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/shared/debugoverlay_shared.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/shared/debugoverlay_shared.cpp')
| -rw-r--r-- | mp/src/game/shared/debugoverlay_shared.cpp | 1322 |
1 files changed, 661 insertions, 661 deletions
diff --git a/mp/src/game/shared/debugoverlay_shared.cpp b/mp/src/game/shared/debugoverlay_shared.cpp index 0c5faabf..8ed8e1c9 100644 --- a/mp/src/game/shared/debugoverlay_shared.cpp +++ b/mp/src/game/shared/debugoverlay_shared.cpp @@ -1,661 +1,661 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Utility functions for using debug overlays to visualize information
-// in the world. Uses the IVDebugOverlay interface.
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "debugoverlay_shared.h"
-#include "mathlib/mathlib.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define MAX_OVERLAY_DIST_SQR 90000000
-
-//-----------------------------------------------------------------------------
-// Purpose: Local player on the server or client
-//-----------------------------------------------------------------------------
-CBasePlayer *GetLocalPlayer( void )
-{
-#if defined( CLIENT_DLL)
- return C_BasePlayer::GetLocalPlayer();
-#else
- return UTIL_GetListenServerHost();
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Debug player by index
-//-----------------------------------------------------------------------------
-CBasePlayer *GetDebugPlayer( void )
-{
-#if defined( CLIENT_DLL )
- //NOTENOTE: This doesn't necessarily make sense on the client
- return GetLocalPlayer();
-#else
- return UTIL_PlayerByIndex(CBaseEntity::m_nDebugPlayer);
-#endif
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw a box with no orientation
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Box(const Vector &origin, const Vector &mins, const Vector &maxs, int r, int g, int b, int a, float flDuration)
-{
- BoxAngles( origin, mins, maxs, vec3_angle, r, g, b, a, flDuration );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw box oriented to a Vector direction
-//-----------------------------------------------------------------------------
-void NDebugOverlay::BoxDirection(const Vector &origin, const Vector &mins, const Vector &maxs, const Vector &orientation, int r, int g, int b, int a, float duration)
-{
- // convert forward vector to angles
- QAngle f_angles = vec3_angle;
- f_angles.y = UTIL_VecToYaw( orientation );
-
- BoxAngles( origin, mins, maxs, f_angles, r, g, b, a, duration );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw box oriented to a QAngle direction
-//-----------------------------------------------------------------------------
-void NDebugOverlay::BoxAngles(const Vector &origin, const Vector &mins, const Vector &maxs, const QAngle &angles, int r, int g, int b, int a, float duration)
-{
- if ( debugoverlay )
- {
- debugoverlay->AddBoxOverlay( origin, mins, maxs, angles, r, g, b, a, duration );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draws a swept box
-//-----------------------------------------------------------------------------
-void NDebugOverlay::SweptBox( const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, const QAngle & angles, int r, int g, int b, int a, float flDuration)
-{
- if ( debugoverlay )
- {
- debugoverlay->AddSweptBoxOverlay( start, end, mins, maxs, angles, r, g, b, a, flDuration );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draws a box around an entity
-//-----------------------------------------------------------------------------
-void NDebugOverlay::EntityBounds( const CBaseEntity *pEntity, int r, int g, int b, int a, float flDuration )
-{
- const CCollisionProperty *pCollide = pEntity->CollisionProp();
- BoxAngles( pCollide->GetCollisionOrigin(), pCollide->OBBMins(), pCollide->OBBMaxs(), pCollide->GetCollisionAngles(), r, g, b, a, flDuration );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draws a line from one position to another
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Line( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration )
-{
- // --------------------------------------------------------------
- // Clip the line before sending so we
- // don't overflow the client message buffer
- // --------------------------------------------------------------
- CBasePlayer *player = GetLocalPlayer();
-
- if ( player == NULL )
- return;
-
- // Clip line that is far away
- if (((player->GetAbsOrigin() - origin).LengthSqr() > MAX_OVERLAY_DIST_SQR) &&
- ((player->GetAbsOrigin() - target).LengthSqr() > MAX_OVERLAY_DIST_SQR) )
- return;
-
- // Clip line that is behind the client
- Vector clientForward;
- player->EyeVectors( &clientForward );
-
- Vector toOrigin = origin - player->GetAbsOrigin();
- Vector toTarget = target - player->GetAbsOrigin();
- float dotOrigin = DotProduct(clientForward,toOrigin);
- float dotTarget = DotProduct(clientForward,toTarget);
-
- if (dotOrigin < 0 && dotTarget < 0)
- return;
-
- if ( debugoverlay )
- {
- debugoverlay->AddLineOverlay( origin, target, r, g, b, noDepthTest, duration );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw triangle
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration )
-{
- CBasePlayer *player = GetLocalPlayer();
- if ( !player )
- return;
-
- // Clip triangles that are far away
- Vector to1 = p1 - player->GetAbsOrigin();
- Vector to2 = p2 - player->GetAbsOrigin();
- Vector to3 = p3 - player->GetAbsOrigin();
-
- if ((to1.LengthSqr() > MAX_OVERLAY_DIST_SQR) &&
- (to2.LengthSqr() > MAX_OVERLAY_DIST_SQR) &&
- (to3.LengthSqr() > MAX_OVERLAY_DIST_SQR))
- {
- return;
- }
-
- // Clip triangles that are behind the client
- Vector clientForward;
- player->EyeVectors( &clientForward );
-
- float dot1 = DotProduct(clientForward, to1);
- float dot2 = DotProduct(clientForward, to2);
