visualSizeRange.LerpThroughRange(plant.Growth); num *= Mathf.Min(a, 1f); } num = Mathf.Clamp(num, 0.5f, 0.9f); Vector3 center = this.TrueCenter(); Vector2 size = this.def.graphic.drawSize * num; Material mat = this.Graphic.MatAt(base.Rotation, this); Color32[] colors = Blight.workingColors; Printer_Plane.PrintPlane(layer, center, size, mat, 0f, false, null, colors, 0.1f, 0f); }
public override void Print(SectionLayer layer) { Vector3 a = this.TrueCenter(); Rand.PushState(); Rand.Seed = base.Position.GetHashCode(); int num = Mathf.CeilToInt(this.growthInt * (float)this.def.plant.maxMeshCount); if (num < 1) { num = 1; } float num2 = this.def.plant.visualSizeRange.LerpThroughRange(this.growthInt); float num3 = this.def.graphicData.drawSize.x * num2; Vector3 vector = Vector3.zero; int num4 = 0; int[] positionIndices = PlantPosIndices.GetPositionIndices(this); bool flag = false; foreach (int num5 in positionIndices) { if (this.def.plant.maxMeshCount == 1) { vector = a + Gen.RandomHorizontalVector(0.05f); float num6 = (float)base.Position.z; if (vector.z - num2 / 2f < num6) { vector.z = num6 + num2 / 2f; flag = true; } } else { int num7 = 1; int maxMeshCount = this.def.plant.maxMeshCount; switch (maxMeshCount) { case 1: num7 = 1; break; default: if (maxMeshCount != 9) { if (maxMeshCount != 16) { if (maxMeshCount != 25) { Log.Error(this.def + " must have plant.MaxMeshCount that is a perfect square.", false); } else { num7 = 5; } } else { num7 = 4; } } else { num7 = 3; } break; case 4: num7 = 2; break; } float num8 = 1f / (float)num7; vector = base.Position.ToVector3(); vector.y = this.def.Altitude; vector.x += 0.5f * num8; vector.z += 0.5f * num8; int num9 = num5 / num7; int num10 = num5 % num7; vector.x += (float)num9 * num8; vector.z += (float)num10 * num8; float max = num8 * 0.3f; vector += Gen.RandomHorizontalVector(max); } bool @bool = Rand.Bool; Material matSingle = this.Graphic.MatSingle; GenPlant.SetWindExposureColors(Plant.workingColors, this); Vector2 vector2 = new Vector2(num3, num3); Vector3 center = vector; Vector2 size = vector2; Material mat = matSingle; bool flipUv = @bool; Printer_Plane.PrintPlane(layer, center, size, mat, 0f, flipUv, null, Plant.workingColors, 0.1f, (float)(this.HashOffset() % 1024)); num4++; if (num4 >= num) { break; } } if (this.def.graphicData.shadowData != null) { Vector3 center2 = a + this.def.graphicData.shadowData.offset * num2; if (flag) { center2.z = base.Position.ToVector3Shifted().z + this.def.graphicData.shadowData.offset.z; } center2.y -= 0.046875f; Vector3 volume = this.def.graphicData.shadowData.volume * num2; Printer_Shadow.PrintShadow(layer, center2, volume, Rot4.North); } Rand.PopState(); }
public override void Print(SectionLayer layer) { Vector3 a = this.TrueCenter(); Rand.PushState(); Rand.Seed = base.Position.GetHashCode(); int num = Mathf.CeilToInt(this.growthInt * (float)base.def.plant.maxMeshCount); if (num < 1) { num = 1; } float num2 = base.def.plant.visualSizeRange.LerpThroughRange(this.growthInt); float num3 = base.def.graphicData.drawSize.x * num2; Vector3 vector = Vector3.zero; int num4 = 0; int[] positionIndices = PlantPosIndices.GetPositionIndices(this); bool flag = false; int num5 = 0; while (num5 < positionIndices.Length) { int num6 = positionIndices[num5]; if (base.def.plant.maxMeshCount == 1) { vector = a + Gen.RandomHorizontalVector(0.05f); IntVec3 position = base.Position; float num7 = (float)position.z; if (vector.z - num2 / 2.0 < num7) { vector.z = (float)(num7 + num2 / 2.0); flag = true; } } else { int num8 = 1; switch (base.def.plant.maxMeshCount) { case 1: num8 = 1; break; case 4: num8 = 2; break; case 9: num8 = 3; break; case 16: num8 = 4; break; case 25: num8 = 5; break; default: Log.Error(base.def + " must have plant.MaxMeshCount that is a perfect square."); break; } float num9 = (float)(1.0 / (float)num8); vector = base.Position.ToVector3(); vector.y = base.def.Altitude; vector.x += (float)(0.5 * num9); vector.z += (float)(0.5 * num9); int num10 = num6 / num8; int num11 = num6 % num8; vector.x += (float)num10 * num9; vector.z += (float)num11 * num9; float max = (float)(num9 * 0.30000001192092896); vector += Gen.RandomHorizontalVector(max); } bool @bool = Rand.Bool; Material matSingle = this.Graphic.MatSingle; GenPlant.SetWindExposureColors(Plant.workingColors, this); Vector2 vector2 = new Vector2(num3, num3); Vector3 center = vector; Vector2 size = vector2; Material mat = matSingle; bool flipUv = @bool; Printer_Plane.PrintPlane(layer, center, size, mat, 0f, flipUv, null, Plant.workingColors, 0.1f); num4++; if (num4 < num) { num5++; continue; } break; } if (base.def.graphicData.shadowData != null) { Vector3 center2 = a + base.def.graphicData.shadowData.offset * num2; if (flag) { Vector3 center = base.Position.ToVector3Shifted(); center2.z = center.z + base.def.graphicData.shadowData.offset.z; } center2.y -= 0.046875f; Vector3 volume = base.def.graphicData.shadowData.volume * num2; Printer_Shadow.PrintShadow(layer, center2, volume, Rot4.North); } Rand.PopState(); }
public override void Print(SectionLayer layer, Thing parent) { Printer_Plane.PrintPlane(layer, parent.TrueCenter(), Vector2.one, this.LinkedDrawMatFrom(parent, parent.Position), 0f, false, null, null, 0.01f); }
public override void Print(SectionLayer layer, Thing thing, float extraRotation) { Material mat = this.LinkedDrawMatFrom(thing, thing.Position); Printer_Plane.PrintPlane(layer, thing.TrueCenter(), this.drawSize, mat); }
public void Print(Plant plant, SectionLayer layer, Graphic newGraphic, int curLevel, int baseLevel) { Vector3 a = plant.TrueCenter(); Rand.PushState(); Rand.Seed = plant.Position.GetHashCode(); int num = Mathf.CeilToInt(plant.growthInt * (float)plant.def.plant.maxMeshCount); if (num < 1) { num = 1; } float num2 = plant.def.plant.visualSizeRange.LerpThroughRange(plant.growthInt); float num3 = plant.def.graphicData.drawSize.x * num2; Vector3 center = Vector3.zero; int num4 = 0; int[] positionIndices = PlantPosIndices.GetPositionIndices(plant); bool flag = false; foreach (int num5 in positionIndices) { if (plant.def.plant.maxMeshCount == 1) { center = a + Gen.RandomHorizontalVector(0.05f); float num6 = plant.Position.z; if (center.z - num2 / 2f < num6) { center.z = num6 + num2 / 2f; flag = true; } } else { int num7 = 1; switch (plant.def.plant.maxMeshCount) { case 1: num7 = 1; break; case 4: num7 = 2; break; case 9: num7 = 3; break; case 16: num7 = 4; break; case 25: num7 = 5; break; default: Log.Error(string.Concat(plant.def, " must have plant.MaxMeshCount that is a perfect square.")); break; } float num8 = 1f / (float)num7; center = plant.Position.ToVector3(); center.y = plant.def.Altitude; center.x += 0.5f * num8; center.z += 0.5f * num8; int num9 = num5 / num7; int num10 = num5 % num7; center.x += (float)num9 * num8; center.z += (float)num10 * num8; float max = num8 * 0.3f; center += Gen.RandomHorizontalVector(max); } bool @bool = Rand.Bool; Material matSingle = newGraphic.MatSingle; PlantUtility.SetWindExposureColors(Plant.workingColors, plant); center.z -= (curLevel - baseLevel) / 1.5f; center.y -= curLevel - baseLevel; num3 *= 1f - (((float)(curLevel) - (float)baseLevel) / 5f); Printer_Plane.PrintPlane(size: new Vector2(num3, num3), layer: layer, center: center, mat: matSingle, rot: 0f, flipUv: @bool, uvs: null, colors: Plant.workingColors, topVerticesAltitudeBias: 0.1f, uvzPayload: plant.HashOffset() % 1024); num4++; if (num4 >= num) { break; } } if (plant.def.graphicData.shadowData != null) { Vector3 center2 = a + plant.def.graphicData.shadowData.offset * num2; if (flag) { center2.z = plant.Position.ToVector3Shifted().z + plant.def.graphicData.shadowData.offset.z; } center2.y -= 3f / 70f; center2.z -= (curLevel - baseLevel) / 2f; center2.y -= curLevel - baseLevel; Vector3 volume = plant.def.graphicData.shadowData.volume * num2; Printer_Shadow.PrintShadow(layer, center2, volume, Rot4.North); } Rand.PopState(); }
