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768 lines
27 KiB
768 lines
27 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Utility functions for using debug overlays to visualize information
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// in the world. Uses the IVDebugOverlay interface.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "debugoverlay_shared.h"
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#include "gamerules.h"
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#include "mathlib/mathlib.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define MAX_OVERLAY_DIST_SQR 90000000
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//-----------------------------------------------------------------------------
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// Purpose: Local player on the server or client
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//-----------------------------------------------------------------------------
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CBasePlayer *GetLocalPlayer( void )
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{
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#if defined( CLIENT_DLL)
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return C_BasePlayer::GetLocalPlayer( 0 ); // Use the first splitscreen player for culling. This avoids a per-call Assert.
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#else
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return UTIL_GetListenServerHost();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Debug player by index
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//-----------------------------------------------------------------------------
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CBasePlayer *GetDebugPlayer( void )
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{
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#if defined( CLIENT_DLL )
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//NOTENOTE: This doesn't necessarily make sense on the client
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return GetLocalPlayer();
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#else
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return UTIL_PlayerByIndex(CBaseEntity::m_nDebugPlayer);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw a capsule
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Capsule(const Vector &vStart, const Vector &vEnd, const float &flRadius, int r, int g, int b, int a, float flDuration)
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{
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if ( debugoverlay )
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{
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debugoverlay->AddCapsuleOverlay( vStart, vEnd, flRadius, r, g, b, a, flDuration );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw a box with no orientation
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Box(const Vector &origin, const Vector &mins, const Vector &maxs, int r, int g, int b, int a, float flDuration)
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{
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BoxAngles( origin, mins, maxs, vec3_angle, r, g, b, a, flDuration );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw box oriented to a Vector direction
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//-----------------------------------------------------------------------------
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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)
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{
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// convert forward vector to angles
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QAngle f_angles = vec3_angle;
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f_angles.y = UTIL_VecToYaw( orientation );
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BoxAngles( origin, mins, maxs, f_angles, r, g, b, a, duration );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw box oriented to a QAngle direction
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//-----------------------------------------------------------------------------
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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)
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{
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if ( debugoverlay )
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{
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debugoverlay->AddBoxOverlay( origin, mins, maxs, angles, r, g, b, a, duration );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draws a swept box
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//-----------------------------------------------------------------------------
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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)
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{
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if ( debugoverlay )
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{
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debugoverlay->AddSweptBoxOverlay( start, end, mins, maxs, angles, r, g, b, a, flDuration );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draws a box around an entity
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//-----------------------------------------------------------------------------
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void NDebugOverlay::EntityBounds( const CBaseEntity *pEntity, int r, int g, int b, int a, float flDuration )
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{
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const CCollisionProperty *pCollide = pEntity->CollisionProp();
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BoxAngles( pCollide->GetCollisionOrigin(), pCollide->OBBMins(), pCollide->OBBMaxs(), pCollide->GetCollisionAngles(), r, g, b, a, flDuration );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find the players view position and forward position
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//-----------------------------------------------------------------------------
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static bool GetPlayerView( Vector &vecPosition, Vector &vecForward )
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{
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CBasePlayer *player = GetLocalPlayer();
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if ( !player )
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{
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vecPosition = vecForward = Vector( 0, 0, 0 );
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return false;
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}
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player->EyePositionAndVectors( &vecPosition, &vecForward, NULL, NULL );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draws a line from one position to another
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Line( const Vector &origin, const Vector &target, int r, int g, int b, bool noDepthTest, float duration )
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{
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// --------------------------------------------------------------
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// Clip the line before sending so we
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// don't overflow the client message buffer
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// --------------------------------------------------------------
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CBasePlayer *player = GetLocalPlayer();
