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sbox-public/engine/Sandbox.Engine/Scene/GameObjectSystems/DebugOverlay/DebugOverlaySystem.Cylinder.cs
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

54 lines
2.2 KiB
C#

namespace Sandbox;
public partial class DebugOverlaySystem
{
/// <summary>
/// Draw a wireframe cylinder, like a capsule without the hemispheres, showing all sides.
/// </summary>
public void Cylinder( Capsule capsule, Color color = default, float duration = 0, Transform transform = default, bool overlay = false, int segments = 12 )
{
if ( transform == default ) transform = Transform.Zero;
if ( color == default ) color = Color.White;
var sceneObject = new SceneDynamicObject( Scene.SceneWorld )
{
Transform = transform,
Material = LineMaterial,
RenderLayer = overlay ? SceneRenderLayer.OverlayWithoutDepth : SceneRenderLayer.OverlayWithDepth
};
sceneObject.Flags.CastShadows = false;
sceneObject.Init( Graphics.PrimitiveType.Lines );
var axis = capsule.CenterB - capsule.CenterA;
var direction = axis.Length > 0 ? axis.Normal : Vector3.Up;
var tangent = Vector3.Cross( direction, Vector3.Right );
if ( tangent.IsNearZeroLength ) tangent = Vector3.Cross( direction, Vector3.Up );
tangent = tangent.Normal;
var bitangent = Vector3.Cross( direction, tangent ).Normal;
var angleStep = MathF.Tau / segments;
for ( int i = 0; i < segments; i++ )
{
var angleStart = i * angleStep;
var angleEnd = (i + 1) * angleStep;
var startRingBottom = capsule.CenterA + (tangent * MathF.Cos( angleStart ) + bitangent * MathF.Sin( angleStart )) * capsule.Radius;
var endRingBottom = capsule.CenterA + (tangent * MathF.Cos( angleEnd ) + bitangent * MathF.Sin( angleEnd )) * capsule.Radius;
var startRingTop = capsule.CenterB + (tangent * MathF.Cos( angleStart ) + bitangent * MathF.Sin( angleStart )) * capsule.Radius;
var endRingTop = capsule.CenterB + (tangent * MathF.Cos( angleEnd ) + bitangent * MathF.Sin( angleEnd )) * capsule.Radius;
sceneObject.AddVertex( new Vertex( startRingBottom, color ) );
sceneObject.AddVertex( new Vertex( endRingBottom, color ) );
sceneObject.AddVertex( new Vertex( startRingTop, color ) );
sceneObject.AddVertex( new Vertex( endRingTop, color ) );
sceneObject.AddVertex( new Vertex( startRingBottom, color ) );
sceneObject.AddVertex( new Vertex( startRingTop, color ) );
}
Add( duration, sceneObject );
}
}