diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/ndebugoverlay.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/ndebugoverlay.cpp')
| -rw-r--r-- | mp/src/game/server/ndebugoverlay.cpp | 538 |
1 files changed, 269 insertions, 269 deletions
diff --git a/mp/src/game/server/ndebugoverlay.cpp b/mp/src/game/server/ndebugoverlay.cpp index 638f0853..fa152ba3 100644 --- a/mp/src/game/server/ndebugoverlay.cpp +++ b/mp/src/game/server/ndebugoverlay.cpp @@ -1,269 +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();
- }
-}
+//========= 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(); + } +} |