Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This module contains helper functions for use with scratch pads.
//
// $NoKeywords: $
//=============================================================================//
#ifndef SCRATCHPADUTILS_H
#define SCRATCHPADUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "iscratchpad3d.h"
// Use this to make a graph.
class CScratchPadGraph
{
public:
typedef int LineID;
CScratchPadGraph();
// Initialze the orientation and scales of the two axes.
// Axis indices are 0, 1, or 2 for x, y, and z.
void Init(
IScratchPad3D *pPad,
Vector vTimeAxis = Vector(0,-1,0),
float flInchesPerSecond=1,
Vector vTimeLineColor=Vector(0,0,1),
float flTimeOrigin=0, // Where the origin of the graph is.
float flTimeLabelEveryNSeconds=1,
Vector vValueAxis = Vector(0,0,1),
float flInchesPerValue=1,
Vector vValueLineColor=Vector(1,0,0),
float flValueOrigin=0 // Where the origin of the graph is.
);
bool IsInitted() const;
// Add another line into the graph.
LineID AddLine( Vector vColor );
void AddSample( LineID iLine, float flTime, float flValue );
void AddVerticalLine( float flTime, float flMinValue, float flMaxValue, const CSPColor &vColor );
// Get the 3D position of a sample on the graph (so you can draw other things there).
Vector GetSamplePosition( float flTime, float flValue );
private:
void UpdateTicksAndStuff( float flTime, float flValue );
private:
class CLineInfo
{
public:
bool m_bFirst;
float m_flLastTime;
float m_flLastValue;
Vector m_vColor;
};
IScratchPad3D *m_pPad;
CUtlVector<CLineInfo> m_LineInfos;
Vector m_vTimeAxis;
float m_flInchesPerSecond;
Vector m_vValueAxis;
float m_flInchesPerValue;
// How often to make a time label.
float m_flTimeLabelEveryNSeconds;
int m_nTimeLabelsDrawn;
Vector m_vTimeLineColor;
Vector m_vValueLineColor;
float m_flTimeOrigin;
float m_flValueOrigin;
// Used to extend the value border.
float m_flHighestValue;
float m_flHighestTime;
};
// Draw a cone.
void ScratchPad_DrawLitCone(
IScratchPad3D *pPad,
const Vector &vBaseCenter,
const Vector &vTip,
const Vector &vBrightColor,
const Vector &vDarkColor,
const Vector &vLightDir,
float baseWidth,
int nSegments );
// Draw a cylinder.
void ScratchPad_DrawLitCylinder(
IScratchPad3D *pPad,
const Vector &v1,
const Vector &v2,
const Vector &vBrightColor,
const Vector &vDarkColor,
const Vector &vLightDir,
float width,
int nSegments );
// Draw an arrow.
void ScratchPad_DrawArrow(
IScratchPad3D *pPad,
const Vector &vPos,
const Vector &vDirection,
const Vector &vColor,
float flLength=20,
float flLineWidth=3,
float flHeadWidth=8,
int nCylinderSegments=5,
int nHeadSegments=8,
float flArrowHeadPercentage = 0.3f // How much of the line is the arrow head.
);
// Draw an arrow with less parameters.. it generates parameters based on length
// automatically to make the arrow look good.
void ScratchPad_DrawArrowSimple(
IScratchPad3D *pPad,
const Vector &vPos,
const Vector &vDirection,
const Vector &vColor,
float flLength );
void ScratchPad_DrawSphere(
IScratchPad3D *pPad,
const Vector &vCenter,
float flRadius,
const Vector &vColor,
int nSubDivs=7 );
void ScratchPad_DrawAABB(
IScratchPad3D *pPad,
const Vector &vMins,
const Vector &vMaxs,
const Vector &vColor = Vector( 1,1,1 ) );
#endif // SCRATCHPADUTILS_H