547 lines · 23.3 KB · C++
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                         glVertex3f(p0Up.x,    p0Up.y,    p0Up.z   );                         glVertex3f(p0Down.x,  p0Down.y,  p0Down.z );                         glVertex3f(ppDown.x,  ppDown.y,  ppDown.z );                          glVertex3f(p0Up.x,    p0Up.y,    p0Up.z   );                         glVertex3f(ppUp.x,    ppUp.y,    ppUp.z   );                         glVertex3f(ppDown.x,  ppDown.y,  ppDown.z );                          glVertex3f(p0Up.x,    p0Up.y,    p0Left.z );                         glVertex3f(p0Right.x, p0Right.y, p0Right.z);                         glVertex3f(p0Down.x,  p0Down.y,  p0Down.z );                          glVertex3f(p0Up.x,    p0Up.y,    p0Left.z );                         glVertex3f(p0Left.x,  p0Left.y,  p0Left.z );                         glVertex3f(p0Down.x,  p0Down.y,  p0Down.z );                          glVertex3f(ppUp.x,    ppUp.y,    ppLeft.z );                         glVertex3f(ppRight.x, ppRight.y, ppRight.z);                         glVertex3f(ppDown.x,  ppDown.y,  ppDown.z );                          glVertex3f(ppUp.x,    ppUp.y,    ppLeft.z );                         glVertex3f(ppLeft.x,  ppLeft.y,  ppLeft.z );                         glVertex3f(ppDown.x,  ppDown.y,  ppDown.z );                                             glEnd();                }            }                                }    }} void ParticleSystem::renderEmitter(int e, float size) {     glm::vec3 v = _emitter[e].direction * size;        glColor3f(0.4f, 0.4, 0.8);    glBegin(GL_LINES);    glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z);    glVertex3f(_emitter[e].position.x + v.x, _emitter[e].position.y + v.y, _emitter[e].position.z + v.z);    glEnd();}     

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