public void BasePrint(Graphic_LinkedCornerFiller graphic, SectionLayer layer, Thing thing) { Material mat = LinkedDrawMatFrom(graphic, thing, thing.Position); Printer_Plane.PrintPlane(layer, thing.TrueCenter(), new Vector2(1f, 1f), mat); }
public override void PrintOnto(SectionLayer layer) { Profiler.BeginSample("Plant.EmitMeshPieces " + this); Vector3 trueCenter = this.TrueCenter(); Profiler.BeginSample("Meshes"); Random.seed = Position.GetHashCode(); //So our random generator makes the same numbers every time //Determine random local position variance float positionVariance; if (def.plant.maxMeshCount == 1) { positionVariance = 0.05f; } else { positionVariance = 0.50f; } //Determine how many meshes to print int meshCount = Mathf.CeilToInt(growthPercent * def.plant.maxMeshCount); if (meshCount < 1) { meshCount = 1; } //Grid width is the square root of max mesh count int gridWidth = 1; switch (def.plant.maxMeshCount) { case 1: gridWidth = 1; break; case 4: gridWidth = 2; break; case 9: gridWidth = 3; break; case 16: gridWidth = 4; break; case 25: gridWidth = 5; break; default: Log.Error(def + " must have plant.MaxMeshCount that is a perfect square."); break; } float gridSpacing = 1f / gridWidth; //This works out to give half-spacings around the edges //Shuffle up the position indices and place meshes at them //We do this to get even mesh placement by placing them roughly on a grid Vector3 adjustedCenter = Vector3.zero; Vector2 planeSize = Vector2.zero; int meshesYielded = 0; int posCount = posIndexList.Count; for (int i = 0; i < posCount; i++) { int posIndex = posIndexList[i]; //Determine plane size float size = def.plant.visualSizeRange.LerpThroughRange(growthPercent); //Determine center position if (def.plant.maxMeshCount == 1) { adjustedCenter = trueCenter + new Vector3(Random.Range(-positionVariance, positionVariance), 0, Random.Range(-positionVariance, positionVariance)); //Clamp bottom of plant to square bottom //So tall plants grow upward float squareBottom = Mathf.Floor(trueCenter.z); if ((adjustedCenter.z - (size / 2f)) < squareBottom) { adjustedCenter.z = squareBottom + (size / 2f); } } else { adjustedCenter = Position.ToVector3(); //unshifted adjustedCenter.y = def.altitude; //Set altitude //Place this mesh at its randomized position on the submesh grid adjustedCenter.x += 0.5f * gridSpacing; adjustedCenter.z += 0.5f * gridSpacing; int xInd = posIndex / gridWidth; int zInd = posIndex % gridWidth; adjustedCenter.x += xInd * gridSpacing; adjustedCenter.z += zInd * gridSpacing; //Add a random offset float gridPosRandomness = gridSpacing * GridPosRandomnessFactor; adjustedCenter += new Vector3(Random.Range(-gridPosRandomness, gridPosRandomness), 0, Random.Range(-gridPosRandomness, gridPosRandomness)); } //Randomize horizontal flip bool flipped = Random.value < 0.5f; //Randomize material Material mat = def.folderDrawMats.RandomListElement(); //Set wind exposure value at each vertex by setting vertex color workingColors[1].a = workingColors[2].a = (byte)(255 * def.plant.topWindExposure); workingColors[0].a = workingColors[3].a = 0; if (def.overdraw) { size += 2f; } planeSize = new Vector2(size, size); Printer_Plane.PrintPlane(layer, adjustedCenter, planeSize, mat, flipUv: flipped, colors: workingColors); meshesYielded++; if (meshesYielded >= meshCount) { break; } } Profiler.EndSample(); Profiler.BeginSample("Shadow"); if (def.sunShadowInfo != null) { //Brutal shadow positioning hack float shadowOffsetFactor = 0.85f; if (planeSize.y < 1) { shadowOffsetFactor = 0.6f; //for bushes } else { shadowOffsetFactor = 0.81f; //for cacti } Vector3 sunShadowLoc = adjustedCenter; sunShadowLoc.z -= (planeSize.y / 2f) * shadowOffsetFactor; sunShadowLoc.y -= Altitudes.AltInc; Printer_Shadow.PrintShadow(layer, sunShadowLoc, def.sunShadowInfo); } Profiler.EndSample(); Profiler.EndSample(); }
public void Print(SectionLayer layer, Vector3 drawPos, Rot4 rot) { //var info = new GraphicDrawInfo(Graphic, drawPos, rot, ((FXThingDef)parent.def).extraData, parent.def); Printer_Plane.PrintPlane(layer, new Vector3(drawPos.x, altitude, drawPos.z), data.data.drawSize, Graphic.MatAt(rot)); }