- float dot3 = DotProduct(clientForward, to3);
-
- if (dot1 < 0 && dot2 < 0 && dot3 < 0)
- return;
-
- if ( debugoverlay )
- {
- debugoverlay->AddTriangleOverlay( p1, p2, p3, r, g, b, a, noDepthTest, duration );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw entity text overlay
-//-----------------------------------------------------------------------------
-void NDebugOverlay::EntityText( int entityID, int text_offset, const char *text, float duration, int r, int g, int b, int a )
-{
- if ( debugoverlay )
- {
- debugoverlay->AddEntityTextOverlay( entityID, text_offset, duration,
- (int)clamp(r * 255.f,0.f,255.f), (int)clamp(g * 255.f,0.f,255.f), (int)clamp(b * 255.f,0.f,255.f),
- (int)clamp(a * 255.f,0.f,255.f), text );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw entity text overlay at a specific position
-//-----------------------------------------------------------------------------
-void NDebugOverlay::EntityTextAtPosition( const Vector &origin, int text_offset, const char *text, float duration, int r, int g, int b, int a )
-{
- if ( debugoverlay )
- {
- debugoverlay->AddTextOverlayRGB( origin, text_offset, duration, r, g, b, a, "%s", text );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Add grid overlay
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Grid( const Vector &vPosition )
-{
- if ( debugoverlay )
- {
- debugoverlay->AddGridOverlay( vPosition );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw debug text at a position
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Text( const Vector &origin, const char *text, bool bViewCheck, float duration )
-{
- CBasePlayer *player = GetLocalPlayer();
-
- if ( !player )
- return;
-
- // Clip text that is far away
- if ( ( player->GetAbsOrigin() - origin ).LengthSqr() > MAX_OVERLAY_DIST_SQR )
- return;
-
- // Clip text that is behind the client
- Vector clientForward;
- player->EyeVectors( &clientForward );
-
- Vector toText = origin - player->GetAbsOrigin();
- float dotPr = DotProduct(clientForward,toText);
-
- if (dotPr < 0)
- return;
-
- // Clip text that is obscured
- if (bViewCheck)
- {
- trace_t tr;
- UTIL_TraceLine(player->GetAbsOrigin(), origin, MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr);
-
- if ((tr.endpos - origin).Length() > 10)
- return;
- }
-
- if ( debugoverlay )
- {
- debugoverlay->AddTextOverlay( origin, duration, "%s", text );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Add debug overlay text with screen position
-//-----------------------------------------------------------------------------
-void NDebugOverlay::ScreenText( float flXpos, float flYpos, const char *text, int r, int g, int b, int a, float duration )
-{
- if ( debugoverlay )
- {
- debugoverlay->AddScreenTextOverlay( flXpos, flYpos, duration, r, g, b, a, text );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw a colored 3D cross of the given hull size at the given position
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Cross3D(const Vector &position, const Vector &mins, const Vector &maxs, int r, int g, int b, bool noDepthTest, float fDuration )
-{
- Vector start = mins + position;
- Vector end = maxs + position;
- Line(start,end, r, g, b, noDepthTest,fDuration);
-
- start.x += (maxs.x - mins.x);
- end.x -= (maxs.x - mins.x);
- Line(start,end, r, g, b, noDepthTest,fDuration);
-
- start.y += (maxs.y - mins.y);
- end.y -= (maxs.y - mins.y);
- Line(start,end, r, g, b, noDepthTest,fDuration);
-
- start.x -= (maxs.x - mins.x);
- end.x += (maxs.x - mins.x);
- Line(start,end, r, g, b, noDepthTest,fDuration);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw a colored 3D cross of the given size at the given position
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Cross3D(const Vector &position, float size, int r, int g, int b, bool noDepthTest, float flDuration )
-{
- Line( position + Vector(size,0,0), position - Vector(size,0,0), r, g, b, noDepthTest, flDuration );
- Line( position + Vector(0,size,0), position - Vector(0,size,0), r, g, b, noDepthTest, flDuration );
- Line( position + Vector(0,0,size), position - Vector(0,0,size), r, g, b, noDepthTest, flDuration );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw an oriented, colored 3D cross of the given size at the given position (via a vector)
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Cross3DOriented( const Vector &position, const QAngle &angles, float size, int r, int g, int b, bool noDepthTest, float flDuration )
-{
- Vector forward, right, up;
- AngleVectors( angles, &forward, &right, &up );
-
- forward *= size;
- right *= size;
- up *= size;
-
- Line( position + right, position - right, r, g, b, noDepthTest, flDuration );
- Line( position + forward, position - forward, r, g, b, noDepthTest, flDuration );
- Line( position + up, position - up, r, g, b, noDepthTest, flDuration );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw an oriented, colored 3D cross of the given size at the given position (via a matrix)
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Cross3DOriented( const matrix3x4_t &m, float size, int c, bool noDepthTest, float flDuration )
-{
- Vector forward, left, up, position;
-
- MatrixGetColumn( m, 0, forward );
- MatrixGetColumn( m, 1, left );
- MatrixGetColumn( m, 2, up );
- MatrixGetColumn( m, 3, position );
-
- forward *= size;
- left *= size;
- up *= size;
-
- Line( position + left, position - left, 0, c, 0, noDepthTest, flDuration );
- Line( position + forward, position - forward, c, 0, 0, noDepthTest, flDuration );
- Line( position + up, position - up, 0, 0, c, noDepthTest, flDuration );
-}
-
-//--------------------------------------------------------------------------------
-// Purpose : Draw tick marks between start and end position of the given distance
-// with text every tickTextDist steps apart.
