function __3dCamera_object() : __3dObject() constructor { ivw = 0.2; //innerViewWidth ivh = 0.2; //innerViewHeight ovw = 0.5; //outerViewWidth ovh = 0.5; //outerViewHeight len = 0.5; //cameraLength vertex = [[ new __vertex( -len, -ivw, ivh ), new __vertex( -len, ivw, ivh ), new __vertex( -len, ivw, ivh ), new __vertex( -len, ivw, -ivh ), new __vertex( -len, ivw, -ivh ), new __vertex( -len, -ivw, -ivh ), new __vertex( -len, -ivw, -ivh ), new __vertex( -len, -ivw, ivh ), new __vertex( len, -ovw, ovh ), new __vertex( len, ovw, ovh ), new __vertex( len, ovw, ovh ), new __vertex( len, ovw, -ovh ), new __vertex( len, ovw, -ovh ), new __vertex( len, -ovw, -ovh ), new __vertex( len, -ovw, -ovh ), new __vertex( len, -ovw, ovh ), new __vertex( -len, -ivw, ivh ), new __vertex( len, -ovw, ovh ), new __vertex( -len, ivw, ivh ), new __vertex( len, ovw, ovh ), new __vertex( -len, ivw, -ivh ), new __vertex( len, ovw, -ovh ), new __vertex( -len, -ivw, -ivh ), new __vertex( len, -ovw, -ovh ), new __vertex( len, -ovw * 0.5, ovh + 0.2 ), new __vertex( len, ovw * 0.5, ovh + 0.2 ), new __vertex( len, 0, ovh + 0.6 ), new __vertex( len, ovw * 0.5, ovh + 0.2 ), new __vertex( len, -ovw * 0.5, ovh + 0.2 ), new __vertex( len, 0, ovh + 0.6 ), ]]; VF = global.VF_POS_COL; render_type = pr_linelist; VB = build(); transform.position.set(-5, -5, 5); transform.rotation.set(0, 30, 135); transform.scale.set(1, room_width / room_height, 1); static submitSel = function(params = {}) { shader_set(sh_d3d_wireframe); submitVertex(params); shader_reset(); } } function calculate_3d_position(camFx, camFy, camFz, camAx, camAy, camDist) { var pos = new __vec3(); var radAx = degtorad(camAx); var radAy = degtorad(camAy); pos.x = camFx + (cos(radAy) * sin(radAx)) * camDist; pos.y = camFy + (cos(radAy) * cos(radAx)) * camDist; pos.z = camFz + (sin(radAy)) * camDist; return pos; }