public override void Print(SectionLayer layer) { Vector3 trueCenter = this.TrueCenter(); Rand.PushState(); Rand.Seed = Position.GetHashCode(); //So our random generator makes the same numbers every time //Determine how many meshes to print int meshCount = Mathf.CeilToInt(growthInt * def.plant.maxMeshCount); if (meshCount < 1) { meshCount = 1; } //Determine plane size float size = def.plant.visualSizeRange.LerpThroughRange(growthInt); float graphicSize = def.graphicData.drawSize.x * size; //Plants don't support non-square drawSizes //Shuffle up the position indices and place meshes at them //We do this to get even mesh placement by placing them roughly on a grid Vector3 adjustedCenter = Vector3.zero; int meshesYielded = 0; var posIndexList = PlantPosIndices.GetPositionIndices(this); bool clampedBottomToCellBottom = false; for (int i = 0; i < posIndexList.Length; i++) { int posIndex = posIndexList[i]; //Determine center position if (def.plant.maxMeshCount == 1) { //Determine random local position variance const float PositionVariance = 0.05f; adjustedCenter = trueCenter + Gen.RandomHorizontalVector(PositionVariance); //Clamp bottom of plant to square bottom //So tall plants grow upward float squareBottom = Position.z; if (adjustedCenter.z - size / 2f < squareBottom) { adjustedCenter.z = squareBottom + size / 2f; clampedBottomToCellBottom = true; } } else { //Grid width is the square root of max mesh count int gridWidth = 1; switch (def.plant.maxMeshCount) { case 1: gridWidth = 1; break; case 4: gridWidth = 2; break; case 9: gridWidth = 3; break; case 16: gridWidth = 4; break; case 25: gridWidth = 5; break; default: Log.Error(def + " must have plant.MaxMeshCount that is a perfect square."); break; } float gridSpacing = 1f / gridWidth; //This works out to give half-spacings around the edges adjustedCenter = Position.ToVector3(); //unshifted adjustedCenter.y = def.Altitude; //Set altitude //Place this mesh at its randomized position on the submesh grid adjustedCenter.x += 0.5f * gridSpacing; adjustedCenter.z += 0.5f * gridSpacing; int xInd = posIndex / gridWidth; int zInd = posIndex % gridWidth; adjustedCenter.x += xInd * gridSpacing; adjustedCenter.z += zInd * gridSpacing; //Add a random offset float gridPosRandomness = gridSpacing * GridPosRandomnessFactor; adjustedCenter += Gen.RandomHorizontalVector(gridPosRandomness); } //Randomize horizontal flip bool flipped = Rand.Bool; //Randomize material var mat = Graphic.MatSingle; //Pulls a random material //Set wind exposure value at each vertex by setting vertex color PlantUtility.SetWindExposureColors(workingColors, this); var planeSize = new Vector2(graphicSize, graphicSize); Printer_Plane.PrintPlane(layer, adjustedCenter, planeSize, mat, flipUv: flipped, colors: workingColors, topVerticesAltitudeBias: TopVerticesAltitudeBias, // need to beat walls corner filler (so trees don't get cut by mountains) uvzPayload: Gen.HashOffset(this) % 1024); meshesYielded++; if (meshesYielded >= meshCount) { break; } } if (def.graphicData.shadowData != null) { //Start with a standard shadow center var shadowCenter = trueCenter + def.graphicData.shadowData.offset * size; //Clamp center of shadow to cell bottom if (clampedBottomToCellBottom) { shadowCenter.z = Position.ToVector3Shifted().z + def.graphicData.shadowData.offset.z; } shadowCenter.y -= Altitudes.AltInc; var shadowVolume = def.graphicData.shadowData.volume * size; Printer_Shadow.PrintShadow(layer, shadowCenter, shadowVolume, Rot4.North); } Rand.PopState(); }
public override void Print(SectionLayer layer, Thing thing) { Material mat = this.LinkedDrawMatFrom(thing, thing.Position); Printer_Plane.PrintPlane(layer, thing.TrueCenter(), new Vector2(1f, 1f), mat, 0.0f, false, (Vector2[])null, (Color32[])null, 0.01f, 0.0f); }
public override void Print(SectionLayer layer) { //this.Graphic.Print(layer, this); Printer_Plane.PrintPlane(layer, GenThing.TrueCenter(Position, Rot4.South, def.size, 11.7f), Graphic.drawSize, Graphic.MatSingle, 0, false, null, null, 0.01f, 0f); }