97 float width,
float r,
float g,
float b,
float opacity)
105 float halfw =
Width * 0.5f;
166 for (
int i=0; i<8; i++)
vert[i]=src.
vert[i];
196 for (
int i=0; i<8; i++)
299 for (
int i=0; i<36; i++)
373 float half_l =
Length * 0.5f;
381 float half_l =
Length * 0.5f;
402 float new_length = (new_end - new_start).
Length();
403 if (new_length == 0) {
438 float new_length = (new_end - new_start).
Length();
439 if (new_length == 0) {
442 float width_scale = new_width /
Width;
443 Scale((new_length /
Length), width_scale, width_scale);
453#ifdef ALLOW_TEMPORARIES
Color scale(const Color &a, const Color &b)
static void Set_Vertex_Buffer(const VertexBufferClass *vb, unsigned stream=0)
static void Set_Texture(unsigned stage, TextureBaseClass *texture)
static void Set_Index_Buffer(const IndexBufferClass *ib, unsigned short index_base_offset)
static Vector4 Convert_Color(unsigned color)
static void Draw_Triangles(unsigned buffer_type, unsigned short start_index, unsigned short polygon_count, unsigned short min_vertex_index, unsigned short vertex_count)
static void Set_Material(const VertexMaterialClass *material)
static void Set_Shader(const ShaderClass &shader)
static void Set_Transform(D3DTRANSFORMSTATETYPE transform, const Matrix4x4 &m)
unsigned short * Get_Index_Array()
VertexFormatXYZNDUV2 * Get_Formatted_Vertex_Array()
const FVFInfoClass & FVF_Info() const
unsigned Get_FVF_Size() const
unsigned Get_Diffuse_Offset() const
unsigned Get_Location_Offset() const
virtual RenderObjClass * Clone(void) const
virtual void Get_Obj_Space_Bounding_Box(AABoxClass &box) const
virtual int Get_Num_Polys(void) const
virtual void Scale(float scale)
void Reset(const Vector3 &new_start, const Vector3 &new_end)
void Set_Opacity(float opacity)
virtual void Render(RenderInfoClass &rfinfo)
void Re_Color(float r, float g, float b)
virtual ~Line3DClass(void)
virtual void Get_Obj_Space_Bounding_Sphere(SphereClass &sphere) const
void Set_Sort_Level(int level)
Line3DClass(const Vector3 &start, const Vector3 &end, float width, float r, float g, float b, float opacity=1.0f)
Line3DClass & operator=(const Line3DClass &that)
int Get_Sort_Level(void) const
void Get_Orthogonal_Inverse(Matrix3D &set_inverse) const
void Obj_Look_At(const Vector3 &p, const Vector3 &t, float roll)
virtual void Set_Transform(const Matrix3D &m)
virtual int Is_Not_Hidden_At_All(void)
virtual void Update_Obj_Space_Bounding_Volumes(void)
void Invalidate_Cached_Bounding_Volumes(void) const
RenderObjClass & operator=(const RenderObjClass &)
RenderObjClass * Get_Container(void) const
static ShaderClass _PresetAlphaSolidShader
static ShaderClass _PresetOpaqueSolidShader
WWINLINE void Set(float x, float y, float z)
static VertexMaterialClass * Get_Preset(PresetType type)
static void Add_To_Static_Sort_List(RenderObjClass *robj, unsigned int sort_level)
static bool Are_Static_Sort_Lists_Enabled(void)
int IndexBufferExceptionFunc(void)
const unsigned dynamic_fvf_type
@ BUFFER_TYPE_DYNAMIC_DX8
const unsigned short Indices[]
#define REF_PTR_RELEASE(x)