public static void CreateBillboard(VRageRender.MyBillboard billboard, ref MyQuadD quad, string material, string blendMaterial, float textureBlendRatio, ref Color color, ref Vector3D origin, bool colorize = false, bool near = false, bool lowres = false) { Debug.Assert(material != null); CreateBillboard(billboard, ref quad, material, blendMaterial, textureBlendRatio, ref color, ref origin, Vector2.Zero, colorize, near, lowres); }
// This method is like a constructor (which we can't use because billboards are allocated from a pool). // It starts/initializes a billboard. Refs used only for optimalization public static void CreateBillboard(VRageRender.MyBillboard billboard, ref MyQuadD quad, string material, string blendMaterial, float textureBlendRatio, ref Color color, ref Vector3D origin, Vector2 uvOffset, bool colorize = false, bool near = false, bool lowres = false, float reflectivity = 0) { Debug.Assert(material != null); if (string.IsNullOrEmpty(material) || !MyTransparentMaterials.ContainsMaterial(material)) { material = "ErrorMaterial"; color = Vector4.One; } billboard.Material = material; billboard.BlendMaterial = blendMaterial; billboard.BlendTextureRatio = textureBlendRatio; quad.Point0.AssertIsValid(); quad.Point1.AssertIsValid(); quad.Point2.AssertIsValid(); quad.Point3.AssertIsValid(); // Billboard vertexes billboard.Position0 = quad.Point0; billboard.Position1 = quad.Point1; billboard.Position2 = quad.Point2; billboard.Position3 = quad.Point3; billboard.UVOffset = uvOffset; EnableColorize = colorize; if (EnableColorize) billboard.Size = (float)(billboard.Position0 - billboard.Position2).Length(); // Distance for sorting // IMPORTANT: Must be calculated before we do color and alpha misting, because we need distance there billboard.DistanceSquared = (float)Vector3D.DistanceSquared(MyRenderCamera.Position, origin); // Color billboard.Color = color; billboard.ColorIntensity = 1; billboard.Reflectivity = reflectivity; billboard.Near = near; billboard.Lowres = lowres; billboard.ParentID = -1; // Alpha depends on distance to camera. Very close bilboards are more transparent, so player won't see billboard errors or rotating billboards var mat = MyTransparentMaterials.GetMaterial(billboard.Material); if (mat.AlphaMistingEnable) billboard.Color *= MathHelper.Clamp(((float)Math.Sqrt(billboard.DistanceSquared) - mat.AlphaMistingStart) / (mat.AlphaMistingEnd - mat.AlphaMistingStart), 0, 1); billboard.Color *= mat.Color; billboard.ContainedBillboards.Clear(); }
// Update position, check collisions, etc. and draw if particle still lives. // Return false if particle dies/timeouts in this tick. public bool Draw(VRageRender.MyBillboard billboard) { if (Pivot != null && !MyParticlesManager.Paused) { if (PivotRotation != null) { Matrix pivotRotationTransform = Matrix.CreateRotationX(MathHelper.ToRadians(m_actualPivotRotation.X) * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS) * Matrix.CreateRotationY(MathHelper.ToRadians(m_actualPivotRotation.Y) * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS) * Matrix.CreateRotationZ(MathHelper.ToRadians(m_actualPivotRotation.Z) * VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS); m_actualPivot = Vector3.TransformNormal(m_actualPivot, pivotRotationTransform); } m_actualPivot = Vector3D.TransformNormal(m_actualPivot, m_generation.GetEffect().WorldMatrix); } var actualPosition = m_actualPosition + m_actualPivot; MyTransparentGeometry.StartParticleProfilingBlock("Distance calculation"); // This time is scaled according to planned lifespan of the particle // Distance for sorting billboard.DistanceSquared = (float)Vector3D.DistanceSquared(MyTransparentGeometry.Camera.Translation, actualPosition); MyTransparentGeometry.EndParticleProfilingBlock(); // If