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//========= Copyright (c) 1996-2005, 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"
#if defined( DEDICATED ) || defined( _PS3 ) || defined( 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 ) { #ifndef SWDS
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 ); */ #endif
}
//------------------------------------------------------------------------------
// 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(); } }
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