-//--------------------------------------------------------------------------------
-void NDebugOverlay::DrawTickMarkedLine(const Vector &startPos, const Vector &endPos, float tickDist, int tickTextDist, int r, int g, int b, bool noDepthTest, float duration )
-{
- CBasePlayer* pPlayer = GetDebugPlayer();
-
- if ( !pPlayer )
- return;
-
- Vector lineDir = (endPos - startPos);
- float lineDist = VectorNormalize( lineDir );
- int numTicks = lineDist/tickDist;
- Vector vBodyDir;
-
-#if defined( CLIENT_DLL )
- AngleVectors( pPlayer->LocalEyeAngles(), &vBodyDir );
-#else
- vBodyDir = pPlayer->BodyDirection2D( );
-#endif
-
- Vector upVec = 4*vBodyDir;
- Vector sideDir;
- Vector tickPos = startPos;
- int tickTextCnt = 0;
-
- CrossProduct(lineDir, upVec, sideDir);
-
- // First draw the line
- Line(startPos, endPos, r,g,b,noDepthTest,duration);
-
- // Now draw the ticks
- for (int i=0;i<numTicks+1;i++)
- {
- // Draw tick mark
- Vector tickLeft = tickPos - sideDir;
- Vector tickRight = tickPos + sideDir;
-
- // Draw tick mark text
- if (tickTextCnt == tickTextDist)
- {
- char text[25];
- Q_snprintf(text,sizeof(text),"%i",i);
- Vector textPos = tickLeft + Vector(0,0,8);
- Line(tickLeft, tickRight, 255,255,255,noDepthTest,duration);
- Text( textPos, text, true, 0 );
- tickTextCnt = 0;
- }
- else
- {
- Line(tickLeft, tickRight, r,g,b,noDepthTest,duration);
- }
-
- tickTextCnt++;
-
- tickPos = tickPos + (tickDist * lineDir);
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Draw crosshair on ground where player is looking
-//------------------------------------------------------------------------------
-void NDebugOverlay::DrawGroundCrossHairOverlay( void )
-{
- CBasePlayer* pPlayer = GetDebugPlayer();
-
- if ( !pPlayer )
- return;
-
- // Trace a line to where player is looking
- Vector vForward;
- Vector vSource = pPlayer->EyePosition();
- pPlayer->EyeVectors( &vForward );
-
- trace_t tr;
- UTIL_TraceLine ( vSource, vSource + vForward * 2048, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr);
- float dotPr = DotProduct(Vector(0,0,1),tr.plane.normal);
- if (tr.fraction != 1.0 && dotPr > 0.5)
- {
- tr.endpos.z += 1;
- float scale = 6;
- Vector startPos = tr.endpos + Vector (-scale,0,0);
- Vector endPos = tr.endpos + Vector ( scale,0,0);
- Line(startPos, endPos, 255, 0, 0,false,0);
-
- startPos = tr.endpos + Vector (0,-scale,0);
- endPos = tr.endpos + Vector (0, scale,0);
- Line(startPos, endPos, 255, 0, 0,false,0);
- }
-}
-
-//--------------------------------------------------------------------------------
-// Purpose : Draw a horizontal arrow pointing in the specified direction
-//--------------------------------------------------------------------------------
-void NDebugOverlay::HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration)
-{
- Vector lineDir = (endPos - startPos);
- VectorNormalize( lineDir );
- Vector upVec = Vector( 0, 0, 1 );
- Vector sideDir;
- float radius = width / 2.0;
-
- CrossProduct(lineDir, upVec, sideDir);
-
- Vector p1 = startPos - sideDir * radius;
- Vector p2 = endPos - lineDir * width - sideDir * radius;
- Vector p3 = endPos - lineDir * width - sideDir * width;
- Vector p4 = endPos;
- Vector p5 = endPos - lineDir * width + sideDir * width;
- Vector p6 = endPos - lineDir * width + sideDir * radius;
- Vector p7 = startPos + sideDir * radius;
-
- // Outline the arrow
- Line(p1, p2, r,g,b,noDepthTest,flDuration);
- Line(p2, p3, r,g,b,noDepthTest,flDuration);
- Line(p3, p4, r,g,b,noDepthTest,flDuration);
- Line(p4, p5, r,g,b,noDepthTest,flDuration);
- Line(p5, p6, r,g,b,noDepthTest,flDuration);
- Line(p6, p7, r,g,b,noDepthTest,flDuration);
-
- if ( a > 0 )
- {
- // Fill us in with triangles
- Triangle( p5, p4, p3, r, g, b, a, noDepthTest, flDuration ); // Tip
- Triangle( p1, p7, p6, r, g, b, a, noDepthTest, flDuration ); // Shaft
- Triangle( p6, p2, p1, r, g, b, a, noDepthTest, flDuration );
-
- // And backfaces
- Triangle( p3, p4, p5, r, g, b, a, noDepthTest, flDuration ); // Tip
- Triangle( p6, p7, p1, r, g, b, a, noDepthTest, flDuration ); // Shaft
- Triangle( p1, p2, p6, r, g, b, a, noDepthTest, flDuration );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose : Draw a horizontal arrow pointing in the specified direction by yaw value
-//-----------------------------------------------------------------------------
-void NDebugOverlay::YawArrow( const Vector &startPos, float yaw, float length, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration)
-{
- Vector forward = UTIL_YawToVector( yaw );
-
- HorzArrow( startPos, startPos + forward * length, width, r, g, b, a, noDepthTest, flDuration );
-}
-
-//--------------------------------------------------------------------------------
-// Purpose : Draw a vertical arrow at a position
-//--------------------------------------------------------------------------------
-void NDebugOverlay::VertArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration)
-{
- Vector lineDir = (endPos - startPos);
- VectorNormalize( lineDir );
- Vector upVec;
- Vector sideDir;
- float radius = width / 2.0;
-
- VectorVectors( lineDir, sideDir, upVec );
-
- Vector p1 = startPos - upVec * radius;
- Vector p2 = endPos - lineDir * width - upVec * radius;
- Vector p3 = endPos - lineDir * width - upVec * width;
- Vector p4 = endPos;
- Vector p5 = endPos - lineDir * width + upVec * width;
- Vector p6 = endPos - lineDir * width + upVec * radius;
- Vector p7 = startPos + upVec * radius;
-
- // Outline the arrow
- Line(p1, p2, r,g,b,noDepthTest,flDuration);
- Line(p2, p3, r,g,b,noDepthTest,flDuration);
- Line(p3, p4, r,g,b,noDepthTest,flDuration);
- Line(p4, p5, r,g,b,noDepthTest,flDuration);
- Line(p5, p6, r,g,b,noDepthTest,flDuration);
- Line(p6, p7, r,g,b,noDepthTest,flDuration);
-
- if ( a > 0 )
- {
- // Fill us in with triangles
- Triangle( p5, p4, p3, r, g, b, a, noDepthTest, flDuration ); // Tip
- Triangle( p1, p7, p6, r, g, b, a, noDepthTest, flDuration ); // Shaft
