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for (int x = 1; x <= _dimension.x; x++)
{
for (int z = 1; z <= _dimension.z; z++)
{
Entity.CreatePlane (Vector3(_position.x+(x*4), _position.y, _position.z+(z*4)), Quaternion(0, 0, 0), Vector3(2, 0, 2), Color::Cyan, -1); ///PLANE
Entity.CreateRay (Vector3(_position.x+(x*4)-2, _position.y+0.02, _position.z+(z*4)-2), Quaternion(0, 0, 0), Vector3(4, 1, 1), Color::Black, -1); ///RAY
Entity.CreateRay (Vector3(_position.x+(x*4)-2, _position.y+0.02, _position.z+(z*4)+2), Quaternion(0, 0, 0), Vector3(4, 1, 1), Color::Black, -1); ///RAY
Entity.CreateRay (Vector3(_position.x+(x*4)-2, _position.y+0.02, _position.z+(z*4)+2), Quaternion(0, 90, 0), Vector3(4, 1, 1), Color::Black, -1); ///RAY
Entity.CreateRay (Vector3(_position.x+(x*4)+2, _position.y+0.02, _position.z+(z*4)+2), Quaternion(0, 90, 0), Vector3(4, 1, 1), Color::Black, -1); ///RAY
/*ceiling[z] = Entity.CreatePlane (Vector3(15, 1, 0), Quaternion(0, 0, 0), Vector3(2.5, 0, 2.5), Color::Cyan, -1);
Entity.CreateRay (Vector3(2, 1.03, 2), Quaternion(0, 0, 0), Vector3(4, 1, 1), Color::Black, -1);*/
}
}
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