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sbox-public/engine/Sandbox.Engine/Scene/GameObjectSystems/DebugOverlay/DebugOverlaySystem.DrawLine.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

67 lines
2.0 KiB
C#

namespace Sandbox;
public partial class DebugOverlaySystem
{
readonly Material LineMaterial;
/// <summary>
/// Draw a line
/// </summary>
public void Normal( Vector3 position, Vector3 direction, Color color = new Color(), float duration = 0, Transform transform = default, bool overlay = false )
{
Line( position, position + direction, color, duration, transform, overlay );
}
/// <summary>
/// Draw a line
/// </summary>
public void Line( Line line, Color color = new Color(), float duration = 0, Transform transform = default, bool overlay = false )
{
Line( line.Start, line.End, color, duration, transform, overlay );
}
/// <summary>
/// Draw a line
/// </summary>
public void Line( Vector3 from, Vector3 to, Color color = new Color(), float duration = 0, Transform transform = default, bool overlay = false )
{
if ( transform == default ) transform = Transform.Zero;
if ( color == default ) color = Color.White;
var so = new SceneDynamicObject( Scene.SceneWorld );
so.Transform = transform;
so.Material = LineMaterial;
so.Flags.CastShadows = false;
so.RenderLayer = overlay ? SceneRenderLayer.OverlayWithoutDepth : SceneRenderLayer.OverlayWithDepth;
so.Init( Graphics.PrimitiveType.Lines );
so.AddVertex( new Vertex( from, color ) );
so.AddVertex( new Vertex( to, color ) );
Add( duration, so );
}
/// <summary>
/// Draw a line
/// </summary>
public void Line( IEnumerable<Vector3> points, Color color = new Color(), float duration = 0, Transform transform = default, bool overlay = false )
{
if ( transform == default ) transform = Transform.Zero;
if ( color == default ) color = Color.White;
var so = new SceneDynamicObject( Scene.SceneWorld );
so.Transform = Transform.Zero;
so.Material = LineMaterial;
so.Flags.CastShadows = false;
so.RenderLayer = overlay ? SceneRenderLayer.OverlayWithoutDepth : SceneRenderLayer.OverlayWithDepth;
so.Init( Graphics.PrimitiveType.LineStrip );
foreach ( var p in points )
{
so.AddVertex( new Vertex( p, color ) );
}
Add( duration, so );
}
}