distance to camera is really small don't draw it. if (billboard.DistanceSquared <= 0.1f) { return false; } MyTransparentGeometry.StartParticleProfilingBlock("Quad calculation"); MyTransparentGeometry.StartParticleProfilingBlock("actualRadius"); float actualRadius = 1; Radius.GetInterpolatedValue<float>(m_normalizedTime, out actualRadius); MyTransparentGeometry.EndParticleProfilingBlock(); float actualAlphaCutout = 0; if (AlphaCutout != null) { MyTransparentGeometry.StartParticleProfilingBlock("AlphaCutout calculation"); AlphaCutout.GetInterpolatedValue<float>(m_normalizedTime, out actualAlphaCutout); MyTransparentGeometry.EndParticleProfilingBlock(); } billboard.ContainedBillboards.Clear(); billboard.Near = m_generation.GetEffect().Near; billboard.Lowres = VRageRender.MyRenderConstants.RenderQualityProfile.LowResParticles; billboard.CustomViewProjection = -1; billboard.ParentID = -1; billboard.AlphaCutout = actualAlphaCutout; billboard.UVOffset = Vector2.Zero; billboard.UVSize = Vector2.One; float alpha = 1; Matrix transform = Matrix.Identity; Vector3 normal = Vector3.Forward; Vector3 actualVelocity = (Vector3)(m_actualPosition - m_previousPosition); float radiusBySpeed = m_generation.RadiusBySpeed; if (radiusBySpeed > 0) { float actualSpeed = actualVelocity.Length(); actualRadius = Math.Max(actualRadius, actualRadius * m_generation.RadiusBySpeed * actualSpeed); } if (Type == MyParticleTypeEnum.Point) { MyTransparentGeometry.StartParticleProfilingBlock("GetBillboardQuadRotated"); Vector2 actualRadiusV2 = new Vector2(actualRadius, actualRadius); if (Thickness > 0) { actualRadiusV2.Y = Thickness; } if (m_generation.RotationReference == MyRotationReference.Camera) { transform = Matrix.CreateFromAxisAngle(MyTransparentGeometry.Camera.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(MyTransparentGeometry.Camera.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(MyTransparentGeometry.Camera.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, MyTransparentGeometry.Camera.Left, MyTransparentGeometry.Camera.Up); } else if (m_generation.RotationReference == MyRotationReference.Local) { transform = Matrix.CreateFromAxisAngle(m_generation.GetEffect().WorldMatrix.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(m_generation.GetEffect().WorldMatrix.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(m_generation.GetEffect().WorldMatrix.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, m_generation.GetEffect().WorldMatrix.Left, m_generation.GetEffect().WorldMatrix.Up); } else if (m_generation.RotationReference == MyRotationReference.Velocity) { if (actualVelocity.LengthSquared() < 0.00001f) return false; Matrix velocityRef = Matrix.CreateFromDir(Vector3.Normalize(actualVelocity)); transform = Matrix.CreateFromAxisAngle(velocityRef.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(velocityRef.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(velocityRef.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, velocityRef.Left, velocityRef.Up); } else if (m_generation.RotationReference == MyRotationReference.VelocityAndCamera) { if (actualVelocity.LengthSquared() < 0.0001f) return false; Vector3 cameraToPoint = Vector3.Normalize(m_actualPosition - MyTransparentGeometry.Camera.Translation); Vector3 velocityDir = Vector3.Normalize(actualVelocity); Vector3 sideVector = Vector3.Cross(cameraToPoint, velocityDir); Vector3 upVector = Vector3.Cross(sideVector, velocityDir); Matrix velocityRef = Matrix.CreateWorld(m_actualPosition, velocityDir, upVector); transform = Matrix.CreateFromAxisAngle(velocityRef.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(velocityRef.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(velocityRef.