810 lines
16 KiB
C++
810 lines
16 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/debuglines.cpp $
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// $Revision:: 7 $
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// $Date:: 10/13/03 8:53a $
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//
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// Copyright (C) 1999 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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//
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#include "_pch_cpp.h"
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//#include "g_local.h"
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#include "debuglines.h"
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#define NUM_CIRCLE_SEGMENTS 24
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debugline_t *DebugLines = NULL;
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Vector currentVertex( 0.0f, 0.0f, 0.0f );
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Vector vertColor( 1.0f, 1.0f, 1.0f );
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float vertAlpha = 1.0f;
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float vertexIndex = 0.0f;
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float linewidth = 1.0f;
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unsigned short lineStippleFactor = 1;
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unsigned short linePattern = 0xffff;
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void G_InitDebugLines
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(
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void
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)
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{
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*gi.DebugLines = DebugLines;
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*gi.numDebugLines = 0;
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currentVertex = vec_zero;
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vertColor = Vector( 1, 1, 1 );
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vertAlpha = 1;
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vertexIndex = 0;
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linewidth = 1;
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lineStippleFactor = 1;
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linePattern = 0xffff;
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}
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void G_AllocDebugLines
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(
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void
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)
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{
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// we do a malloc here so that we don't interfere with the game's memory footprint
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DebugLines = ( debugline_t * )malloc( ( int )g_numdebuglines->integer * sizeof( debugline_t ) );
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G_InitDebugLines();
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}
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void G_DeAllocDebugLines
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(
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void
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)
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{
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if ( DebugLines )
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{
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// we do a free here, because we used malloc above
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free( DebugLines );
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DebugLines = NULL;
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*gi.DebugLines = DebugLines;
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*gi.numDebugLines = 0;
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}
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}
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void G_DebugLine
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(
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const Vector &start,
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const Vector &end,
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float r,
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float g,
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float b,
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float alpha
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)
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{
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debugline_t *line;
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if ( !g_numdebuglines )
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{
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return;
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}
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if ( *gi.numDebugLines >= g_numdebuglines->integer )
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{
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gi.DPrintf( "G_DebugLine: Exceeded MAX_DEBUG_LINES\n" );
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return;
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}
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line = &DebugLines[ *gi.numDebugLines ];
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( *gi.numDebugLines )++;
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VectorCopy( start, line->start );
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VectorCopy( end, line->end );
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VectorSet( line->color, r, g, b );
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line->alpha = alpha;
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line->width = linewidth;
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line->factor = lineStippleFactor;
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line->pattern = linePattern;
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}
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void G_DebugLineC
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(
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const vec3_t start,
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const vec3_t end,
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float r,
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float g,
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float b,
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float alpha
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)
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{
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debugline_t *line;
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if ( !g_numdebuglines )
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{
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return;
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}
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if ( *gi.numDebugLines >= g_numdebuglines->integer )
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{
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gi.DPrintf( "G_DebugLine: Exceeded MAX_DEBUG_LINES\n" );