- Triangle( p6, p2, p1, r, g, b, a, noDepthTest, flDuration );
-
- // And backfaces
- Triangle( p3, p4, p5, r, g, b, a, noDepthTest, flDuration ); // Tip
- Triangle( p6, p7, p1, r, g, b, a, noDepthTest, flDuration ); // Shaft
- Triangle( p1, p2, p6, r, g, b, a, noDepthTest, flDuration );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw an axis
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Axis( const Vector &position, const QAngle &angles, float size, bool noDepthTest, float flDuration )
-{
- Vector xvec, yvec, zvec;
- AngleVectors( angles, &xvec, &yvec, &zvec );
-
- xvec = position + (size * xvec);
- yvec = position - (size * yvec); // Left is positive
- zvec = position + (size * zvec);
-
- Line( position, xvec, 255, 0, 0, noDepthTest, flDuration );
- Line( position, yvec, 0, 255, 0, noDepthTest, flDuration );
- Line( position, zvec, 0, 0, 255, noDepthTest, flDuration );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw circles to suggest a sphere
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Sphere( const Vector ¢er, float radius, int r, int g, int b, bool noDepthTest, float flDuration )
-{
- Vector edge, lastEdge;
-
- float axisSize = radius;
- Line( center + Vector( 0, 0, -axisSize ), center + Vector( 0, 0, axisSize ), r, g, b, noDepthTest, flDuration );
- Line( center + Vector( 0, -axisSize, 0 ), center + Vector( 0, axisSize, 0 ), r, g, b, noDepthTest, flDuration );
- Line( center + Vector( -axisSize, 0, 0 ), center + Vector( axisSize, 0, 0 ), r, g, b, noDepthTest, flDuration );
-
- lastEdge = Vector( radius + center.x, center.y, center.z );
- float angle;
- for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
- {
- edge.x = radius * cosf( angle / 180.0f * M_PI ) + center.x;
- edge.y = center.y;
- edge.z = radius * sinf( angle / 180.0f * M_PI ) + center.z;
-
- Line( edge, lastEdge, r, g, b, noDepthTest, flDuration );
-
- lastEdge = edge;
- }
-
- lastEdge = Vector( center.x, radius + center.y, center.z );
- for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
- {
- edge.x = center.x;
- edge.y = radius * cosf( angle / 180.0f * M_PI ) + center.y;
- edge.z = radius * sinf( angle / 180.0f * M_PI ) + center.z;
-
- Line( edge, lastEdge, r, g, b, noDepthTest, flDuration );
-
- lastEdge = edge;
- }
-
- lastEdge = Vector( center.x, radius + center.y, center.z );
- for( angle=0.0f; angle <= 360.0f; angle += 22.5f )
- {
- edge.x = radius * cosf( angle / 180.0f * M_PI ) + center.x;
- edge.y = radius * sinf( angle / 180.0f * M_PI ) + center.y;
- edge.z = center.z;
-
- Line( edge, lastEdge, r, g, b, noDepthTest, flDuration );
-
- lastEdge = edge;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw a circle whose center is at a position, facing the camera
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Circle( const Vector &position, float radius, int r, int g, int b, int a, bool bNoDepthTest, float flDuration )
-{
- CBasePlayer *player = GetLocalPlayer();
- if ( player == NULL )
- return;
-
- Vector clientForward;
- player->EyeVectors( &clientForward );
-
- QAngle vecAngles;
- VectorAngles( clientForward, vecAngles );
-
- Circle( position, vecAngles, radius, r, g, b, a, bNoDepthTest, flDuration );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw a circle whose center is at a position and is facing a specified direction
-//-----------------------------------------------------------------------------
-void NDebugOverlay::Circle( const Vector &position, const QAngle &angles, float radius, int r, int g, int b, int a, bool bNoDepthTest, float flDuration )
-{
- // Setup our transform matrix
- matrix3x4_t xform;
- AngleMatrix( angles, position, xform );
- Vector xAxis, yAxis;
- // default draws circle in the y/z plane
- MatrixGetColumn( xform, 2, xAxis );
- MatrixGetColumn( xform, 1, yAxis );
- Circle( position, xAxis, yAxis, radius, r, g, b, a, bNoDepthTest, flDuration );
-}
-
-void NDebugOverlay::Circle( const Vector &position, const Vector &xAxis, const Vector &yAxis, float radius, int r, int g, int b, int a, bool bNoDepthTest, float flDuration )
-{
- const unsigned int nSegments = 16;
- const float flRadStep = (M_PI*2.0f) / (float) nSegments;
-
- Vector vecLastPosition;
-
- // Find our first position
- // Retained for triangle fanning
- Vector vecStart = position + xAxis * radius;
- Vector vecPosition = vecStart;
-
- // Draw out each segment (fanning triangles if we have an alpha amount)
- for ( int i = 1; i <= nSegments; i++ )
- {
- // Store off our last position
- vecLastPosition = vecPosition;
-
- // Calculate the new one
- float flSin, flCos;
- SinCos( flRadStep*i, &flSin, &flCos );
- vecPosition = position + (xAxis * flCos * radius) + (yAxis * flSin * radius);
-
- // Draw the line
- Line( vecLastPosition, vecPosition, r, g, b, bNoDepthTest, flDuration );
-
- // If we have an alpha value, then draw the fan
- if ( a && i > 1 )
- {
- debugoverlay->AddTriangleOverlay( vecStart, vecLastPosition, vecPosition, r, g, b, a, bNoDepthTest, flDuration );
- }
- }
-}
-
-void NDebugOverlay::Sphere( const Vector &position, const QAngle &angles, float radius, int r, int g, int b, int a, bool bNoDepthTest, float flDuration )
-{
- // Setup our transform matrix
- matrix3x4_t xform;
- AngleMatrix( angles, position, xform );
- Vector xAxis, yAxis, zAxis;
- // default draws circle in the y/z plane
- MatrixGetColumn( xform, 0, xAxis );
- MatrixGetColumn( xform, 1, yAxis );
- MatrixGetColumn( xform, 2, zAxis );
- Circle( position, xAxis, yAxis, radius, r, g, b, a, bNoDepthTest, flDuration ); // xy plane
- Circle( position, yAxis, zAxis, radius, r, g, b, a, bNoDepthTest, flDuration ); // yz plane
- Circle( position, xAxis, zAxis, radius, r, g, b, a, bNoDepthTest, flDuration ); // xz plane
