/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ #include "../../idlib/precompiled.h" #pragma hdrstop #include "../Game_local.h" /* ================ idDebugGraph::idDebugGraph ================ */ idDebugGraph::idDebugGraph() { index = 0; } /* ================ idDebugGraph::SetNumSamples ================ */ void idDebugGraph::SetNumSamples( int num ) { index = 0; samples.Clear(); samples.SetNum( num ); memset( samples.Ptr(), 0, samples.MemoryUsed() ); } /* ================ idDebugGraph::AddValue ================ */ void idDebugGraph::AddValue( float value ) { samples[ index ] = value; index++; if ( index >= samples.Num() ) { index = 0; } } /* ================ idDebugGraph::Draw ================ */ void idDebugGraph::Draw( const idVec4 &color, float scale ) const { int i; float value1; float value2; idVec3 vec1; idVec3 vec2; const idMat3 &axis = gameLocal.GetLocalPlayer()->viewAxis; const idVec3 pos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + axis[ 1 ] * samples.Num() * 0.5f; value1 = samples[ index ] * scale; for( i = 1; i < samples.Num(); i++ ) { value2 = samples[ ( i + index ) % samples.Num() ] * scale; vec1 = pos + axis[ 2 ] * value1 - axis[ 1 ] * ( i - 1 ) + axis[ 0 ] * samples.Num(); vec2 = pos + axis[ 2 ] * value2 - axis[ 1 ] * i + axis[ 0 ] * samples.Num(); gameRenderWorld->DebugLine( color, vec1, vec2, gameLocal.msec, false ); value1 = value2; } }