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return;
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}
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line = &DebugLines[ *gi.numDebugLines ];
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( *gi.numDebugLines )++;
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VectorCopy( start, line->start );
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VectorCopy( end, line->end );
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VectorSet( line->color, r, g, b );
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line->alpha = alpha;
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line->width = linewidth;
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line->factor = lineStippleFactor;
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line->pattern = linePattern;
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}
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void G_LineStipple
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(
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int factor,
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unsigned short pattern
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)
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{
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lineStippleFactor = factor;
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linePattern = pattern;
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}
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void G_LineWidth
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(
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float width
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)
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{
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linewidth = width;
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}
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void G_Color3f
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(
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float r,
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float g,
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float b
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)
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{
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vertColor = Vector( r, g, b );
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}
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void G_Color3v
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(
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const Vector &color
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)
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{
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vertColor = color;
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}
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void G_Color4f
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(
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float r,
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float g,
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float b,
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float alpha
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)
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{
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vertColor = Vector( r, g, b );
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vertAlpha = alpha;
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}
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void G_Color3vf
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(
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const Vector &color,
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float alpha
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)
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{
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vertColor = color;
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vertAlpha = alpha;
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}
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void G_BeginLine
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(
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void
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)
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{
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currentVertex = vec_zero;
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vertexIndex = 0;
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}
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void G_Vertex
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(
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const Vector &v
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)
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{
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vertexIndex++;
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if ( vertexIndex > 1.0f )
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{
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G_DebugLine( currentVertex, v, vertColor[ 0 ], vertColor[ 1 ], vertColor[ 2 ], vertAlpha );
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}
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currentVertex = v;
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}
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void G_EndLine
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(
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void
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)
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{
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currentVertex = vec_zero;
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vertexIndex = 0;
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}
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void G_DebugBBox
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(
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const Vector &org,
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const Vector &mins,
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const Vector &maxs,
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float r,
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float g,
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float b,
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float alpha
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)
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{
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int i;
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Vector points[8];
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/*
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** compute a full bounding box
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*/
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for ( i = 0; i < 8; i++ )
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{
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Vector tmp;
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if ( i & 1 )
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tmp[0] = org[0] + mins[0];
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else
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tmp[0] = org[0] + maxs[0];
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if ( i & 2 )