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Utility functions for using debug overlays to visualize information +// in the world. Uses the IVDebugOverlay interface. +// +//=============================================================================// + +#include "cbase.h" +#include "debugoverlay_shared.h" +#include "mathlib/mathlib.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define MAX_OVERLAY_DIST_SQR 90000000 + +//----------------------------------------------------------------------------- +// Purpose: Local player on the server or client +//----------------------------------------------------------------------------- +CBasePlayer *GetLocalPlayer( void ) +{ +#if defined( CLIENT_DLL) + return C_BasePlayer::GetLocalPlayer(); +#else + return UTIL_GetListenServerHost(); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Debug player by index +//----------------------------------------------------------------------------- +CBasePlayer *GetDebugPlayer( void ) +{ +#if defined( CLIENT_DLL ) + //NOTENOTE: This doesn't necessarily make sense on the client + return GetLocalPlayer(); +#else + return UTIL_PlayerByIndex(CBaseEntity::m_nDebugPlayer); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Draw a box with no orientation +//----------------------------------------------------------------------------- +void NDebugOverlay::Box(const Vector &origin, const Vector &mins, const Vector &maxs, int r, int g, int b, int a, float flDuration) +{ + BoxAngles( origin, mins, maxs, vec3_angle, r, g, b, a, flDuration ); +} + +//----------------------------------------------------------------------------- +// Purpose: Draw box oriented to a Vector direction +//----------------------------------------------------------------------------- +void NDebugOverlay::BoxDirection(const Vector &origin, const Vector &mins, const Vector &maxs, const Vector &orientation, int r, int g, int b, int a, float duration) +{ + // convert forward vector to angles + QAngle f_angles = vec3_angle; + f_angles.y = UTIL_VecToYaw( orientation ); + + BoxAngles( origin, mins, maxs, f_angles, r, g, b, a, duration ); +} + +//----------------------------------------------------------------------------- +// Purpose: Draw box oriented to a QAngle direction +//----------------------------------------------------------------------------- +void NDebugOverlay::BoxAngles(const Vector &origin, const Vector &mins, const Vector &maxs, const QAngle &angles, int r, int g, int b, int a, float duration) +{ + if ( debugoverlay ) + { + debugoverlay->AddBoxOverlay( origin, mins, maxs, angles, r, g, b, a, duration ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draws a swept box +//----------------------------------------------------------------------------- +void NDebugOverlay::SweptBox( const Vector& start, const Vector& end, const Vector& mins, const Vector& maxs, const QAngle & angles, int r, int g, int b, int a, float flDuration) +{ + if ( debugoverlay ) + { + debugoverlay->AddSweptBoxOverlay( start, end, mins, maxs, angles, r, g, b, a, flDuration ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draws a box around an entity +//----------------------------------------------------------------------------- +void NDebugOverlay::EntityBounds( const CBaseEntity *pEntity, int r, int g, int b, int a, float flDuration ) +{ + const CCollisionProperty *pCollide = pEntity->CollisionProp(); + BoxAngles( pCollide->GetCollisionOrigin(), pCollide->OBBMins(), pCollide->OBBMaxs(), pCollide->GetCollisionAngles(), r, g, b, a, flDuration ); +} + +//----------------------------------------------------------------------------- +// Purpose: Draws a line from one position to another +//----------------------------------------------------------------------------- +void NDebugOverlay::Line( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration ) +{ + // -------------------------------------------------------------- + // Clip the line before sending so we + // don't overflow the client message buffer + // -------------------------------------------------------------- + CBasePlayer *player = GetLocalPlayer(); + + if ( player == NULL ) + return; + + // Clip line that is far away + if (((player->GetAbsOrigin() - origin).LengthSqr() > MAX_OVERLAY_DIST_SQR) && + ((player->GetAbsOrigin() - target).LengthSqr() > MAX_OVERLAY_DIST_SQR) ) + return; + + // Clip line that is behind the client + Vector clientForward; + player->EyeVectors( &clientForward ); + + Vector toOrigin = origin - player->GetAbsOrigin(); + Vector toTarget = target - player->GetAbsOrigin(); + float dotOrigin = DotProduct(clientForward,toOrigin); + float dotTarget = DotProduct(clientForward,toTarget); + + if (dotOrigin < 0 && dotTarget < 0) + return; + + if ( debugoverlay ) + { + debugoverlay->AddLineOverlay( origin, target, r, g, b, noDepthTest, duration ); + } +} + + +//----------------------------------------------------------------------------- +// Purpose: Draw triangle +//----------------------------------------------------------------------------- +void NDebugOverlay::Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration ) +{ + CBasePlayer *player = GetLocalPlayer(); + if ( !player ) + return; + + // Clip triangles that are far away + Vector to1 = p1 - player->GetAbsOrigin(); + Vector to2 = p2 - player->GetAbsOrigin(); + Vector to3 = p3 - player->GetAbsOrigin(); + + if ((to1.LengthSqr() > MAX_OVERLAY_DIST_SQR) && + (to2.LengthSqr() > MAX_OVERLAY_DIST_SQR) && + (to3.LengthSqr() > MAX_OVERLAY_DIST_SQR)) + { + return; + } + + // Clip triangles that are behind the client + Vector clientForward; + player->EyeVectors( &clientForward ); + + float dot1 = DotProduct(clientForward, to1); + float dot2 = DotProduct(clientForward, to2); + float dot3 = DotProduct(clientForward, to3); + + if (dot1 < 0 && dot2 < 0 && dot3 < 0) + return; + + if ( debugoverlay ) + { + debugoverlay->AddTriangleOverlay( p1, p2, p3, r, g, b, a, noDepthTest, duration ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draw entity text overlay +//----------------------------------------------------------------------------- +void NDebugOverlay::EntityText( int entityID, int