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Diffstat (limited to 'game/server/ndebugoverlay.cpp')
| -rw-r--r-- | game/server/ndebugoverlay.cpp | 269 |
1 files changed, 269 insertions, 0 deletions
diff --git a/game/server/ndebugoverlay.cpp b/game/server/ndebugoverlay.cpp new file mode 100644 index 0000000..fa152ba --- /dev/null +++ b/game/server/ndebugoverlay.cpp @@ -0,0 +1,269 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Namespace for functions dealing with Debug Overlays +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "mathlib/mathlib.h" +#include "player.h" +#include "ndebugoverlay.h" +#include "wcedit.h" + +#ifdef POSIX +#include "ai_basenpc.h" +#include "ai_network.h" +#include "ai_networkmanager.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +#define NUM_DEBUG_OVERLAY_LINES 20 + +int m_nDebugOverlayIndex = -1; +OverlayLine_t* m_debugOverlayLine[NUM_DEBUG_OVERLAY_LINES]; + +//----------------------------------------------------------------------------- +// Purpose: Return the old overlay line from the overlay pool +//----------------------------------------------------------------------------- +OverlayLine_t* GetDebugOverlayLine(void) +{ + // Make casing pool if not initialized + if (m_nDebugOverlayIndex == -1) + { + for (int i=0;i<NUM_DEBUG_OVERLAY_LINES;i++) + { + m_debugOverlayLine[i] = new OverlayLine_t; + m_debugOverlayLine[i]->noDepthTest = true; + m_debugOverlayLine[i]->draw = false; + } + m_nDebugOverlayIndex = 0; + } + + int id; + + m_nDebugOverlayIndex++; + if (m_nDebugOverlayIndex == NUM_DEBUG_OVERLAY_LINES) + { + m_nDebugOverlayIndex = 0; + id = NUM_DEBUG_OVERLAY_LINES-1; + + } + else + { + id = m_nDebugOverlayIndex-1; + } + return m_debugOverlayLine[id]; +} + +//----------------------------------------------------------------------------- +// Purpose: Adds a debug line to be drawn on the screen +// Input : If testLOS is true, color is based on line of sight test +// Output : +//----------------------------------------------------------------------------- +void UTIL_AddDebugLine(const Vector &startPos, const Vector &endPos, bool noDepthTest, bool testLOS) +{ + OverlayLine_t* debugLine = GetDebugOverlayLine(); + + debugLine->origin = startPos; + debugLine->dest = endPos; + debugLine->noDepthTest = noDepthTest; + debugLine->draw = true; + + if (testLOS) + { + trace_t tr; + UTIL_TraceLine ( debugLine->origin, debugLine->dest, MASK_BLOCKLOS, NULL, COLLISION_GROUP_NONE, &tr ); + if (tr.startsolid || tr.fraction < 1.0) + { + debugLine->r = 255; + debugLine->g = 0; + debugLine->b = 0; + return; + } + } + + debugLine->r = 255; + debugLine->g = 255; + debugLine->b = 255; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns z value of floor below given point (up to 384 inches below) +//----------------------------------------------------------------------------- +float GetLongFloorZ(const Vector &origin) +{ + // trace to the ground, then pop up 8 units and place node there to make it + // easier for them to connect (think stairs, chairs, and bumps in the floor). + // After the routing is done, push them back down. + // + trace_t tr; + UTIL_TraceLine ( origin, + origin - Vector ( 0, 0, 2048 ), + MASK_NPCSOLID_BRUSHONLY, + NULL, + COLLISION_GROUP_NONE, + &tr ); + + // This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH + trace_t trEnt; + UTIL_TraceLine ( origin, + origin - Vector ( 0, 0, 2048 ), + MASK_NPCSOLID, + NULL, + COLLISION_GROUP_NONE, + &trEnt ); + + + // Did we hit something closer than the floor? + if ( trEnt.fraction < tr.fraction ) + { + // If it was a world brush entity, copy the node location + if ( trEnt.m_pEnt ) + { + CBaseEntity *e = trEnt.m_pEnt; + if ( e && (e->GetFlags() & FL_WORLDBRUSH) ) + { + tr.endpos = trEnt.endpos; + } + } + } + + return tr.endpos.z; +} + +//------------------------------------------------------------------------------ +// Purpose : Draws a large crosshair at flCrossDistance from the debug player +// with tick marks +//------------------------------------------------------------------------------ +void UTIL_DrawPositioningOverlay( float flCrossDistance ) +{ + CBasePlayer* pPlayer = UTIL_PlayerByIndex(CBaseEntity::m_nDebugPlayer); + + if (!pPlayer) + { + return; + } + + Vector pRight; + pPlayer->EyeVectors( NULL, &pRight, NULL ); + +#ifdef _WIN32 + Vector topPos = NWCEdit::AirNodePlacementPosition(); +#else + Vector pForward; + pPlayer->EyeVectors( &pForward ); + + Vector floorVec = pForward; + floorVec.z = 0; + VectorNormalize( floorVec ); + VectorNormalize( pForward ); + + float cosAngle = DotProduct(floorVec,pForward); + + float lookDist = g_pAINetworkManager->GetEditOps()->m_flAirEditDistance/cosAngle; + Vector topPos = pPlayer->EyePosition()+pForward * lookDist; +#endif + + Vector bottomPos = topPos; + bottomPos.z = GetLongFloorZ(bottomPos); + + // Make sure we can see the target pos + trace_t tr; + Vector endPos; + UTIL_TraceLine(pPlayer->EyePosition(), topPos, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr); + if (tr.fraction == 1.0) + { + Vector rightTrace = topPos + pRight*400; + float traceLen = (topPos - rightTrace).Length(); + UTIL_TraceLine(topPos, rightTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr); + endPos = topPos+(pRight*traceLen*tr.fraction); + NDebugOverlay::DrawTickMarkedLine(topPos, endPos, 24.0, 5, 255,0,0,false,0); + + Vector leftTrace = topPos - pRight*400; + traceLen = (topPos - leftTrace).Length(); + UTIL_TraceLine(topPos, leftTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr); + endPos = topPos-(pRight*traceLen*tr.fraction); + NDebugOverlay::DrawTickMarkedLine(topPos, endPos, 24.0, 5, 255,0,0,false,0); + + Vector upTrace = topPos + Vector(0,0,1)*400; + traceLen = (topPos - upTrace).Length(); + UTIL_TraceLine(topPos, upTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr); + endPos = topPos+(Vector(0,0,1)*traceLen*tr.fraction); + NDebugOverlay::DrawTickMarkedLine(bottomPos, endPos, 24.0, 5, 255,0,0,false,0); + + // Draw white cross at center + NDebugOverlay::Cross3D(topPos, Vector(-2,-2,-2), Vector(2,2,2), 255,255,255, true, 0); + } + else + { + // Draw warning cross at center + NDebugOverlay::Cross3D(topPos, Vector(-2,-2,-2), Vector(2,2,2), 255,100,100, true, 0 ); + } + /* Don't show distance for now. + char text[25]; + Q_snprintf(text,sizeof(text),"%3.0f",flCrossDistance/12.0); + Vector textPos = topPos - pRight*16 + Vector(0,0,10); + NDebugOverlay::Text( textPos, text, true, 0 ); + */ +} + +//------------------------------------------------------------------------------ +// Purpose : Draw all overlay lines in the list +//------------------------------------------------------------------------------ +void UTIL_DrawOverlayLines(void) +{ + if (m_nDebugOverlayIndex != -1) + { + for (int i=0;i<NUM_DEBUG_OVERLAY_LINES;i++) + { + if (m_debugOverlayLine[i]->draw) + { + NDebugOverlay::Line(m_debugOverlayLine[i]->origin, + m_debugOverlayLine[i]->dest, + m_debugOverlayLine[i]->r, + m_debugOverlayLine[i]->g, + m_debugOverlayLine[i]->b, + m_debugOverlayLine[i]->noDepthTest,0); + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: Add an overlay line with padding on the start and end +//----------------------------------------------------------------------------- +void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration ) +{ + NDebugOverlay::Line( vecAbsStart + Vector( 0,0,0.1), vecAbsEnd + Vector( 0,0,0.1), r,g,b, test, duration ); +} + +//----------------------------------------------------------------------------- +// Purpose: Allow all debug overlays to be cleared at once +//----------------------------------------------------------------------------- +CON_COMMAND( clear_debug_overlays, "clears debug overlays" ) +{ + if ( !UTIL_IsCommandIssuedByServerAdmin() ) + return; + + CBaseEntity *pEntity = gEntList.FirstEnt(); + + // Clear all entities of their debug overlays + while ( pEntity ) + { + pEntity->m_debugOverlays = 0; + // UNDONE: Clear out / expire timed overlays? + pEntity = gEntList.NextEnt( pEntity ); + } + + // Clear all engine overlays + if ( debugoverlay ) + { + debugoverlay->ClearAllOverlays(); + } +} |