Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Namespace for functions dealing with Debug Overlays
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "mathlib/mathlib.h"
#include "player.h"
#include "ndebugoverlay.h"
#include "wcedit.h"
#ifdef POSIX
#include "ai_basenpc.h"
#include "ai_network.h"
#include "ai_networkmanager.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define NUM_DEBUG_OVERLAY_LINES 20
int m_nDebugOverlayIndex = -1;
OverlayLine_t* m_debugOverlayLine[NUM_DEBUG_OVERLAY_LINES];
//-----------------------------------------------------------------------------
// Purpose: Return the old overlay line from the overlay pool
//-----------------------------------------------------------------------------
OverlayLine_t* GetDebugOverlayLine(void)
{
// Make casing pool if not initialized
if (m_nDebugOverlayIndex == -1)
{
for (int i=0;i<NUM_DEBUG_OVERLAY_LINES;i++)
{
m_debugOverlayLine[i] = new OverlayLine_t;
m_debugOverlayLine[i]->noDepthTest = true;
m_debugOverlayLine[i]->draw = false;
}
m_nDebugOverlayIndex = 0;
}
int id;
m_nDebugOverlayIndex++;
if (m_nDebugOverlayIndex == NUM_DEBUG_OVERLAY_LINES)
{
m_nDebugOverlayIndex = 0;
id = NUM_DEBUG_OVERLAY_LINES-1;
}
else
{
id = m_nDebugOverlayIndex-1;
}
return m_debugOverlayLine[id];
}
//-----------------------------------------------------------------------------
// Purpose: Adds a debug line to be drawn on the screen
// Input : If testLOS is true, color is based on line of sight test
// Output :
//-----------------------------------------------------------------------------
void UTIL_AddDebugLine(const Vector &startPos, const Vector &endPos, bool noDepthTest, bool testLOS)
{
OverlayLine_t* debugLine = GetDebugOverlayLine();
debugLine->origin = startPos;
debugLine->dest = endPos;
debugLine->noDepthTest = noDepthTest;
debugLine->draw = true;
if (testLOS)
{
trace_t tr;
UTIL_TraceLine ( debugLine->origin, debugLine->dest, MASK_BLOCKLOS, NULL, COLLISION_GROUP_NONE, &tr );
if (tr.startsolid || tr.fraction < 1.0)
{
debugLine->r = 255;
debugLine->g = 0;
debugLine->b = 0;
return;
}
}
debugLine->r = 255;
debugLine->g = 255;
debugLine->b = 255;
}
//-----------------------------------------------------------------------------
// Purpose: Returns z value of floor below given point (up to 384 inches below)
//-----------------------------------------------------------------------------
float GetLongFloorZ(const Vector &origin)
{
// trace to the ground, then pop up 8 units and place node there to make it
// easier for them to connect (think stairs, chairs, and bumps in the floor).
// After the routing is done, push them back down.
//
trace_t tr;
UTIL_TraceLine ( origin,
origin - Vector ( 0, 0, 2048 ),
MASK_NPCSOLID_BRUSHONLY,
NULL,
COLLISION_GROUP_NONE,
&tr );
// This trace is ONLY used if we hit an entity flagged with FL_WORLDBRUSH
trace_t trEnt;
UTIL_TraceLine ( origin,
origin - Vector ( 0, 0, 2048 ),
MASK_NPCSOLID,
NULL,
COLLISION_GROUP_NONE,
&trEnt );
// Did we hit something closer than the floor?