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, velocityRef.Left, velocityRef.Up); } else if (m_generation.RotationReference == MyRotationReference.LocalAndCamera) { Vector3 cameraToPoint = Vector3.Normalize(m_actualPosition - MyTransparentGeometry.Camera.Translation); Vector3 localDir = m_generation.GetEffect().WorldMatrix.Forward; float dot = cameraToPoint.Dot(localDir); Matrix velocityRef; if (dot >= 0.9999f) { // TODO Petr: probably not correct, at least it does not produce NaN positions velocityRef = Matrix.CreateTranslation(m_actualPosition); } else { Vector3 sideVector = Vector3.Cross(cameraToPoint, localDir); Vector3 upVector = Vector3.Cross(sideVector, localDir); velocityRef = Matrix.CreateWorld(m_actualPosition, localDir, upVector); } transform = Matrix.CreateFromAxisAngle(velocityRef.Right, m_actualAngle.X) * Matrix.CreateFromAxisAngle(velocityRef.Up, m_actualAngle.Y) * Matrix.CreateFromAxisAngle(velocityRef.Forward, m_actualAngle.Z); GetBillboardQuadRotated(billboard, ref actualPosition, actualRadiusV2, ref transform, velocityRef.Left, velocityRef.Up); } else { System.Diagnostics.Debug.Fail("Unknown RotationReference enum"); } MyTransparentGeometry.EndParticleProfilingBlock(); } else if (Type == MyParticleTypeEnum.Line) { if (MyUtils.IsZero(Velocity.LengthSquared())) Velocity = MyUtils.GetRandomVector3Normalized(); MyQuadD quad = new MyQuadD(); MyPolyLineD polyLine = new MyPolyLineD(); //polyLine.LineDirectionNormalized = MyUtils.Normalize(Velocity); if (actualVelocity.LengthSquared() > 0) polyLine.LineDirectionNormalized = MyUtils.Normalize(actualVelocity); else polyLine.LineDirectionNormalized = MyUtils.Normalize(Velocity); if (m_actualAngle.Z != 0) { polyLine.LineDirectionNormalized = Vector3.TransformNormal(polyLine.LineDirectionNormalized, Matrix.CreateRotationY(m_actualAngle.Z)); } polyLine.Point0 = actualPosition; polyLine.Point1.X = actualPosition.X - polyLine.LineDirectionNormalized.X * actualRadius; polyLine.Point1.Y = actualPosition.Y - polyLine.LineDirectionNormalized.Y * actualRadius; polyLine.Point1.Z = actualPosition.Z - polyLine.LineDirectionNormalized.Z * actualRadius; if (m_actualAngle.LengthSquared() > 0) { //centerize polyLine.Point0.X = polyLine.Point0.X - polyLine.LineDirectionNormalized.X * actualRadius * 0.5f; polyLine.Point0.Y = polyLine.Point0.Y - polyLine.LineDirectionNormalized.Y * actualRadius * 0.5f; polyLine.Point0.Z = polyLine.Point0.Z - polyLine.LineDirectionNormalized.Z * actualRadius * 0.5f; polyLine.Point1.X = polyLine.Point1.X - polyLine.LineDirectionNormalized.X * actualRadius * 0.5f; polyLine.Point1.Y = polyLine.Point1.Y - polyLine.LineDirectionNormalized.Y * actualRadius * 0.5f; polyLine.Point1.Z = polyLine.Point1.Z - polyLine.LineDirectionNormalized.Z * actualRadius * 0.5f; } polyLine.Thickness = Thickness; var camPos = MyTransparentGeometry.Camera.Translation; MyUtils.GetPolyLineQuad(out quad, ref polyLine, camPos); transform.Forward = polyLine.LineDirectionNormalized; billboard.Position0 = quad.Point0; billboard.Position1 = quad.Point1; billboard.Position2 = quad.Point2; billboard.Position3 = quad.Point3; } else if (Type == MyParticleTypeEnum.Trail) { if (Quad.Point0 == Quad.Point2) //not moving particle return false; if (Quad.Point1 == Quad.Point3) //not moving particle was previous one return false; if (Quad.Point0 == Quad.Point3) //not moving particle was previous one return false; billboard.Position0 = Quad.Point0; billboard.Position1 = Quad.Point1; billboard.Position2 = Quad.Point2; billboard.Position3 = Quad.Point3; } else { throw new NotSupportedException(Type + " is not supported particle type"); } if (this.m_generation.AlphaAnisotropic) { normal = Vector3.Normalize(Vector3.Cross(billboard.Position0 - billboard.Position1, billboard.Position0 - billboard.Position2)); Vector3 forward = (billboard.Position0 + billboard.Position1 + billboard.Position2 + billboard.Position3) / 4 - MyTransparentGeometry.Camera.Translation; //Vector3 forward = MyTransparentGeometry.Camera.Forward; float angle = Math.Abs(Vector3.Dot(MyUtils.Normalize(forward), normal)); float alphaCone = 1 - (float)Math.Pow(1 - angle, 4); alpha = alphaCone; } MyTransparentGeometry.EndParticleProfilingBlock(); MyTransparentGeometry.StartParticleProfilingBlock("Material calculation"); Vector4 color = Vector4.One; if (Color.GetKeysCount() > 0) { Color.GetInterpolatedValue<Vector4>(m_normalizedTime, out color); } if (m_arrayIndex != -1) { Vector3 arraySize = m_generation.ArraySize; if (arraySize.X > 0 && arraySize.Y > 0) { int arrayOffset = m_generation.ArrayOffset; int arrayModulo = m_generation.ArrayModulo == 0 ? (int)arraySize.X * (int)arraySize.Y : m_generation.ArrayModulo; m_arrayIndex = m_arrayIndex % arrayModulo + arrayOffset; float xDiv = 1.0f / arraySize.X; float yDiv = 1.0f / arraySize.Y; int xIndex = m_arrayIndex % (int)arraySize.X; int yIndex = m_arrayIndex / (int)arraySize.X; billboard.UVOffset = new Vector2(xDiv * xIndex, yDiv * yIndex); billboard.UVSize = new Vector2(xDiv, yDiv); } } var material1 = MyTransparentMaterials.GetMaterial("ErrorMaterial"); var material2 = MyTransparentMaterials.GetMaterial("ErrorMaterial"); float textureBlendRatio = 0; if ((Flags & ParticleFlags.BlendTextures) != 0) { float prevTime, nextTime, difference; Material.GetPreviousValue(m_normalizedTime, out material1, out prevTime); Material.GetNextValue(m_normalizedTime, out material2, out nextTime, out difference); if (prevTime != nextTime) textureBlendRatio = (m_normalizedTime - prevTime) * difference; } else { Material.GetInterpolatedValue(m_normalizedTime, out material1); } MyTransparentGeometry.EndParticleProfilingBlock(); //This gets 0.44ms for 2000 particles MyTransparentGeometry.StartParticleProfilingBlock("billboard.Start"); if (material1 != null) billboard.Material = material1.Name; billboard.BlendMaterial = material2.Name; billboard.BlendTextureRatio = textureBlendRatio; billboard.EnableColorize = false; billboard.Color = color * alpha * m_generation.GetEffect().UserColorMultiplier; billboard.ColorIntensity = ColorIntensity; billboard.SoftParticleDistanceScale = SoftParticleDistanceScale; MyTransparentGeometry.EndParticleProfilingBlock(); return true; }
public static void CreateBillboard(VRageRender.MyBillboard billboard, ref MyQuadD quad, string material, ref Color color, ref Vector3D origin, Vector2 uvOffset, bool colorize = false, bool near = false, bool lowres = false) { Debug.Assert(material != null); CreateBillboard(billboard, ref quad, material, null, 0, ref color, ref origin, uvOffset, colorize, near, lowres); }
// Update position, check collisions, etc. and draw if particle still lives. // Return false if particle dies/timeouts in this tick. public bool Draw(VRageRender.MyBillboard billboard) { MyTransparentGeometry.StartParticleProfilingBlock("Distance calculation"); // This time is scaled according to planned lifespan of the particle // Distance for sorting billboard.DistanceSquared = (float)Vector3D.DistanceSquared(MyTransparentGeometry.Camera.Translation, m_actualPosition); MyTransparentGeometry.EndParticleProfilingBlock(); // If distance to camera is really small don't draw it. if (billboard.DistanceSquared <= 0.1f) { return false; } MyTransparentGeometry.StartParticleProfilingBlock("Quad calculation"); MyTransparentGeometry.StartParticleProfilingBlock("actualRadius"); float actualRadius = 1; Radius.GetInterpolatedValue<float>(m_normalizedTime, out