text_offset, const char *text, float duration, int r, int g, int b, int a ) +{ + if ( debugoverlay ) + { + debugoverlay->AddEntityTextOverlay( entityID, text_offset, duration, + (int)clamp(r * 255.f,0.f,255.f), (int)clamp(g * 255.f,0.f,255.f), (int)clamp(b * 255.f,0.f,255.f), + (int)clamp(a * 255.f,0.f,255.f), text ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draw entity text overlay at a specific position +//----------------------------------------------------------------------------- +void NDebugOverlay::EntityTextAtPosition( const Vector &origin, int text_offset, const char *text, float duration, int r, int g, int b, int a ) +{ + if ( debugoverlay ) + { + debugoverlay->AddTextOverlayRGB( origin, text_offset, duration, r, g, b, a, "%s", text ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Add grid overlay +//----------------------------------------------------------------------------- +void NDebugOverlay::Grid( const Vector &vPosition ) +{ + if ( debugoverlay ) + { + debugoverlay->AddGridOverlay( vPosition ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draw debug text at a position +//----------------------------------------------------------------------------- +void NDebugOverlay::Text( const Vector &origin, const char *text, bool bViewCheck, float duration ) +{ + CBasePlayer *player = GetLocalPlayer(); + + if ( !player ) + return; + + // Clip text that is far away + if ( ( player->GetAbsOrigin() - origin ).LengthSqr() > MAX_OVERLAY_DIST_SQR ) + return; + + // Clip text that is behind the client + Vector clientForward; + player->EyeVectors( &clientForward ); + + Vector toText = origin - player->GetAbsOrigin(); + float dotPr = DotProduct(clientForward,toText); + + if (dotPr < 0) + return; + + // Clip text that is obscured + if (bViewCheck) + { + trace_t tr; + UTIL_TraceLine(player->GetAbsOrigin(), origin, MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr); + + if ((tr.endpos - origin).Length() > 10) + return; + } + + if ( debugoverlay ) + { + debugoverlay->AddTextOverlay( origin, duration, "%s", text ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Add debug overlay text with screen position +//----------------------------------------------------------------------------- +void NDebugOverlay::ScreenText( float flXpos, float flYpos, const char *text, int r, int g, int b, int a, float duration ) +{ + if ( debugoverlay ) + { + debugoverlay->AddScreenTextOverlay( flXpos, flYpos, duration, r, g, b, a, text ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draw a colored 3D cross of the given hull size at the given position +//----------------------------------------------------------------------------- +void NDebugOverlay::Cross3D(const Vector &position, const Vector &mins, const Vector &maxs, int r, int g, int b, bool noDepthTest, float fDuration ) +{ + Vector start = mins + position; + Vector end = maxs + position; + Line(start,end, r, g, b, noDepthTest,fDuration); + + start.x += (maxs.x - mins.x); + end.x -= (maxs.x - mins.x); + Line(start,end, r, g, b, noDepthTest,fDuration); + + start.y += (maxs.y - mins.y); + end.y -= (maxs.y - mins.y); + Line(start,end, r, g, b, noDepthTest,fDuration); + + start.x -= (maxs.x - mins.x); + end.x += (maxs.x - mins.x); + Line(start,end, r, g, b, noDepthTest,fDuration); +} + +//----------------------------------------------------------------------------- +// Purpose: Draw a colored 3D cross of the given size at the given position +//----------------------------------------------------------------------------- +void NDebugOverlay::Cross3D(const Vector &position, float size, int r, int g, int b, bool noDepthTest, float flDuration ) +{ + Line( position + Vector(size,0,0), position - Vector(size,0,0), r, g, b, noDepthTest, flDuration ); + Line( position + Vector(0,size,0), position - Vector(0,size,0), r, g, b, noDepthTest, flDuration ); + Line( position + Vector(0,0,size), position - Vector(0,0,size), r, g, b, noDepthTest, flDuration ); +} + +//----------------------------------------------------------------------------- +// Purpose: Draw an oriented, colored 3D cross of the given size at the given position (via a vector) +//----------------------------------------------------------------------------- +void NDebugOverlay::Cross3DOriented( const Vector &position, const QAngle &angles, float size, int r, int g, int b, bool noDepthTest, float flDuration ) +{ + Vector forward, right, up; + AngleVectors( angles, &forward, &right, &up ); + + forward *= size; + right *= size; + up *= size; + + Line( position + right, position - right, r, g, b, noDepthTest, flDuration ); + Line( position + forward, position - forward, r, g, b, noDepthTest, flDuration ); + Line( position + up, position - up, r, g, b, noDepthTest, flDuration ); +} + +//----------------------------------------------------------------------------- +// Purpose: Draw an oriented, colored 3D cross of the given size at the given position (via a matrix) +//----------------------------------------------------------------------------- +void NDebugOverlay::Cross3DOriented( const matrix3x4_t &m, float size, int c, bool noDepthTest, float flDuration ) +{ + Vector forward, left, up, position; + + MatrixGetColumn( m, 0, forward ); + MatrixGetColumn( m, 1, left ); + MatrixGetColumn( m, 2, up ); + MatrixGetColumn( m, 3, position ); + + forward *= size; + left *= size; + up *= size; + + Line( position + left, position - left, 0, c, 0, noDepthTest, flDuration ); + Line( position + forward, position - forward, c, 0, 0, noDepthTest, flDuration ); + Line( position + up, position - up, 0, 0, c, noDepthTest, flDuration ); +} + +//-------------------------------------------------------------------------------- +// Purpose : Draw tick marks between start and end position of the given distance +// with text every tickTextDist steps apart. +//-------------------------------------------------------------------------------- +void