if ( trEnt.fraction < tr.fraction )
{
// If it was a world brush entity, copy the node location
if ( trEnt.m_pEnt )
{
CBaseEntity *e = trEnt.m_pEnt;
if ( e && (e->GetFlags() & FL_WORLDBRUSH) )
{
tr.endpos = trEnt.endpos;
}
}
}
return tr.endpos.z;
}
//------------------------------------------------------------------------------
// Purpose : Draws a large crosshair at flCrossDistance from the debug player
// with tick marks
//------------------------------------------------------------------------------
void UTIL_DrawPositioningOverlay( float flCrossDistance )
{
CBasePlayer* pPlayer = UTIL_PlayerByIndex(CBaseEntity::m_nDebugPlayer);
if (!pPlayer)
{
return;
}
Vector pRight;
pPlayer->EyeVectors( NULL, &pRight, NULL );
#ifdef _WIN32
Vector topPos = NWCEdit::AirNodePlacementPosition();
#else
Vector pForward;
pPlayer->EyeVectors( &pForward );
Vector floorVec = pForward;
floorVec.z = 0;
VectorNormalize( floorVec );
VectorNormalize( pForward );
float cosAngle = DotProduct(floorVec,pForward);
float lookDist = g_pAINetworkManager->GetEditOps()->m_flAirEditDistance/cosAngle;
Vector topPos = pPlayer->EyePosition()+pForward * lookDist;
#endif
Vector bottomPos = topPos;
bottomPos.z = GetLongFloorZ(bottomPos);
// Make sure we can see the target pos
trace_t tr;
Vector endPos;
UTIL_TraceLine(pPlayer->EyePosition(), topPos, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
if (tr.fraction == 1.0)
{
Vector rightTrace = topPos + pRight*400;
float traceLen = (topPos - rightTrace).Length();
UTIL_TraceLine(topPos, rightTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
endPos = topPos+(pRight*traceLen*tr.fraction);
NDebugOverlay::DrawTickMarkedLine(topPos, endPos, 24.0, 5, 255,0,0,false,0);
Vector leftTrace = topPos - pRight*400;
traceLen = (topPos - leftTrace).Length();
UTIL_TraceLine(topPos, leftTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
endPos = topPos-(pRight*traceLen*tr.fraction);
NDebugOverlay::DrawTickMarkedLine(topPos, endPos, 24.0, 5, 255,0,0,false,0);
Vector upTrace = topPos + Vector(0,0,1)*400;
traceLen = (topPos - upTrace).Length();
UTIL_TraceLine(topPos, upTrace, MASK_NPCSOLID_BRUSHONLY, pPlayer, COLLISION_GROUP_NONE, &tr);
endPos = topPos+(Vector(0,0,1)*traceLen*tr.fraction);
NDebugOverlay::DrawTickMarkedLine(bottomPos, endPos, 24.0, 5, 255,0,0,false,0);
// Draw white cross at center
NDebugOverlay::Cross3D(topPos, Vector(-2,-2,-2), Vector(2,2,2), 255,255,255, true, 0);
}
else
{
// Draw warning cross at center
NDebugOverlay::Cross3D(topPos, Vector(-2,-2,-2), Vector(2,2,2), 255,100,100, true, 0 );
}
/* Don't show distance for now.
char text[25];
Q_snprintf(text,sizeof(text),"%3.0f",flCrossDistance/12.0);
Vector textPos = topPos - pRight*16 + Vector(0,0,10);
NDebugOverlay::Text( textPos, text, true, 0 );
*/
}
//------------------------------------------------------------------------------
// Purpose : Draw all overlay lines in the list
//------------------------------------------------------------------------------
void UTIL_DrawOverlayLines(void)
{
if (m_nDebugOverlayIndex != -1)
{
for (int i=0;i<NUM_DEBUG_OVERLAY_LINES;i++)
{
if (m_debugOverlayLine[i]->draw)
{
NDebugOverlay::Line(m_debugOverlayLine[i]->origin,
m_debugOverlayLine[i]->dest,
m_debugOverlayLine[i]->r,
m_debugOverlayLine[i]->g,
m_debugOverlayLine[i]->b,
m_debugOverlayLine[i]->noDepthTest,0);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Add an overlay line with padding on the start and end
//-----------------------------------------------------------------------------
void DebugDrawLine( const Vector& vecAbsStart, const Vector& vecAbsEnd, int r, int g, int b, bool test, float duration )
{
NDebugOverlay::Line( vecAbsStart + Vector( 0,0,0.1), vecAbsEnd + Vector( 0,0,0.1), r,g,b, test, duration );
}
//-----------------------------------------------------------------------------
// Purpose: Allow all debug overlays to be cleared at once
//-----------------------------------------------------------------------------
CON_COMMAND( clear_debug_overlays, "clears debug overlays" )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CBaseEntity *pEntity = gEntList.FirstEnt();
// Clear all entities of their debug overlays
while ( pEntity )
{
pEntity->m_debugOverlays = 0;
// UNDONE: Clear out / expire timed overlays?
pEntity = gEntList.NextEnt( pEntity );
}
// Clear all engine overlays
if ( debugoverlay )
{
debugoverlay->ClearAllOverlays();
}
}