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if ( player == NULL )
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return;
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/*
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Assert( GameRules() );
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if ( !GameRules()->IsTopDown() )
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{
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// Clip line that is far away
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if (((player->GetAbsOrigin() - origin).LengthSqr() > MAX_OVERLAY_DIST_SQR) &&
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((player->GetAbsOrigin() - target).LengthSqr() > MAX_OVERLAY_DIST_SQR) )
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return;
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// Clip line that is behind the client
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Vector clientForward;
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player->EyeVectors( &clientForward );
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Vector toOrigin = origin - player->GetAbsOrigin();
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Vector toTarget = target - player->GetAbsOrigin();
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float dotOrigin = DotProduct(clientForward,toOrigin);
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float dotTarget = DotProduct(clientForward,toTarget);
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if (dotOrigin < 0 && dotTarget < 0)
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return;
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}
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*/
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if ( debugoverlay )
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{
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debugoverlay->AddLineOverlay( origin, target, r, g, b, noDepthTest, duration );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw triangle
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Triangle( const Vector &p1, const Vector &p2, const Vector &p3, int r, int g, int b, int a, bool noDepthTest, float duration )
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{
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Vector clipOrigin, clipForward;
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if ( !GetPlayerView( clipOrigin, clipForward ) )
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return;
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Assert( GameRules() );
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if ( !GameRules()->IsTopDown() )
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{
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// Clip triangles that are far away
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Vector to1 = p1 - clipOrigin;
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Vector to2 = p2 - clipOrigin;
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Vector to3 = p3 - clipOrigin;
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if ((to1.LengthSqr() > MAX_OVERLAY_DIST_SQR) &&
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(to2.LengthSqr() > MAX_OVERLAY_DIST_SQR) &&
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(to3.LengthSqr() > MAX_OVERLAY_DIST_SQR))
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{
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return;
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}
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// Clip triangles that are behind the client
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float dot1 = DotProduct(clipForward, to1);
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float dot2 = DotProduct(clipForward, to2);
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float dot3 = DotProduct(clipForward, to3);
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if (dot1 < 0 && dot2 < 0 && dot3 < 0)
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return;
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}
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if ( debugoverlay )
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{
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debugoverlay->AddTriangleOverlay( p1, p2, p3, r, g, b, a, noDepthTest, duration );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw entity text overlay
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//-----------------------------------------------------------------------------
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void NDebugOverlay::EntityText( int entityID, int text_offset, const char *text, float duration, int r, int g, int b, int a )
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{
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if ( debugoverlay )
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{
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debugoverlay->AddEntityTextOverlay( entityID, text_offset, duration,
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(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),
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(int)clamp(a * 255.f,0.f,255.f), text );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw entity text overlay at a specific position
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//-----------------------------------------------------------------------------
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void NDebugOverlay::EntityTextAtPosition( const Vector &origin, int text_offset, const char *text, float duration, int r, int g, int b, int a )
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{
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if ( debugoverlay )
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{
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debugoverlay->AddTextOverlayRGB( origin, text_offset, duration, r, g, b, a, "%s", text );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add grid overlay
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Grid( const Vector &vPosition )
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{
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if ( debugoverlay )
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{
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debugoverlay->AddGridOverlay( vPosition );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw debug text at a position
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Text( const Vector &origin, const char *text, bool bViewCheck, float duration )
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{
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Vector clipOrigin, clipForward;
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if ( !GetPlayerView( clipOrigin, clipForward ) )
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return;
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Assert( GameRules() );
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if ( !GameRules()->IsTopDown() )
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{
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// Clip text that is far away
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if ( ( clipOrigin - origin ).LengthSqr() > MAX_OVERLAY_DIST_SQR )
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return;
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// Clip text that is behind the client
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Vector toText = origin - clipOrigin;
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float dotPr = DotProduct( clipForward, toText );
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if (dotPr < 0)
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return;
