C++ Batman sign using surface for supremacy

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C++:
const vec3_t center = position;
        const float radius = 50.f * auto_peek_radius;
        const float height = 25.f * auto_peek_radius;
        const float width = 100.f * auto_peek_radius;
        const Color color( 255, 255, 0, nem::g_auto_peek->fired_shot ? settings.apeek.alpha( 90 ) : 90 );
        const Color color_fill( 255, 255, 0, settings.apeek.alpha( 80 ) );

        std::vector<Vertex> points;

        const float step = ( math::pi * 2.0f ) / 120.f;
        for ( float angle = math::pi / 2.f - step; angle > 0.f; angle -= step )
        {
            const vec2_t outer( cos( angle ), sin( angle ) );
            const vec2_t inner( cos( angle ) * 0.6f, sin( angle ) * 0.6f );
            points.emplace_back( center + vec3_t( outer.x * radius, outer.y * radius, 0.f ), vec2_t( 0.f, 0.f ), color );
            points.emplace_back( center + vec3_t( inner.x * radius, inner.y * radius, 0.f ), vec2_t( 0.f, 0.f ), color );
        }

        for ( float angle = step * 60.f; angle < math::pi / 2.f; angle += step )
        {
            const vec2_t outer( cos( angle ), sin( angle ) );
            const vec2_t inner( cos( angle ) * 0.6f, sin( angle ) * 0.6f );
            points.emplace_back( center + vec3_t( outer.x * radius, outer.y * radius, 0.f ), vec2_t( 0.f, 0.f ), color );
            points.emplace_back( center + vec3_t( inner.x * radius, inner.y * radius, 0.f ), vec2_t( 0.f, 0.f ), color );
        }

        std::vector<Vertex> wing_left_points;
        std::vector<Vertex> wing_right_points;

        const float half_width = width / 2.f;
        const vec3_t top_left( center.x - half_width, center.y + height / 2.f, center.z );
        const vec3_t top_right( center.x + half_width, center.y + height / 2.f, center.z );
        const vec3_t bottom_left( center.x - half_width, center.y - height / 2.f, center.z );
        const vec3_t bottom_right( center.x + half_width, center.y - height / 2.f, center.z );

        const float wing_step = ( height * 0.9f ) / 6.f;
        for ( float y = top_left.y - wing_step; y > bottom_left.y; y -= wing_step )
        {
            wing_left_points.emplace_back( vec3_t( top_left.x - ( y - top_left.y ) * 1.5f, y, top_left.z ), vec2_t( 0.f, 0.f ), color );
            wing_left_points.emplace_back( vec3_t( bottom_left.x - ( y * bottom_left.y ) * 1.5f, y, bottom_left.z ), vec2_t( 0.f, 0.f ), color );
        }

        for ( float y = top_right.y - wing_step; y > bottom_right.y; y -= wing_step )
        {
            wing_right_points.emplace_back( vec3_t( top_right.x + ( y - top_right.y ) * 1.5f, y, top_right.z ), vec2_t( 0.f, 0.f ), color );
            wing_right_points.emplace_back( vec3_t( bottom_right.x + ( y - bottom_right.y ) * 1.5f, y, bottom_right.z ), vec2_t( 0.f, 0.f ), color );
        }

        const vec3_t wing_tip_left( top_left.x - height * 0.7f, top_left.y, top_left.z );
        const vec3_t wing_tip_right( top_right.x + height * 0.7f, top_right.y, top_right.z );
        draw_filled_circle( wing_tip_left.x, wing_tip_left.y, radius * 0.5f, color_fill );
        draw_filled_circle( wing_tip_right.x, wing_tip_right.y, radius * 0.5f, color_fill );
        rect_filled_multicolor( points.data( ), points.size( ), color_fill );
        rect_filled_multicolor( wing_left_points.data( ), wing_left_points.size( ), color_fill );
        rect_filled_multicolor( wing_right_points.data( ), wing_right_points.size( ), color_fill );
 
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