static void DrawFalloffSphere(float radius, PolyLineProc& lp) { float u; Point3 pt[3]; lp.SetLineColor(GetUIColor(COLOR_SEL_GIZMOS)); // XY pt[0] = Point3(radius,0.0f,0.0f); for (int i=1; i<=NUM_SEGS; i++) { u = float(i)/float(NUM_SEGS) * TWOPI; pt[1].x = (float)cos(u) * radius; pt[1].y = (float)sin(u) * radius; pt[1].z = 0.0f; lp.proc(pt,2); pt[0] = pt[1]; } // YZ pt[0] = Point3(0.0f,radius,0.0f); for (int i=1; i<=NUM_SEGS; i++) { u = float(i)/float(NUM_SEGS) * TWOPI; pt[1].y = (float)cos(u) * radius; pt[1].z = (float)sin(u) * radius; pt[1].x = 0.0f; lp.proc(pt,2); pt[0] = pt[1]; } // ZX pt[0] = Point3(0.0f,0.0f,radius); for (int i=1; i<=NUM_SEGS; i++) { u = float(i)/float(NUM_SEGS) * TWOPI; pt[1].z = (float)cos(u) * radius; pt[1].x = (float)sin(u) * radius; pt[1].y = 0.0f; lp.proc(pt,2); pt[0] = pt[1]; } }