NDebugOverlay::DrawTickMarkedLine(const Vector &startPos, const Vector &endPos, float tickDist, int tickTextDist, int r, int g, int b, bool noDepthTest, float duration ) +{ + CBasePlayer* pPlayer = GetDebugPlayer(); + + if ( !pPlayer ) + return; + + Vector lineDir = (endPos - startPos); + float lineDist = VectorNormalize( lineDir ); + int numTicks = lineDist/tickDist; + Vector vBodyDir; + +#if defined( CLIENT_DLL ) + AngleVectors( pPlayer->LocalEyeAngles(), &vBodyDir ); +#else + vBodyDir = pPlayer->BodyDirection2D( ); +#endif + + Vector upVec = 4*vBodyDir; + Vector sideDir; + Vector tickPos = startPos; + int tickTextCnt = 0; + + CrossProduct(lineDir, upVec, sideDir); + + // First draw the line + Line(startPos, endPos, r,g,b,noDepthTest,duration); + + // Now draw the ticks + for (int i=0;i<numTicks+1;i++) + { + // Draw tick mark + Vector tickLeft = tickPos - sideDir; + Vector tickRight = tickPos + sideDir; + + // Draw tick mark text + if (tickTextCnt == tickTextDist) + { + char text[25]; + Q_snprintf(text,sizeof(text),"%i",i); + Vector textPos = tickLeft + Vector(0,0,8); + Line(tickLeft, tickRight, 255,255,255,noDepthTest,duration); + Text( textPos, text, true, 0 ); + tickTextCnt = 0; + } + else + { + Line(tickLeft, tickRight, r,g,b,noDepthTest,duration); + } + + tickTextCnt++; + + tickPos = tickPos + (tickDist * lineDir); + } +} + +//------------------------------------------------------------------------------ +// Purpose : Draw crosshair on ground where player is looking +//------------------------------------------------------------------------------ +void NDebugOverlay::DrawGroundCrossHairOverlay( void ) +{ + CBasePlayer* pPlayer = GetDebugPlayer(); + + if ( !pPlayer ) + return; + + // Trace a line to where player is looking + Vector vForward; + Vector vSource = pPlayer->EyePosition(); + pPlayer->EyeVectors( &vForward ); + + trace_t tr; + UTIL_TraceLine ( vSource, vSource + vForward * 2048, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr); + float dotPr = DotProduct(Vector(0,0,1),tr.plane.normal); + if (tr.fraction != 1.0 && dotPr > 0.5) + { + tr.endpos.z += 1; + float scale = 6; + Vector startPos = tr.endpos + Vector (-scale,0,0); + Vector endPos = tr.endpos + Vector ( scale,0,0); + Line(startPos, endPos, 255, 0, 0,false,0); + + startPos = tr.endpos + Vector (0,-scale,0); + endPos = tr.endpos + Vector (0, scale,0); + Line(startPos, endPos, 255, 0, 0,false,0); + } +} + +//-------------------------------------------------------------------------------- +// Purpose : Draw a horizontal arrow pointing in the specified direction +//-------------------------------------------------------------------------------- +void NDebugOverlay::HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) +{ + Vector lineDir = (endPos - startPos); + VectorNormalize( lineDir ); + Vector upVec = Vector( 0, 0, 1 ); + Vector sideDir; + float radius = width / 2.0; + + CrossProduct(lineDir, upVec, sideDir); + + Vector p1 = startPos - sideDir * radius; + Vector p2 = endPos - lineDir * width - sideDir * radius; + Vector p3 = endPos - lineDir * width - sideDir * width; + Vector p4 = endPos; + Vector p5 = endPos - lineDir * width + sideDir * width; + Vector p6 = endPos - lineDir * width + sideDir * radius; + Vector p7 = startPos + sideDir * radius; + + // Outline the arrow + Line(p1, p2, r,g,b,noDepthTest,flDuration); + Line(p2, p3, r,g,b,noDepthTest,flDuration); + Line(p3, p4, r,g,b,noDepthTest,flDuration); + Line(p4, p5, r,g,b,noDepthTest,flDuration); + Line(p5, p6, r,g,b,noDepthTest,flDuration); + Line(p6, p7, r,g,b,noDepthTest,flDuration); + + if ( a > 0 ) + { + // Fill us in with triangles + Triangle( p5, p4, p3, r, g, b, a, noDepthTest, flDuration ); // Tip + Triangle( p1, p7, p6, r, g, b, a, noDepthTest, flDuration ); // Shaft + Triangle( p6, p2, p1, r, g, b, a, noDepthTest, flDuration ); + + // And backfaces + Triangle( p3, p4, p5, r, g, b, a, noDepthTest, flDuration ); // Tip + Triangle( p6, p7, p1, r, g, b, a, noDepthTest, flDuration ); // Shaft + Triangle( p1, p2, p6, r, g, b, a, noDepthTest, flDuration ); + } +} + +//----------------------------------------------------------------------------- +// Purpose : Draw a horizontal arrow pointing in the specified direction by yaw value +//----------------------------------------------------------------------------- +void NDebugOverlay::YawArrow( const Vector &startPos, float yaw, float length, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) +{ + Vector forward = UTIL_YawToVector( yaw ); + + HorzArrow( startPos, startPos + forward * length, width, r, g, b, a, noDepthTest, flDuration ); +} + +//-------------------------------------------------------------------------------- +// Purpose : Draw a vertical arrow at a position +//-------------------------------------------------------------------------------- +void NDebugOverlay::VertArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration) +{ + Vector lineDir = (endPos - startPos); + VectorNormalize( lineDir ); + Vector upVec; + Vector sideDir; + float radius = width / 2.0; + + VectorVectors( lineDir, sideDir, upVec ); + + Vector p1 = startPos - upVec * radius; + Vector p2 = endPos - lineDir * width - upVec * radius; + Vector p3 = endPos - lineDir * width - upVec * width; + Vector p4 = endPos; + Vector p5 = endPos - lineDir * width + upVec * width; + Vector p6 = endPos - lineDir * width + upVec * radius; + Vector p7 = startPos + upVec * radius; + + // Outline the arrow + Line(p1, p2, r,g,b,noDepthTest,flDuration); + Line(p2, p3, r,g,b,noDepthTest,flDuration); + Line(p3, p4, r,g,b,noDepthTest,flDuration); + Line(p4, p5, r,g,b,noDepthTest,flDuration); + Line(p5, p6, r,g,b,noDepthTest,flDuration); + Line(p6, p7, r,g,b,noDepthTest,flDuration); + + if ( a > 0 ) + { + // Fill us in with triangles + Triangle( p5, p4, p3, r, g, b, a, noDepthTest, flDuration ); // Tip + Triangle( p1, p7, p6, r, g, b, a, noDepthTest, flDuration ); // Shaft + Triangle( p6, p2, p1, r, g, b, a, noDepthTest, flDuration ); + + // And backfaces + Triangle( p3, p4, p5, r, g, b, a, noDepthTest, flDuration ); // Tip + Triangle( p6, p7, p1, r, g, b, a, noDepthTest, flDuration ); // Shaft + Triangle( p1, p2, p6, r, g, b, a, noDepthTest, flDuration ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draw an axis +//----------------------------------------------------------------------------- +void NDebugOverlay::Axis( const Vector &position, const QAngle &angles, float size, bool noDepthTest, float flDuration ) +{ + Vector xvec, yvec, zvec; + AngleVectors( angles, &xvec, &yvec, &zvec ); + + xvec = position + (size * xvec); + yvec = position - (size * yvec); // Left is positive + zvec = position + (size * zvec); + + Line( position, xvec, 255, 0, 0, noDepthTest, flDuration ); + Line( position, yvec, 0, 255, 0, noDepthTest, flDuration ); + Line( position, zvec, 0, 0, 255, noDepthTest, flDuration ); +} + +//----------------------------------------------------------------------------- +// Purpose: Draw circles to suggest a sphere +//----------------------------------------------------------------------------- +void NDebugOverlay::Sphere( const Vector ¢er, float radius, int r, int g, int b, bool noDepthTest, float flDuration ) +{ + Vector edge, lastEdge; + + float axisSize = radius; + Line( center + Vector( 0, 0, -axisSize ), center + Vector( 0, 0, axisSize ), r, g, b, noDepthTest, flDuration ); + Line( center + Vector( 0, -axisSize, 0 ), center + Vector( 0, axisSize, 0 ), r, g, b, noDepthTest, flDuration ); + Line( center + Vector( -axisSize, 0, 0 ), center + Vector( axisSize, 0, 0 ), r, g, b, noDepthTest, flDuration ); + + lastEdge = Vector( radius + center.x, center.y, center.z ); + float angle; + for( angle=0.0f; angle <= 360.0f; angle += 22.5f ) + { + edge.x = radius * cosf( angle / 180.0f * M_PI ) + center.x; + edge.y = center.y; + edge.z = radius * sinf( angle / 180.0f * M_PI ) + center.z; + + Line( edge, lastEdge, r, g, b, noDepthTest, flDuration ); + + lastEdge = edge; + } + + lastEdge = Vector( center.x, radius + center.y, center.z ); + for( angle=0.0f; angle <= 360.0f; angle += 22.5f ) + { + edge.x = center.x; + edge.y = radius * cosf( angle / 180.0f * M_PI ) + center.y; + edge.z = radius * sinf( angle / 180.0f * M_PI ) + center.z; + + Line( edge, lastEdge, r, g, b, noDepthTest, flDuration ); + + lastEdge = edge; + } + + lastEdge = Vector( center.x, radius + center.y, center.z ); + for( angle=0.0f; angle <= 360.0f; angle += 22.5f ) + { + edge.x = radius * cosf( angle / 180.0f * M_PI ) + center.x; + edge.y = radius * sinf( angle / 180.0f * M_PI ) + center.y; + edge.z = center.z; + + Line( edge, lastEdge, r, g, b, noDepthTest, flDuration ); + + lastEdge = edge; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Draw a circle whose center is at a position, facing the camera +//----------------------------------------------------------------------------- +void NDebugOverlay::Circle( const Vector &position, float radius, int r, int g, int b, int a, bool bNoDepthTest, float flDuration ) +{ + CBasePlayer *player = GetLocalPlayer(); + if ( player == NULL ) + return; + + Vector clientForward; + player->EyeVectors( &clientForward ); + + QAngle vecAngles; + VectorAngles( clientForward, vecAngles ); + + Circle( position, vecAngles, radius, r, g, b, a, bNoDepthTest, flDuration ); +} + + +//----------------------------------------------------------------------------- +// Purpose: Draw a circle whose center is at a position and is facing a specified direction +//----------------------------------------------------------------------------- +void NDebugOverlay::Circle( const Vector &position, const QAngle &angles, float radius, int r, int g, int b, int a, bool bNoDepthTest, float flDuration ) +{ + // Setup our transform matrix + matrix3x4_t xform; + AngleMatrix( angles, position, xform ); + Vector xAxis, yAxis; + // default draws circle in the y/z plane + MatrixGetColumn( xform, 2, xAxis ); + MatrixGetColumn( xform, 1, yAxis ); + Circle( position, xAxis, yAxis, radius, r, g, b, a, bNoDepthTest, flDuration ); +} + +void NDebugOverlay::Circle( const Vector &position, const Vector &xAxis, const Vector &yAxis, float radius, int r, int g, int b, int a, bool bNoDepthTest, float flDuration ) +{ + const unsigned int nSegments = 16; + const float flRadStep = (M_PI*2.0f) / (float) nSegments; + + Vector vecLastPosition; + + // Find our first position + // Retained for triangle fanning + Vector vecStart = position + xAxis * radius; + Vector vecPosition = vecStart; + + // Draw out each segment (fanning triangles if we have an alpha amount) + for ( int i = 1; i <= nSegments; i++ ) + { + // Store off our last position + vecLastPosition = vecPosition; + + // Calculate the new one + float flSin, flCos; + SinCos( flRadStep*i, &flSin, &flCos ); + vecPosition = position + (xAxis * flCos * radius) + (yAxis * flSin * radius); + + // Draw the line + Line( vecLastPosition, vecPosition, r, g, b, bNoDepthTest, flDuration ); + + // If we have an alpha value, then draw the fan + if ( a && i > 1 ) + { + debugoverlay->AddTriangleOverlay( vecStart, vecLastPosition, vecPosition, r, g, b, a, bNoDepthTest, flDuration ); + } + } +} + +void NDebugOverlay::Sphere( const Vector &position, const QAngle &angles, float radius, int r, int g, int b, int a, bool bNoDepthTest, float flDuration ) +{ + // Setup our transform matrix + matrix3x4_t xform; + AngleMatrix( angles, position, xform ); + Vector xAxis, yAxis, zAxis; + // default draws circle in the y/z plane + MatrixGetColumn( xform, 0, xAxis ); + MatrixGetColumn( xform, 1, yAxis ); + MatrixGetColumn( xform, 2, zAxis ); + Circle( position, xAxis, yAxis, radius, r, g, b, a, bNoDepthTest, flDuration ); // xy plane + Circle( position, yAxis, zAxis, radius, r, g, b, a, bNoDepthTest, flDuration ); // yz plane + Circle( position, xAxis, zAxis, radius, r, g, b, a, bNoDepthTest, flDuration ); // xz plane +} |