// ------------------------------------------------------------------------ // end: cylinder // sphere // ------------------------------------------------------------------------ public static void DrawSphere(Vector3 center, Quaternion rotation, float radius, int latSegments, int longSegments, Color color, bool depthTest = true, Style style = Style.Wireframe) { if (radius < MathUtil.Epsilon) { return; } Mesh mesh = null; switch (style) { case Style.Wireframe: mesh = PrimitiveMeshFactory.SphereWireframe(latSegments, longSegments); break; case Style.SolidColor: mesh = PrimitiveMeshFactory.SphereSolidColor(latSegments, longSegments); break; case Style.FlatShaded: mesh = PrimitiveMeshFactory.SphereFlatShaded(latSegments, longSegments); break; case Style.SmoothShaded: mesh = PrimitiveMeshFactory.SphereSmoothShaded(latSegments, longSegments); break; } if (mesh == null) { return; } Material material = GetMaterial(style, depthTest, false); MaterialPropertyBlock materialProperties = GetMaterialPropertyBlock(); materialProperties.SetColor("_Color", color); materialProperties.SetVector("_Dimensions", new Vector4(radius, radius, radius, 0.0f)); materialProperties.SetFloat("_ZBias", (style == Style.Wireframe) ? s_wireframeZBias : 0.0f); Graphics.DrawMesh(mesh, center, rotation, material, 0, null, 0, materialProperties, false, false, false); }