actualRadius); MyTransparentGeometry.EndParticleProfilingBlock(); billboard.ContainedBillboards.Clear(); billboard.Near = m_generation.GetEffect().Near; billboard.Lowres = m_generation.GetEffect().LowRes || VRageRender.MyRenderConstants.RenderQualityProfile.LowResParticles; billboard.CustomViewProjection = -1; billboard.ParentID = -1; float alpha = 1; if (Type == MyParticleTypeEnum.Point) { MyTransparentGeometry.StartParticleProfilingBlock("GetBillboardQuadRotated"); GetBillboardQuadRotated(billboard, ref m_actualPosition, actualRadius, m_actualAngle); MyTransparentGeometry.EndParticleProfilingBlock(); } else if (Type == MyParticleTypeEnum.Line) { if (MyUtils.IsZero(Velocity.LengthSquared())) Velocity = MyUtils.GetRandomVector3Normalized(); MyQuadD quad = new MyQuadD(); MyPolyLineD polyLine = new MyPolyLineD(); polyLine.LineDirectionNormalized = MyUtils.Normalize(Velocity); if (m_actualAngle > 0) { polyLine.LineDirectionNormalized = Vector3.TransformNormal(polyLine.LineDirectionNormalized, Matrix.CreateRotationY(MathHelper.ToRadians(m_actualAngle))); } polyLine.Point0 = m_actualPosition; polyLine.Point1.X = m_actualPosition.X + polyLine.LineDirectionNormalized.X * actualRadius; polyLine.Point1.Y = m_actualPosition.Y + polyLine.LineDirectionNormalized.Y * actualRadius; polyLine.Point1.Z = m_actualPosition.Z + polyLine.LineDirectionNormalized.Z * actualRadius; if (m_actualAngle > 0) { //centerize polyLine.Point0.X = polyLine.Point0.X - polyLine.LineDirectionNormalized.X * actualRadius * 0.5f; polyLine.Point0.Y = polyLine.Point0.Y - polyLine.LineDirectionNormalized.Y * actualRadius * 0.5f; polyLine.Point0.Z = polyLine.Point0.Z - polyLine.LineDirectionNormalized.Z * actualRadius * 0.5f; polyLine.Point1.X = polyLine.Point1.X - polyLine.LineDirectionNormalized.X * actualRadius * 0.5f; polyLine.Point1.Y = polyLine.Point1.Y - polyLine.LineDirectionNormalized.Y * actualRadius * 0.5f; polyLine.Point1.Z = polyLine.Point1.Z - polyLine.LineDirectionNormalized.Z * actualRadius * 0.5f; } polyLine.Thickness = Thickness; var camPos = MyTransparentGeometry.Camera.Translation; MyUtils.GetPolyLineQuad(out quad, ref polyLine, camPos); if (this.m_generation.AlphaAnisotropic) { float angle = 1 - Math.Abs(Vector3.Dot(MyUtils.Normalize(MyTransparentGeometry.Camera.Forward), polyLine.LineDirectionNormalized)); float alphaCone = (float)Math.Pow(angle, 0.5f); alpha = alphaCone; } billboard.Position0 = quad.Point0; billboard.Position1 = quad.Point1; billboard.Position2 = quad.Point2; billboard.Position3 = quad.Point3; } else if (Type == MyParticleTypeEnum.Trail) { if (Quad.Point0 == Quad.Point2) //not moving particle return false; if (Quad.Point1 == Quad.Point3) //not moving particle was previous one return false; if (Quad.Point0 == Quad.Point3) //not moving particle was previous one return false; billboard.Position0 = Quad.Point0; billboard.Position1 = Quad.Point1; billboard.Position2 = Quad.Point2; billboard.Position3 = Quad.Point3; //if (this.m_generation.AlphaAnisotropic) /* { //Trails are anisotropic by default (nobody wants them to see ugly) Vector3 lineDir = Vector3.Normalize(Quad.Point1 - Quad.Point0); float angle = 1 - Math.Abs(Vector3.Dot(MyMwcUtils.Normalize(MyCamera.ForwardVector), lineDir)); float alphaCone = (float)Math.Pow(angle, 0.3f); alpha = alphaCone; }*/ } else { throw new NotSupportedException(Type + " is not supported particle type"); } MyTransparentGeometry.EndParticleProfilingBlock(); MyTransparentGeometry.StartParticleProfilingBlock("Material calculation"); Vector4 color; Color.GetInterpolatedValue<Vector4>(m_normalizedTime, out color); var material1 = MyTransparentMaterials.GetMaterial("ErrorMaterial"); var material2 = MyTransparentMaterials.GetMaterial("ErrorMaterial"); float