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tmp[1] = org[1] + mins[1];
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else
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tmp[1] = org[1] + maxs[1];
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if ( i & 4 )
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tmp[2] = org[2] + mins[2];
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else
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tmp[2] = org[2] + maxs[2];
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points[i] = tmp;
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}
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G_Color4f( r, g, b, alpha );
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G_BeginLine();
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G_Vertex( points[0] );
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G_Vertex( points[1] );
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G_Vertex( points[3] );
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G_Vertex( points[2] );
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G_Vertex( points[0] );
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G_EndLine();
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G_BeginLine();
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G_Vertex( points[4] );
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G_Vertex( points[5] );
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G_Vertex( points[7] );
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G_Vertex( points[6] );
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G_Vertex( points[4] );
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G_EndLine();
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for ( i = 0; i < 4; i++ )
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{
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G_BeginLine();
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G_Vertex( points[i] );
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G_Vertex( points[4 + i] );
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G_EndLine();
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}
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}
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//
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// LED style digits
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//
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// ****1***
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// * * 8 == /
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// 6 *4
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// * * *
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// ****2***
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// * * *
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// 7 *--8 5 9
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// ** * **10
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// ****3*** 12**
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// 11
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static int Numbers[ 12 ][ 8 ] =
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{
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{ 1, 3, 4, 5, 6, 7, 0, 0 }, // 0
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{ 4, 5, 0, 0, 0, 0, 0, 0 }, // 1
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{ 1, 4, 2, 7, 3, 0, 0, 0 }, // 2
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{ 1, 4, 2, 5, 3, 0, 0, 0 }, // 3
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{ 6, 4, 2, 5, 0, 0, 0, 0 }, // 4
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{ 1, 6, 2, 5, 3, 0, 0, 0 }, // 5
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{ 1, 6, 2, 5, 7, 3, 0, 0 }, // 6
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{ 1, 8, 0, 0, 0, 0, 0, 0 }, // 7
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{ 1, 2, 3, 4, 5, 6, 7, 0 }, // 8
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{ 1, 6, 4, 2, 5, 3, 0, 0 }, // 9
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{ 9, 10, 11, 12, 0, 0, 0, 0 }, // .
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{ 2, 0, 0, 0, 0, 0, 0, 0 }, // -
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};
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static float Lines[ 13 ][ 4 ] =
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{
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{ 0, 0, 0, 0 }, // Unused
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{ -4, 8, 4, 8 }, // 1
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{ -4, 4, 4, 4 }, // 2
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{ -4, 0, 4, 0 }, // 3
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{ 4, 8, 4, 4 }, // 4
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{ 4, 4, 4, 0 }, // 5
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{ -4, 8, -4, 4 }, // 6
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{ -4, 4, -4, 0 }, // 7
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{ 4, 8, -4, 0 }, // 8
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{ -1, 2, 1, 2 }, // 9
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{ 1, 2, 1, 0 }, // 10
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{ -1, 0, 1, 0 }, // 11
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{ -1, 0, -1, 2 }, // 12
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};
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void G_DrawDebugNumber
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(
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const Vector &org,
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float number,
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float scale,
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float r,
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float g,
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float b,
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int precision
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)
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{
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int i;
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int j;
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int l;
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int num;
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Vector up;
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Vector left;
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Vector pos;
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Vector start;
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Vector ang;
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str text;
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Vector delta;
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char format[ 20 ];
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// only draw entity numbers within a certain radius
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delta = Vector( g_entities[ 0 ].s.origin ) - org;
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if ( ( delta * delta ) > ( 1000.0f * 1000.0f ) )
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{
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return;
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}
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G_Color4f( r, g, b, 1.0 );
