mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-24 13:01:19 +00:00
92 lines
2.8 KiB
C++
92 lines
2.8 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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/*
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================
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idDebugGraph::idDebugGraph
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================
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*/
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idDebugGraph::idDebugGraph() {
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index = 0;
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}
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/*
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================
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idDebugGraph::SetNumSamples
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================
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*/
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void idDebugGraph::SetNumSamples( int num ) {
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index = 0;
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samples.Clear();
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samples.SetNum( num );
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memset( samples.Ptr(), 0, samples.MemoryUsed() );
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}
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/*
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================
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idDebugGraph::AddValue
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================
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*/
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void idDebugGraph::AddValue( float value ) {
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samples[ index ] = value;
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index++;
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if ( index >= samples.Num() ) {
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index = 0;
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}
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}
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/*
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================
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idDebugGraph::Draw
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================
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*/
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void idDebugGraph::Draw( const idVec4 &color, float scale ) const {
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int i;
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float value1;
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float value2;
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idVec3 vec1;
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idVec3 vec2;
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const idMat3 &axis = gameLocal.GetLocalPlayer()->viewAxis;
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const idVec3 pos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + axis[ 1 ] * samples.Num() * 0.5f;
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value1 = samples[ index ] * scale;
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for( i = 1; i < samples.Num(); i++ ) {
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value2 = samples[ ( i + index ) % samples.Num() ] * scale;
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vec1 = pos + axis[ 2 ] * value1 - axis[ 1 ] * ( i - 1 ) + axis[ 0 ] * samples.Num();
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vec2 = pos + axis[ 2 ] * value2 - axis[ 1 ] * i + axis[ 0 ] * samples.Num();
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gameRenderWorld->DebugLine( color, vec1, vec2, gameLocal.msec, false );
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value1 = value2;
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}
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}
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