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// Clip text that is obscured
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if (bViewCheck)
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{
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trace_t tr;
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UTIL_TraceLine( clipOrigin, origin, MASK_OPAQUE, NULL, COLLISION_GROUP_NONE, &tr);
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if ((tr.endpos - origin).Length() > 10)
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return;
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}
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}
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if ( debugoverlay )
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{
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debugoverlay->AddTextOverlay( origin, duration, "%s", text );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add debug overlay text with screen position
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//-----------------------------------------------------------------------------
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void NDebugOverlay::ScreenText( float flXpos, float flYpos, const char *text, int r, int g, int b, int a, float duration )
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{
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if ( debugoverlay )
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{
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debugoverlay->AddScreenTextOverlay( flXpos, flYpos, duration, r, g, b, a, text );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw a colored 3D cross of the given hull size at the given position
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Cross3D(const Vector &position, const Vector &mins, const Vector &maxs, int r, int g, int b, bool noDepthTest, float fDuration )
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{
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Vector start = mins + position;
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Vector end = maxs + position;
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Line(start,end, r, g, b, noDepthTest,fDuration);
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start.x += (maxs.x - mins.x);
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end.x -= (maxs.x - mins.x);
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Line(start,end, r, g, b, noDepthTest,fDuration);
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start.y += (maxs.y - mins.y);
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end.y -= (maxs.y - mins.y);
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Line(start,end, r, g, b, noDepthTest,fDuration);
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start.x -= (maxs.x - mins.x);
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end.x += (maxs.x - mins.x);
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Line(start,end, r, g, b, noDepthTest,fDuration);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw a colored 3D cross of the given size at the given position
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Cross3D(const Vector &position, float size, int r, int g, int b, bool noDepthTest, float flDuration )
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{
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Line( position + Vector(size,0,0), position - Vector(size,0,0), r, g, b, noDepthTest, flDuration );
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Line( position + Vector(0,size,0), position - Vector(0,size,0), r, g, b, noDepthTest, flDuration );
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Line( position + Vector(0,0,size), position - Vector(0,0,size), r, g, b, noDepthTest, flDuration );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw an oriented, colored 3D cross of the given size at the given position (via a vector)
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Cross3DOriented( const Vector &position, const QAngle &angles, float size, int r, int g, int b, bool noDepthTest, float flDuration )
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{
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Vector forward, right, up;
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AngleVectors( angles, &forward, &right, &up );
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forward *= size;
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right *= size;
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up *= size;
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Line( position + right, position - right, r, g, b, noDepthTest, flDuration );
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Line( position + forward, position - forward, r, g, b, noDepthTest, flDuration );
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Line( position + up, position - up, r, g, b, noDepthTest, flDuration );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw an oriented, colored 3D cross of the given size at the given position (via a matrix)
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//-----------------------------------------------------------------------------
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void NDebugOverlay::Cross3DOriented( const matrix3x4_t &m, float size, int c, bool noDepthTest, float flDuration )
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{
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Vector forward, left, up, position;
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MatrixGetColumn( m, 0, forward );
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MatrixGetColumn( m, 1, left );
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MatrixGetColumn( m, 2, up );
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MatrixGetColumn( m, 3, position );
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forward *= size;
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left *= size;
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up *= size;
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Line( position + left, position - left, 0, c, 0, noDepthTest, flDuration );
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Line( position + forward, position - forward, c, 0, 0, noDepthTest, flDuration );
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Line( position + up, position - up, 0, 0, c, noDepthTest, flDuration );
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}
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//--------------------------------------------------------------------------------
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// Purpose : Draw tick marks between start and end position of the given distance
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// with text every tickTextDist steps apart.
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//--------------------------------------------------------------------------------
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void NDebugOverlay::DrawTickMarkedLine(const Vector &startPos, const Vector &endPos, float tickDist, int tickTextDist, int r, int g, int b, bool noDepthTest, float duration )
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{
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CBasePlayer* pPlayer = GetDebugPlayer();
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if ( !pPlayer )
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return;
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Vector lineDir = (endPos - startPos);
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float lineDist = VectorNormalize( lineDir );
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int numTicks = lineDist/tickDist;
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Vector vBodyDir;