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ang = game.clients[ 0 ].ps.viewangles;
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ang.AngleVectors( NULL, &left, &up );
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up *= scale;
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left *= scale;
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if ( precision > 0 )
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{
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sprintf( format, "%%.%df", precision );
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text = va( format, number );
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}
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else
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{
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text = va( "%d", ( int )number );
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}
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start = org + ( (float)( text.length() - 1 ) * 5.0f * left );
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for( i = 0; i < text.length(); i++ )
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{
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if ( text[ i ] == '.' )
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{
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num = 10;
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}
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else if ( text[ i ] == '-' )
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{
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num = 11;
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}
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else
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{
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num = text[ i ] - '0';
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}
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for( j = 0; j < 8; j++ )
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{
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l = Numbers[ num ][ j ];
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if ( l == 0 )
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{
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break;
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}
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G_BeginLine();
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pos = start - ( Lines[ l ][ 0 ] * left ) + ( Lines[ l ][ 1 ] * up );
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G_Vertex( pos );
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pos = start - ( Lines[ l ][ 2 ] * left ) + ( Lines[ l ][ 3 ] * up );
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G_Vertex( pos );
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G_EndLine();
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}
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start -= 10.0f * left;
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}
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}
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void G_DebugCircle
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(
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const Vector &org,
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float radius,
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float r,
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float g,
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float b,
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float alpha,
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qboolean horizontal
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)
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{
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int i;
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float ang;
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Vector angles;
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Vector forward;
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Vector left;
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Vector pos;
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Vector delta;
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// only draw circles within a certain radius
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delta = Vector( g_entities[ 0 ].s.origin ) - org;
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if ( ( delta * delta ) > ( ( 1000.0f + radius ) * ( 1000.0f + radius ) ) )
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{
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return;
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}
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G_Color4f( r, g, b, alpha );
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if ( horizontal )
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{
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forward = Vector(1, 0, 0);
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left = Vector(0, -1, 0);
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}
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else
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{
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angles = game.clients[ 0 ].ps.viewangles;
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angles.AngleVectors( NULL, &left, &forward );
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}
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G_BeginLine();
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for( i = 0; i <= NUM_CIRCLE_SEGMENTS; i++ )
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{
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ang = DEG2RAD( i * 360.0f / NUM_CIRCLE_SEGMENTS );
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pos = org + ( sin( ang ) * radius * forward ) - ( cos( ang ) * radius * left );
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G_Vertex( pos );
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}
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G_EndLine();
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}
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void G_DebugOrientedCircle
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(
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const Vector &org,
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float radius,
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float r,
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float g,
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float b,
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float alpha,
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|
Vector angles
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)
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{
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int i;
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float ang;
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Vector forward;
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Vector left;
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Vector pos;
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||
|
Vector delta;
|
||
|
|
||
|
// only draw circles within a certain radius
|
||
|
delta = Vector( g_entities[ 0 ].s.origin ) - org;
|
||
|
if ( ( delta * delta ) > ( ( 1000.0f + radius ) * ( 1000.0f + radius ) ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
