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//========= 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 ) { if ( debugoverlay ) { 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
}
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