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#if defined( CLIENT_DLL )
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AngleVectors( pPlayer->LocalEyeAngles(), &vBodyDir );
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#else
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vBodyDir = pPlayer->BodyDirection2D( );
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#endif
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Vector upVec = 4*vBodyDir;
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Vector sideDir;
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Vector tickPos = startPos;
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int tickTextCnt = 0;
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CrossProduct(lineDir, upVec, sideDir);
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// First draw the line
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Line(startPos, endPos, r,g,b,noDepthTest,duration);
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// Now draw the ticks
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for (int i=0;i<numTicks+1;i++)
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{
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// Draw tick mark
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Vector tickLeft = tickPos - sideDir;
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Vector tickRight = tickPos + sideDir;
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// Draw tick mark text
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if (tickTextCnt == tickTextDist)
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{
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char text[25];
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Q_snprintf(text,sizeof(text),"%i",i);
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Vector textPos = tickLeft + Vector(0,0,8);
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Line(tickLeft, tickRight, 255,255,255,noDepthTest,duration);
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Text( textPos, text, true, 0 );
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tickTextCnt = 0;
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}
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else
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{
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Line(tickLeft, tickRight, r,g,b,noDepthTest,duration);
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}
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tickTextCnt++;
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tickPos = tickPos + (tickDist * lineDir);
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}
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}
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//------------------------------------------------------------------------------
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// Purpose : Draw crosshair on ground where player is looking
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//------------------------------------------------------------------------------
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void NDebugOverlay::DrawGroundCrossHairOverlay( void )
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{
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CBasePlayer* pPlayer = GetDebugPlayer();
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if ( !pPlayer )
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return;
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// Trace a line to where player is looking
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Vector vForward;
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Vector vSource = pPlayer->EyePosition();
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pPlayer->EyeVectors( &vForward );
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trace_t tr;
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UTIL_TraceLine ( vSource, vSource + vForward * 2048, MASK_SOLID, pPlayer, COLLISION_GROUP_NONE, &tr);
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float dotPr = DotProduct(Vector(0,0,1),tr.plane.normal);
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if (tr.fraction != 1.0 && dotPr > 0.5)
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{
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tr.endpos.z += 1;
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float scale = 6;
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Vector startPos = tr.endpos + Vector (-scale,0,0);
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Vector endPos = tr.endpos + Vector ( scale,0,0);
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Line(startPos, endPos, 255, 0, 0,false,0);
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startPos = tr.endpos + Vector (0,-scale,0);
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endPos = tr.endpos + Vector (0, scale,0);
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Line(startPos, endPos, 255, 0, 0,false,0);
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}
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}
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//--------------------------------------------------------------------------------
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// Purpose : Draw a horizontal arrow pointing in the specified direction
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//--------------------------------------------------------------------------------
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void NDebugOverlay::HorzArrow( const Vector &startPos, const Vector &endPos, float width, int r, int g, int b, int a, bool noDepthTest, float flDuration)
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{
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Vector lineDir = (endPos - startPos);
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VectorNormalize( lineDir );
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Vector upVec = Vector( 0, 0, 1 );
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Vector sideDir;
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float radius = width / 2.0;
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CrossProduct(lineDir, upVec, sideDir);
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Vector p1 = startPos - sideDir * radius;
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Vector p2 = endPos - lineDir * width - sideDir * radius;
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Vector p3 = endPos - lineDir * width - sideDir * width;
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Vector p4 = endPos;
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Vector p5 = endPos - lineDir * width + sideDir * width;
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Vector p6 = endPos - lineDir * width + sideDir * radius;
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Vector p7 = startPos + sideDir * radius;
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// Outline the arrow
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Line(p1, p2, r,g,b,noDepthTest,flDuration);
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Line(p2, p3, r,g,b,noDepthTest,flDuration);
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Line(p3, p4, r,g,b,noDepthTest,flDuration);
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Line(p4, p5, r,g,b,noDepthTest,flDuration);
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Line(p5, p6, r,g,b,noDepthTest,flDuration);
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Line(p6, p7, r,g,b,noDepthTest,flDuration);
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if ( a > 0 )
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{
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// Fill us in with triangles
