public void Draw3DBox(FMinimalViewInfo POV, AActor actor) { float l, w, h, o; l = 60f; w = 60f; h = 160f; o = 50f; //box size for standing player float zOffset = -100f; if (actor.Type == ActorTypes.Vehicle) //vehicles have a bigger box { zOffset = 50; l = 200f; w = 160f; h = 80f; o = 0f; } //build box Vector3 p00 = new Vector3(o, -w / 2,0f); Vector3 p01 = new Vector3(o, w / 2, 0f); Vector3 p02 = new Vector3(o - l, w / 2, 0f); Vector3 p03 = new Vector3(o - l, -w / 2, 0f); //rotate rectangle to match actor rotation float theta1 = 2.0f * (float)Math.PI * (actor****tation.Y) / 180.0f; Matrix rotM = Matrix****tationZ((float)(theta1 / 2)); // rotate around Z-axis Vector3 curPos = new Vector3(actor.Location.X, actor.Location.Y, actor.Location.Z + zOffset); p00 = Vector3.TransformCoordinate(p00, rotM) + curPos; p01 = Vector3.TransformCoordinate(p01, rotM) + curPos; p02 = Vector3.TransformCoordinate(p02, rotM) + curPos; p03 = Vector3.TransformCoordinate(p03, rotM) + curPos; RawVector2 s00 = W2S(p00, POV); RawVector2 s01 = W2S(p01, POV); RawVector2 s02 = W2S(p02, POV); RawVector2 s03 = W2S(p03, POV); RawVector2[] square0 = { s00, s01, s02, s03, s00 }; DrawLines(square0); // top rectangle p00.Z += h; s00 = W2S(p00, POV); p01.Z += h; s01 = W2S(p01, POV); p02.Z += h; s02 = W2S(p02, POV); p03.Z += h; s03 = W2S(p03, POV); RawVector2[] square1 = { s00, s01, s02, s03, s00 }; DrawLines(square1); // upper/lower rectangles get connected DrawLine(new RawVector2(square0[0].X, square0[0].Y), new RawVector2(square1[0].X, square1[0].Y)); DrawLine(new RawVector2(square0[1].X, square0[1].Y), new RawVector2(square1[1].X, square1[1].Y)); DrawLine(new RawVector2(square0[2].X, square0[2].Y), new RawVector2(square1[2].X, square1[2].Y)); DrawLine(new RawVector2(square0[3].X, square0[3].Y), new RawVector2(square1[3].X, square1[3].Y)); }
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