mirror of
https://github.com/UberGames/EF2GameSource.git
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700 lines
14 KiB
C++
700 lines
14 KiB
C++
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /EF2/Code/DLLs/game/gravpath.cpp $
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// $Revision:: 8 $
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// $Author:: Singlis $
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// $Date:: 9/26/03 2:36p $
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//
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// Copyright (C) 1998 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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// Gravity path - Used for underwater currents and wells.
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#include "_pch_cpp.h"
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#include "entity.h"
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#include "gravpath.h"
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#include "container.h"
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#include "navigate.h"
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#include "misc.h"
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#include "player.h"
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GravPathManager gravPathManager;
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CLASS_DECLARATION( Class, GravPathManager, NULL )
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{
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{ NULL,NULL }
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};
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GravPathManager::~GravPathManager()
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{
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Reset();
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}
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void GravPathManager::Reset( void )
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{
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while( pathList.NumObjects() > 0 )
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{
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delete ( GravPath * )pathList.ObjectAt( 1 );
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}
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pathList.FreeObjectList();
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}
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void GravPathManager::AddPath(GravPath *p)
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{
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pathList.AddObject( p );
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}
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void GravPathManager::RemovePath(GravPath *p)
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{
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pathList.RemoveObject( p );
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}
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void GravPathManager::DrawGravPaths( void )
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{
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int i;
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int num = pathList.NumObjects();
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for( i = 1; i <= num; i++ )
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{
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GravPath *p = ( GravPath * )pathList.ObjectAt( i );
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p->DrawPath( 1.0f, 0.0f, 0.0f );
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}
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}
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Vector GravPathManager::CalculateGravityPull(Entity &ent, const Vector &pos, qboolean *force, float *max_speed)
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{
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int i,num;
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GravPath *p;
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GravPathNode *node;
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Vector point;
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Vector newpoint;
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Vector dir;
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float bestdist = 99999;
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float dist;
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float speed;
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float radius;
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Vector velocity;
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int bestpath = 0;
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int entity_contents, grav_contents;
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*force = false;
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num = pathList.NumObjects();
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if ( !num )
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{
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return vec_zero;
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}
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entity_contents = gi.pointcontents( ent.origin, 0 );
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for( i = 1; i <= num; i++ )
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{
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p = ( GravPath * )pathList.ObjectAt( i );
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if ( !p )
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continue;
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// Check to see if path is active
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node = p->GetNode( 1 );
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if ( !node || !node->active )
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continue;
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// Check to see if the contents are the same
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grav_contents = gi.pointcontents( node->origin, 0 );
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// If grav node is in water, make sure ent is too.
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if ( ( grav_contents & CONTENTS_WATER ) && !( entity_contents & CONTENTS_WATER ) )
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continue;
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// Test to see if we are in this path's bounding box
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if ( (pos.x < p->maxs.x) && (pos.y < p->maxs.y) && (pos.z < p->maxs.z) &&
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(pos.x > p->mins.x) && (pos.y > p->mins.y) && (pos.z > p->mins.z) )
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{
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point = p->ClosestPointOnPath(pos, ent, &dist, &speed, &radius);
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// If the closest distance on the path is greater than the radius, then
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// do not consider this path.
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if (dist > radius)
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{
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continue;
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}
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else if (dist < bestdist)
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{
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bestpath = i;
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bestdist = dist;
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}
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}
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}
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if (!bestpath)
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{
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return vec_zero;
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}
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p = ( GravPath * )pathList.ObjectAt( bestpath );
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if ( !p )
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return velocity;
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*force = p->force;
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dist = p->DistanceAlongPath(pos, &speed);
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newpoint = p->PointAtDistance( pos, dist + speed, ent.isSubclassOf( Player ), max_speed );
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dir = newpoint-pos;
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dir.normalize();
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velocity = dir * speed;
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//velocity *= .75;
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return velocity;
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}
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/*****************************************************************************/
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/*QUAKED info_grav_pathnode (0 0 .5) (-16 -16 0) (16 16 32) HEADNODE FORCE PULL_UPWARDS
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"radius" Radius of the effect of the pull (Default is 256)
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"speed" Speed of the pull (Use negative for a repulsion) (Default is 100)
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Set HEADNODE to signify the head of the path.
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Set FORCE if you want un-fightable gravity ( i.e. can't go backwards )
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Set PULL_UPWARDS if you want the gravnodes to pull you upwards also
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******************************************************************************/
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#define PULL_UPWARDS ( 1 << 2 )
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Event EV_GravPath_Create
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(
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"gravpath_create",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Create the grav path."
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);
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Event EV_GravPath_Activate
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(
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"activate",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Activate the grav path."
