diff --git a/SlightIsRightPlugin.cs b/SlightIsRightPlugin.cs index 5dff936..cb56c51 100644 --- a/SlightIsRightPlugin.cs +++ b/SlightIsRightPlugin.cs @@ -81,7 +81,7 @@ namespace SliceIsRight { // local player //this.DebugObject(index, obj, model); - //this.RenderObject(index, obj, 2010777); + //this.RenderObject(index, obj, 2010779); } } } @@ -163,10 +163,10 @@ namespace SliceIsRight private void DrawFilledCircleWorld(Vector3 center, float radius, uint colour) { - int num = 100; - for (int index = 0; index <= 200; ++index) + int segmentCount = 100; + for (int index = 0; index <= 2 * segmentCount; ++index) { - GameGui.WorldToScreen(new Vector3(center.X + radius * (float)Math.Sin(Math.PI / num * index), center.Y, center.Z + radius * (float)Math.Cos(Math.PI / num * index)), out Vector2 vector2); + GameGui.WorldToScreen(new Vector3(center.X + radius * (float)Math.Sin(Math.PI / segmentCount * index), center.Y, center.Z + radius * (float)Math.Cos(Math.PI / segmentCount * index)), out Vector2 vector2); ImGui.GetWindowDrawList().PathLineTo(vector2); } ImGui.GetWindowDrawList().PathFillConvex(colour); @@ -174,57 +174,60 @@ namespace SliceIsRight private void DrawRectWorld(Vector3 center, float rotation, float length, float width, uint colour) { - Vector2 vector2_1 = ImGui.GetIO().DisplaySize; - Vector3 vector3_1 = new Vector3(center.X + width * 0.5f * (float)Math.Sin(Math.PI / 2.0 + rotation), center.Y, center.Z + width * 0.5f * (float)Math.Cos(Math.PI / 2.0 + rotation)); - Vector3 vector3_2 = new Vector3(center.X + width * 0.5f * (float)Math.Sin(rotation - Math.PI / 2.0), center.Y, center.Z + width * 0.5f * (float)Math.Cos(rotation - Math.PI / 2.0)); - Vector3 vector3_3 = new Vector3(center.X, center.Y, center.Z); - int num1 = 200; - double num2 = (double)length / (double)num1; + Vector2 displaySize = ImGui.GetIO().DisplaySize; + Vector3 near1 = new Vector3(center.X + width * 0.5f * (float)Math.Sin(Math.PI / 2.0 + rotation), center.Y, center.Z + width * 0.5f * (float)Math.Cos(Math.PI / 2.0 + rotation)); + Vector3 near2 = new Vector3(center.X + width * 0.5f * (float)Math.Sin(rotation - Math.PI / 2.0), center.Y, center.Z + width * 0.5f * (float)Math.Cos(rotation - Math.PI / 2.0)); + Vector3 nearCenter = new Vector3(center.X, center.Y, center.Z); + int rectangleCount = 20; var drawList = ImGui.GetWindowDrawList(); - for (int index = 1; index <= num1; ++index) + for (int index = 1; index <= rectangleCount; ++index) { - Vector3 vector3_4 = vector3_1 = new Vector3((float)(vector3_1.X + length / (double)num1 * Math.Sin(0.0 + rotation)), vector3_1.Y, (float)(vector3_1.Z + length / (double)num1 * Math.Cos(0.0 + rotation))); - Vector3 vector3_5 = vector3_2 = new Vector3((float)(vector3_2.X + length / (double)num1 * Math.Sin(0.0 + rotation)), vector3_2.Y, (float)(vector3_2.Z + length / (double)num1 * Math.Cos(0.0 + rotation))); - Vector3 vector3_6 = vector3_3 = new Vector3((float)(vector3_3.X + length / (double)num1 * Math.Sin(0.0 + rotation)), vector3_3.Y, (float)(vector3_3.Z + length / (double)num1 * Math.Cos(0.0 + rotation))); + Vector3 far1 = new Vector3((float)(near1.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), near1.Y, (float)(near1.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation))); + Vector3 far2 = new Vector3((float)(near2.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), near2.Y, (float)(near2.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation))); + Vector3 farCenter = new Vector3((float)(nearCenter.X + length / (double)rectangleCount * Math.Sin(0.0 + rotation)), nearCenter.Y, (float)(nearCenter.Z + length / (double)rectangleCount * Math.Cos(0.0 + rotation))); - GameGui.WorldToScreen(vector3_5, out Vector2 vector2_2); - if (vector2_2.X > 0.0 & vector2_2.X < (double)vector2_1.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)vector2_1.Y) + GameGui.WorldToScreen(far2, out Vector2 vector2_2); + if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y) { drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y)); } - GameGui.WorldToScreen(vector3_6, out vector2_2); - if (vector2_2.X > 0.0 & vector2_2.X < (double)vector2_1.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)vector2_1.Y) + GameGui.WorldToScreen(farCenter, out vector2_2); + if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y) { drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y)); } - GameGui.WorldToScreen(vector3_4, out vector2_2); - if (vector2_2.X > 0.0 & vector2_2.X < (double)vector2_1.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)vector2_1.Y) + GameGui.WorldToScreen(far1, out vector2_2); + if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y) { drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y)); } - GameGui.WorldToScreen(vector3_1, out vector2_2); - if (vector2_2.X > 0.0 & vector2_2.X < (double)vector2_1.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)vector2_1.Y) + GameGui.WorldToScreen(near1, out vector2_2); + if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y) { drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y)); } - GameGui.WorldToScreen(vector3_3, out vector2_2); - if (vector2_2.X > 0.0 & vector2_2.X < (double)vector2_1.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)vector2_1.Y) + GameGui.WorldToScreen(nearCenter, out vector2_2); + if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y) { drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y)); } - GameGui.WorldToScreen(vector3_2, out vector2_2); - if (vector2_2.X > 0.0 & vector2_2.X < (double)vector2_1.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)vector2_1.Y) + GameGui.WorldToScreen(near2, out vector2_2); + if (vector2_2.X > 0.0 & vector2_2.X < (double)displaySize.X | vector2_2.Y > 0.0 & vector2_2.Y < (double)displaySize.Y) { drawList.PathLineTo(new Vector2((float)vector2_2.X, (float)vector2_2.Y)); } drawList.PathFillConvex(colour); + + near1 = far1; + near2 = far2; + nearCenter = farCenter; } } }