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47 lines
1.1 KiB
C#
47 lines
1.1 KiB
C#
namespace Sandbox;
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public partial class EnvmapProbe
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{
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protected override void DrawGizmos()
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{
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Gizmo.Hitbox.Sphere( new Sphere( 0, 10 ) );
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bool hovered = Gizmo.IsHovered;
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bool selected = Gizmo.IsSelected;
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var mdl = Gizmo.Draw.Model( Model.Sphere );
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mdl.Transform = mdl.Transform.WithScale( (hovered && !selected) ? 0.3f : 0.25f );
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mdl.SetMaterialOverride( Material.Load( "materials/dev/dev_metal_rough00.vmat" ) );
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// TODO - We could probably do this with a sprite. And we could force the current envmap texture onto it.
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if ( Gizmo.IsSelected )
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{
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for ( int i = 0; i < 2; i++ )
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{
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float alpha;
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if ( i == 0 )
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{
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Gizmo.Draw.IgnoreDepth = true;
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alpha = 0.2f;
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}
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else
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{
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Gizmo.Draw.IgnoreDepth = false;
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alpha = 1f;
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}
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Gizmo.Draw.Color = TintColor.WithAlpha( 1 * alpha );
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Gizmo.Draw.LineBBox( Bounds );
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Gizmo.Draw.Color = TintColor.WithAlpha( 0.05f * alpha );
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Gizmo.Draw.SolidBox( Bounds );
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Gizmo.Draw.Color = TintColor.WithAlpha( 0.2f * alpha );
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Gizmo.Draw.LineBBox( Bounds.Grow( Feathering ) );
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}
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}
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}
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}
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