G_Color4f( r, g, b, alpha );
|
||
|
|
||
|
angles.AngleVectors( NULL, &left, &forward );
|
||
|
|
||
|
G_BeginLine();
|
||
|
for( i = 0; i <= NUM_CIRCLE_SEGMENTS; i++ )
|
||
|
{
|
||
|
ang = DEG2RAD( i * 360.0f / NUM_CIRCLE_SEGMENTS );
|
||
|
pos = org + ( sin( ang ) * radius * forward ) - ( cos( ang ) * radius * left );
|
||
|
G_Vertex( pos );
|
||
|
}
|
||
|
G_EndLine();
|
||
|
|
||
|
//
|
||
|
// Draw the cross sign
|
||
|
//
|
||
|
G_BeginLine();
|
||
|
ang = DEG2RAD( 45.0f * 360.0f / NUM_CIRCLE_SEGMENTS );
|
||
|
pos = org + ( sin( ang ) * radius * forward ) - ( cos( ang ) * radius * left );
|
||
|
G_Vertex( pos );
|
||
|
ang = DEG2RAD( 225.0f * 360.0f / NUM_CIRCLE_SEGMENTS );
|
||
|
pos = org + ( sin( ang ) * radius * forward ) - ( cos( ang ) * radius * left );
|
||
|
G_Vertex( pos );
|
||
|
|
||
|
G_BeginLine();
|
||
|
ang = DEG2RAD( 315.0f * 360.0f / NUM_CIRCLE_SEGMENTS );
|
||
|
pos = org + ( sin( ang ) * radius * forward ) - ( cos( ang ) * radius * left );
|
||
|
G_Vertex( pos );
|
||
|
ang = DEG2RAD( 135.0f * 360.0f / NUM_CIRCLE_SEGMENTS );
|
||
|
pos = org + ( sin( ang ) * radius * forward ) - ( cos( ang ) * radius * left );
|
||
|
G_Vertex( pos );
|
||
|
}
|
||
|
|
||
|
void G_DebugPyramid
|
||
|
(
|
||
|
const Vector &org,
|
||
|
float radius,
|
||
|
float r,
|
||
|
float g,
|
||
|
float b,
|
||
|
float alpha
|
||
|
)
|
||
|
{
|
||
|
Vector delta;
|
||
|
Vector points[ 4 ];
|
||
|
|
||
|
// only draw pyramids within a certain radius
|
||
|
delta = Vector( g_entities[ 0 ].s.origin ) - org;
|
||
|
if ( ( delta * delta ) > ( ( 1000.0f + radius ) * ( 1000.0f + radius ) ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
G_Color4f( r, g, b, alpha );
|
||
|
|
||
|
points[ 0 ] = org;
|
||
|
points[ 0 ].z += radius;
|
||
|
|
||
|
points[ 1 ] = org;
|
||
|
points[ 1 ].z -= radius;
|
||
|
points[ 2 ] = points[ 1 ];
|
||
|
points[ 3 ] = points[ 1 ];
|
||
|
|
||
|
points[ 1 ].x += (float)cos( DEG2RAD( 0.0f ) ) * radius;
|
||
|
points[ 1 ].y += (float)sin( DEG2RAD( 0.0f ) ) * radius;
|
||
|
points[ 2 ].x += (float)cos( DEG2RAD( 120.0f ) ) * radius;
|
||
|
points[ 2 ].y += (float)sin( DEG2RAD( 120.0f ) ) * radius;
|
||
|
points[ 3 ].x += (float)cos( DEG2RAD( 240.0f ) ) * radius;
|
||
|
points[ 3 ].y += (float)sin( DEG2RAD( 240.0f ) ) * radius;
|
||
|
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[ 0 ] );
|
||
|
G_Vertex( points[ 1 ] );
|
||
|
G_Vertex( points[ 2 ] );
|
||
|
G_Vertex( points[ 0 ] );
|
||
|
G_EndLine();
|
||
|
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[ 0 ] );
|
||
|
G_Vertex( points[ 2 ] );
|
||
|
G_Vertex( points[ 3 ] );
|
||
|
G_Vertex( points[ 0 ] );
|
||
|
G_EndLine();
|
||
|
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[ 0 ] );
|
||
|
G_Vertex( points[ 3 ] );
|
||
|
G_Vertex( points[ 1 ] );
|
||
|
G_Vertex( points[ 0 ] );
|
||
|
G_EndLine();
|
||
|
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[ 1 ] );
|
||
|
G_Vertex( points[ 2 ] );
|
||
|
G_Vertex( points[ 3 ] );
|
||
|
G_Vertex( points[ 1 ] );
|
||
|
G_EndLine();
|
||
|
}
|
||
|
|
||
|
void G_DrawCoordSystem
|
||
|
(
|
||
|
const Vector &pos,
|
||
|
const Vector &forward,
|
||
|
const Vector &right,
|
||
|
const Vector &up,
|
||
|
int length
|
||
|
)
|
||
|
|
||
|
{
|
||
|
if ( g_showaxis->integer )
|
||
|
{
|
||
|
G_DebugLine( pos, pos + ( forward * length ), 1.0f, 0.0f, 0.0f, 1.0f );
|
||
|
G_DebugLine( pos, pos + ( right * length ), 0.0f, 1.0f, 0.0f, 1.0f );
|
||
|
G_DebugLine( pos, pos + ( up * length ), 0.0f, 0.0f, 1.0f, 1.0f );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void G_DrawCSystem
|
||
|
(
|
||
|
void
|
||
|
)
|
||
|
|
||
|
{
|
||
|
Vector pos;
|
||
|
Vector ang;
|
||
|
Vector f;
|
||
|
Vector l;
|
||
|
Vector u;
|
||
|
Vector v;
|
||
|
|
||
|
pos.x = csys_posx->value;
|
||
|
pos.y = csys_posy->value;
|
||
|
pos.z = csys_posz->value;
|
||
|
|
||
|
ang.x = csys_x->value;
|
||
|
ang.y = csys_y->value;
|
||
|
ang.z = csys_z->value;
|
||
|
|
||
|
ang.AngleVectors( &f, &l, &u );
|
||
|
|
||
|
G_DebugLine( pos, pos + ( f * 48 ), 1.0f, 0.0f, 0.0f, 1.0f );
|
||
|
G_DebugLine( pos, pos - ( l * 48 ), 0.0f, 1.0f, 0.0f, 1.0f );
|
||
|
G_DebugLine( pos, pos + ( u * 48 ), 0.0f, 0.0f, 1.0f, 1.0f );
|
||
|
}
|
||
|
|
||
|
void G_DebugArrow
|
||
|
(
|
||
|
const Vector &org,
|
||
|
const Vector &dir,
|
||
|
float length,
|
||
|
float r,
|
||
|
float g,
|
||
|
float b,
|
||
|
float alpha
|
||
|
)
|
||
|
{
|
||
|
Vector right;
|
||
|
Vector up;
|
||
|
Vector startpoint;
|
||
|
Vector endpoint;
|
||
|
|
||
|
PerpendicularVector( right, ( Vector )dir );
|
||
|
up.CrossProduct( right, dir );
|
||
|
|
||
|
startpoint = org;
|
||
|
|
||
|
endpoint = startpoint + ( dir * length );
|
||
|
length /= 6.0f;
|
||
|
G_DebugLine( startpoint, endpoint, r, g, b, alpha );
|
||
|
G_DebugLine( endpoint, endpoint - (right * length) - (dir * length), r, g, b, alpha );
|
||
|
G_DebugLine( endpoint, endpoint + (right * length) - (dir * length), r, g, b, alpha );
|
||
|
G_DebugLine( endpoint, endpoint - (up * length) - (dir * length), r, g, b, alpha );
|
||
|
G_DebugLine( endpoint, endpoint + (up * length) - (dir * length), r, g, b, alpha );
|
||
|
}
|
||
|
|
||
|
void G_DebugHighlightFacet
|
||
|
(
|
||
|
const Vector &org,
|
||
|
const Vector &mins,
|
||
|
const Vector &maxs,
|
||
|
facet_t facet,
|
||
|
float r,
|
||
|
float g,
|
||
|
float b,
|
||
|
float alpha
|
||
|
)
|
||
|
{
|
||
|
int i;
|
||
|
Vector points[8];
|
||
|
|
||
|
/*
|
||
|
** compute a full bounding box
|
||
|
*/
|
||
|
for ( i = 0; i < 8; i++ )
|
||
|
{
|
||
|
Vector tmp;
|
||
|
|
||
|
if ( i & 1 )
|
||
|
tmp[0] = org[0] + mins[0];
|
||
|
else
|
||
|
tmp[0] = org[0] + maxs[0];
|
||
|
|
||
|
if ( i & 2 )
|
||
|
tmp[1] = org[1] + mins[1];
|
||
|
else
|
||
|
tmp[1] = org[1] + maxs[1];
|
||
|
|
||
|
if ( i & 4 )
|
||
|
tmp[2] = org[2] + mins[2];
|
||
|
else
|
||
|
tmp[2] = org[2] + maxs[2];
|
||
|
|
||
|
points[i] = tmp;
|
||
|
}
|
||
|
|
||
|
G_Color4f( r, g, b, alpha );
|
||
|
|
||
|
switch( facet )
|
||
|
{
|
||
|
case facet_north:
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[0] );
|
||
|
G_Vertex( points[5] );
|
||
|
G_EndLine();
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[1] );
|
||
|
G_Vertex( points[4] );
|
||
|
G_EndLine();
|
||
|
break;
|
||
|
case facet_south:
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[2] );
|
||
|
G_Vertex( points[7] );
|
||
|
G_EndLine();
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[3] );
|
||
|
G_Vertex( points[6] );
|
||
|
G_EndLine();
|
||
|
break;
|
||
|
case facet_east:
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[0] );
|
||
|
G_Vertex( points[6] );
|
||
|
G_EndLine();
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[4] );
|
||
|
G_Vertex( points[2] );
|
||
|
G_EndLine();
|
||
|
break;
|
||
|
case facet_west:
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[1] );
|
||
|
G_Vertex( points[7] );
|
||
|
G_EndLine();
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[5] );
|
||
|
G_Vertex( points[3] );
|
||
|
G_EndLine();
|
||
|
break;
|
||
|
case facet_up:
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[0] );
|
||
|
G_Vertex( points[3] );
|
||
|
G_EndLine();
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[1] );
|
||
|
G_Vertex( points[2] );
|
||
|
G_EndLine();
|
||
|
break;
|
||
|
case facet_down:
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[4] );
|
||
|
G_Vertex( points[7] );
|
||
|
G_EndLine();
|
||
|
G_BeginLine();
|
||
|
G_Vertex( points[5] );
|
||
|
G_Vertex( points[6] );
|
||
|
G_EndLine();
|
||
|
break;
|
||
|
}
|
||
|
}
|