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Triangle( p5, p4, p3, r, g, b, a, noDepthTest, flDuration ); // Tip
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Triangle( p1, p7, p6, r, g, b, a, noDepthTest, flDuration ); // Shaft
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Triangle( p6, p2, p1, r, g, b, a, noDepthTest, flDuration );
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// And backfaces
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Triangle( p3, p4, p5, r, g, b, a, noDepthTest, flDuration ); // Tip
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Triangle( p6, p7, p1, r, g, b, a, noDepthTest, flDuration ); // Shaft
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Triangle( p1, p2, p6, r, g, b, a, noDepthTest, flDuration );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose : Draw a horizontal arrow pointing in the specified direction by yaw value
|
|
//-----------------------------------------------------------------------------
|
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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 );
|
|
|
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HorzArrow( startPos, startPos + forward * length, width, r, g, b, a, noDepthTest, flDuration );
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}
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|
|
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//--------------------------------------------------------------------------------
|
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// Purpose : Draw a vertical arrow at a position
|
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//--------------------------------------------------------------------------------
|
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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;
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|
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VectorVectors( lineDir, sideDir, upVec );
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|
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Vector p1 = startPos - upVec * radius;
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Vector p2 = endPos - lineDir * width - upVec * radius;
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Vector p3 = endPos - lineDir * width - upVec * width;
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Vector p4 = endPos;
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Vector p5 = endPos - lineDir * width + upVec * width;
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Vector p6 = endPos - lineDir * width + upVec * radius;
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Vector p7 = startPos + upVec * radius;
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|
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// Outline the arrow
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Line(p1, p2, r,g,b,noDepthTest,flDuration);
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Line(p2, p3, r,g,b,noDepthTest,flDuration);
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Line(p3, p4, r,g,b,noDepthTest,flDuration);
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Line(p4, p5, r,g,b,noDepthTest,flDuration);
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Line(p5, p6, r,g,b,noDepthTest,flDuration);
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Line(p6, p7, r,g,b,noDepthTest,flDuration);
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|
|
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if ( a > 0 )
|
|
{
|
|
// Fill us in with triangles
|
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Triangle( p5, p4, p3, r, g, b, a, noDepthTest, flDuration ); // Tip
|
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Triangle( p1, p7, p6, r, g, b, a, noDepthTest, flDuration ); // Shaft
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Triangle( p6, p2, p1, r, g, b, a, noDepthTest, flDuration );
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|
|
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// And backfaces
|
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Triangle( p3, p4, p5, r, g, b, a, noDepthTest, flDuration ); // Tip
|
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Triangle( p6, p7, p1, r, g, b, a, noDepthTest, flDuration ); // Shaft
|
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Triangle( p1, p2, p6, r, g, b, a, noDepthTest, flDuration );
|
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}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw an axis
|
|
//-----------------------------------------------------------------------------
|
|
void NDebugOverlay::Axis( const Vector &position, const QAngle &angles, float size, bool noDepthTest, float flDuration )
|
|
{
|
|
Vector xvec, yvec, zvec;
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|
AngleVectors( angles, &xvec, &yvec, &zvec );
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|
|
|
xvec = position + (size * xvec);
|
|
yvec = position - (size * yvec); // Left is positive
|
|
zvec = position + (size * zvec);
|
|
|
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Line( position, xvec, 255, 0, 0, noDepthTest, flDuration );
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|
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 );
|
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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
|
|
}
|
|
|
|
#define NUM_CONE_LINES 8
|
|
#define NUM_CONE_CIRCLES 3
|
|
void NDebugOverlay::Cone( const Vector & position, const Vector & axis, float angleRadians, float length, int r, int g, int b, int a, bool bNoDepthTest, float flDuration )
|
|
{
|
|
//draw lines down the length of the cone.
|
|
float radiusStep = ( M_PI * 2.0f ) / NUM_CONE_LINES;
|
|
float sinHalfAngle = sinf( angleRadians * 0.5f );
|
|
float finalRadius = sinHalfAngle * length;
|
|
|
|
QAngle vecAngles;
|
|
VectorAngles( axis, vecAngles );
|
|
|
|
matrix3x4_t xform;
|
|
AngleMatrix( vecAngles, position, xform );
|
|
Vector sideAxis, upAxis;
|
|
// default draws circle in the y/z plane
|
|
MatrixGetColumn( xform, 2, sideAxis );
|
|
MatrixGetColumn( xform, 1, upAxis );
|
|
|
|
Vector coneEnd = position + ( axis * length );
|
|
|
|
for( int lineNum = 0; lineNum < NUM_CONE_LINES; ++lineNum )
|
|
{
|
|
float flSin, flCos;
|
|
SinCos( radiusStep * lineNum, & flSin, & flCos );
|
|
Vector circlePos = coneEnd + ( sideAxis * flCos * finalRadius ) + ( upAxis * flSin * finalRadius );
|
|
Line( position, circlePos, r, g, b, bNoDepthTest, flDuration );
|
|
}
|
|
|
|
// draw three cicles around the cone.
|
|
float lengthStep = length / NUM_CONE_CIRCLES;
|
|
|
|
for( int circNum = 0; circNum < NUM_CONE_CIRCLES; ++circNum )
|
|
{
|
|
float segLength = lengthStep * ( circNum + 1 );
|
|
Vector circPos = position + ( axis * segLength );
|
|
float circRad = sinHalfAngle * segLength;
|
|
Circle( circPos, sideAxis, upAxis, circRad, r, g, b, 0, bNoDepthTest, flDuration );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw a cross whose center is at a position, facing the camera
|
|
//-----------------------------------------------------------------------------
|
|
void NDebugOverlay::Cross( const Vector &position, float radius, int r, int g, int b, bool bNoDepthTest, float flDuration )
|
|
{
|
|
CBasePlayer *player = GetLocalPlayer();
|
|
if ( player == NULL )
|
|
return;
|
|
|
|
Vector clientForward;
|
|
Vector clientRight;
|
|
Vector clientUp;
|
|
player->EyeVectors( &clientForward, &clientRight, &clientUp );
|
|
|
|
Line( position - radius * clientRight, position + radius * clientRight, r, g, b, bNoDepthTest, flDuration );
|
|
Line( position - radius * clientUp, position + radius * clientUp, r, g, b, bNoDepthTest, flDuration );
|
|
}
|
|
|
|
void NDebugOverlay::PurgeTextOverlays()
|
|
{
|
|
if ( debugoverlay )
|
|
{
|
|
debugoverlay->PurgeTextOverlays();
|
|
}
|
|
}
|