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https://github.com/TorqueGameEngines/Torque3D.git
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augmentation to drawArrow to allow one to explicitly define a radius.
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parent
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2 changed files with 5 additions and 5 deletions
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@ -1382,7 +1382,7 @@ void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &ba
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mDevice->popWorldMatrix();
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}
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void GFXDrawUtil::drawArrow( const GFXStateBlockDesc &desc, const Point3F &start, const Point3F &end, const ColorI &color )
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void GFXDrawUtil::drawArrow( const GFXStateBlockDesc &desc, const Point3F &start, const Point3F &end, const ColorI &color, F32 baseRad )
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{
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GFXTransformSaver saver;
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@ -1398,8 +1398,8 @@ void GFXDrawUtil::drawArrow( const GFXStateBlockDesc &desc, const Point3F &start
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// Calculate the radius of the cone given that we want the cone to have
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// an angle of 25 degrees (just because it looks good).
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F32 coneLen = ( end - coneBase ).len();
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F32 coneDiameter = mTan( mDegToRad(25.0f) ) * coneLen;
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F32 coneLen = (baseRad != 0.0f) ? baseRad * 4.0 :( end - coneBase ).len();
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F32 coneDiameter = (baseRad != 0.0f) ? baseRad*4.0f : mTan( mDegToRad(25.0f) ) * coneLen;
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// Draw the cone on at the arrow's tip.
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drawCone( desc, coneBase, end, coneDiameter / 2.0f, color );
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@ -1412,7 +1412,7 @@ void GFXDrawUtil::drawArrow( const GFXStateBlockDesc &desc, const Point3F &start
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Point3F coneDiff = end - coneBase;
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// Draw the cylinder.
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F32 stickRadius = len * 0.025f;
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F32 stickRadius = (baseRad != 0.0f) ? baseRad : len * 0.025f;
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drawCylinder( desc, start, end - coneDiff, stickRadius, color );
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}
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