/// <summary> /// Draw quad (Must be inside GL_TRIANGLES or GL_LINES for wireframe) /// </summary> /// <param name="gl">OpenGL isntance</param> /// <param name="map">Shared map data</param> /// <param name="plane">Plane this quad belongs to</param> /// <param name="planeNormal">Normal vector of the plane</param> /// <param name="wireframe">Draw as wireframe</param> public void Draw(SharpGL.OpenGL gl, Powerslave.Map map, Powerslave.Plane plane, Vector3D planeNormal, bool wireframe) { List <Powerslave.Vertex> quad = this.Indices.Select(index => map.Vertices[index + plane.VertexStart]).ToList(); if (Vector3D.DotProduct(planeNormal, Quad.GetQuadNormal(quad)) < 0.0f) { // Quad is rotated incorrectly, reverse it (might be used as a texture flip) quad.Reverse(); } foreach (Powerslave.Vertex point in wireframe ? quad.SelectMany((vertex, index) => new List <Powerslave.Vertex> { vertex, quad[(index + 1) % quad.Count] }) : Powerslave.GetTrianglesFromQuad(quad)) { if (wireframe) { gl.Color(1.0f, 1.0f, 1.0f); } else { Powerslave.SetVertexColor(gl, plane.Flags, point.Lightlevel); } gl.Vertex(point.X / 10.0f, point.Z / 10.0f, point.Y / 10.0f); } }
/// <summary> /// Get camera to plane distance /// </summary> /// <param name="point">Camera position</param> /// <param name="plane">Plane definition</param> /// <param name="map">Shared map data</param> /// <returns>Plane distance</returns> private static int GetDistance(Point3D point, Powerslave.Plane plane, Powerslave.Map map) { List <Powerslave.Vertex> vertices = plane.PolyVert.Select(vertex => map.Vertices[vertex]).ToList(); Powerslave.Vertex center = new Powerslave.Vertex() { X = (short)(vertices.Sum(vertex => vertex.X) / 4), Y = (short)(vertices.Sum(vertex => vertex.Y) / 4), Z = (short)(vertices.Sum(vertex => vertex.Z) / 4) }; return((int)(Math.Pow(point.X - (center.X / 10.0f), 2) + Math.Pow(point.Y - (center.Z / 10.0f), 2) + Math.Pow(point.Z - (center.Y / 10.0f), 2))); }