textureBlendRatio = 0; if ((Flags & ParticleFlags.BlendTextures) != 0) { float prevTime, nextTime, difference; Material.GetPreviousValue(m_normalizedTime, out material1, out prevTime); Material.GetNextValue(m_normalizedTime, out material2, out nextTime, out difference); if (prevTime != nextTime) textureBlendRatio = (m_normalizedTime - prevTime) * difference; } else { Material.GetInterpolatedValue(m_normalizedTime, out material1); } MyTransparentGeometry.EndParticleProfilingBlock(); //This gets 0.44ms for 2000 particles MyTransparentGeometry.StartParticleProfilingBlock("billboard.Start"); billboard.Material = material1.Name; billboard.BlendMaterial = material2.Name; billboard.BlendTextureRatio = textureBlendRatio; billboard.EnableColorize = false; billboard.Color = color * alpha * m_generation.GetEffect().UserColorMultiplier; MyTransparentGeometry.EndParticleProfilingBlock(); return true; }
public static bool AddAttachedQuad(string material, ref MyQuadD quad, Vector4 color, ref Vector3D vctPos, int renderObjectID, int priority = 0) { Debug.Assert(material != null); if (!IsEnabled) return false; MyUtils.AssertIsValid(quad.Point0); MyUtils.AssertIsValid(quad.Point1); MyUtils.AssertIsValid(quad.Point2); MyUtils.AssertIsValid(quad.Point3); //VRageRender.MyBillboard billboard = m_preallocatedBillboards.Allocate(); //VRageRender.MyBillboard billboard = new VRageRender.MyBillboard(); VRageRender.MyBillboard billboard = VRageRender.MyRenderProxy.BillboardsPoolWrite.Allocate(); if (billboard == null) return false; billboard.Priority = priority; CreateBillboard(billboard, ref quad, material, ref color, ref vctPos, false, false, false, -1); billboard.ParentID = renderObjectID; VRageRender.MyRenderProxy.AddBillboard(billboard); return true; }
public static void CreateBillboard(VRageRender.MyBillboard billboard, ref MyQuadD quad, string material, string blendMaterial, float textureBlendRatio, ref Vector4 color, ref Vector3D origin, bool colorize = false, bool near = false, bool lowres = false, int customViewProjection = -1, float reflection = 0) { CreateBillboard(billboard, ref quad, material, blendMaterial, textureBlendRatio, ref color, ref origin, Vector2.Zero, colorize, near, lowres, customViewProjection, reflection); }
public static void CreateBillboard(VRageRender.MyBillboard billboard, ref MyQuadD quad, string material, ref Vector4 color, ref Vector3D origin, Vector2 uvOffset, bool colorize = false, bool near = false, bool lowres = false, int customViewProjection = -1, float reflection = 0) { CreateBillboard(billboard, ref quad, material, "Test", 0, ref color, ref origin, uvOffset, colorize, near, lowres, customViewProjection, reflection); }
// Calculates coordinates for quad that lies on line defined by two points and is always facing the camera. It thickness is defined in metres. // It is used for drawing bullet lines, debris flying from explosions, anything that isn't quad but is line. // IMPORTANT: Parameter 'polyLine' is refed only for performance. Don't change it inside the method. public static void GetPolyLineQuad(out MyQuadD retQuad, ref MyPolyLineD polyLine) { Vector3D toCamera = MyRenderCamera.Position - polyLine.Point0; Vector3D cameraToPoint; if (!MyUtils.HasValidLength(toCamera)) { // When camera at point, choose random direction cameraToPoint = Vector3D.Forward; } else { cameraToPoint = MyUtils.Normalize(toCamera); } Vector3D sideVector = MyUtils.GetVector3Scaled(Vector3D.Cross((Vector3D)polyLine.LineDirectionNormalized, cameraToPoint), polyLine.Thickness); retQuad.Point0 = polyLine.Point0 - sideVector; retQuad.Point1 = polyLine.Point1 - sideVector; retQuad.Point2 = polyLine.Point1 + sideVector; retQuad.Point3 = polyLine.Point0 + sideVector; }