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);
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Event EV_GravPath_Deactivate
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(
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"deactivate",
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EV_SCRIPTONLY,
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NULL,
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NULL,
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"Deactivate the grav path."
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);
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Event EV_GravPath_SetSpeed
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(
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"speed",
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EV_DEFAULT,
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"f",
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"speed",
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"Set the speed of the grav path."
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);
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Event EV_GravPath_SetMaxSpeed
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(
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"maxspeed",
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EV_SCRIPTONLY,
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"f",
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"maxspeed",
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"Set the max speed of the grav path."
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);
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Event EV_GravPath_SetRadius
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(
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"radius",
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EV_SCRIPTONLY,
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"f",
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"radius",
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"Set the radius of the grav path."
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);
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CLASS_DECLARATION( Entity, GravPathNode, "info_grav_pathnode" )
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{
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{ &EV_GravPath_Create, &GravPathNode::CreatePath },
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{ &EV_GravPath_Activate, &GravPathNode::Activate },
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{ &EV_GravPath_Deactivate, &GravPathNode::Deactivate },
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{ &EV_GravPath_SetSpeed, &GravPathNode::SetSpeed },
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{ &EV_GravPath_SetMaxSpeed, &GravPathNode::SetMaxSpeed },
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{ &EV_GravPath_SetRadius, &GravPathNode::SetRadius },
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{ NULL, NULL }
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};
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GravPathNode::GravPathNode()
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{
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if ( LoadingSavegame )
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{
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// all data will be setup by the archive function
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return;
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}
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setMoveType( MOVETYPE_NONE );
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setSolidType( SOLID_NOT );
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hideModel();
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speed = 100.0f;
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max_speed = 200.0f;
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radius = 256.0f;
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headnode = spawnflags & 1;
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active = true;
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// This is the head of a new path, post an event to create the path
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if ( headnode )
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{
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PostEvent( EV_GravPath_Create, 0.0f );
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}
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}
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void GravPathNode::SetSpeed( Event *ev )
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{
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speed = ev->GetFloat( 1 );
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}
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void GravPathNode::SetMaxSpeed( Event *ev )
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{
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max_speed = ev->GetFloat( 1 );
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}
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void GravPathNode::SetRadius( Event *ev )
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{
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radius = ev->GetFloat( 1 );
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}
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float GravPathNode::Speed( void )
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{
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if ( active )
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return speed;
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else
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return 0;
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}
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float GravPathNode::MaxSpeed( void )
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{
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return max_speed;
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}
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void GravPathNode::Activate( Event *ev )
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{
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GravPathNode *node;
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Entity *ent;
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const char *target;
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active = true;
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node = this;
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// Go through the entire path and activate it
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target = node->Target();
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while (target[0])
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{
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ent = G_FindTarget( NULL, target );
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if ( ent )
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{
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node = (GravPathNode *)ent;
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assert( node );
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node->active = true;
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}
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else
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{
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gi.Error( ERR_DROP, "GravPathNode::CreatePath: target %s not found\n",target);
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}
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target = node->Target();
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}
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}
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void GravPathNode::Deactivate(Event *ev)
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{
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GravPathNode *node;
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Entity *ent;
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const char *target;
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active = false;
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node = this;
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// Go through the entire path and activate it
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target = node->Target();
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while (target[0])
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{
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ent = G_FindTarget( NULL, target);
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if ( ent )
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{
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node = (GravPathNode *)ent;
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assert( node );
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node->active = false;
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}
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else
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{
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gi.Error( ERR_DROP, "GravPathNode::CreatePath: target %s not found\n",target);
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}
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target = node->Target();
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}
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}
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void GravPathNode::CreatePath(Event *ev)
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{
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const char *target;
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GravPath *path = new GravPath;
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GravPathNode *node;
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Entity *ent;
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ClearBounds( path->mins, path->maxs );
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// This node is the head of a path, create a new path in the path manager.
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// and add it in, then add all of it's children in the path.
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node = this;
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path->AddNode(node);
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path->force = spawnflags & 2;
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// Make the path from the targetlist.
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target = node->Target();
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while (target[0])
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{
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ent = G_FindTarget( NULL, target );
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if ( ent )
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{
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node = (GravPathNode *)ent;
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assert( node );
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path->AddNode(node);
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}
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else
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{
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gi.Error( ERR_DROP, "GravPathNode::CreatePath: target %s not found\n",target);
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}
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target = node->Target();
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}
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// Set the origin.
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path->origin = path->mins + path->maxs;
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path->origin *= 0.5f;
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}
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CLASS_DECLARATION( Listener, GravPath, NULL )
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{
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{ NULL, NULL }
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};
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GravPath::GravPath()
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{
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pathlength = 0;
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from = NULL;
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to = NULL;
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nextnode = 1;
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force = 0;
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if ( !LoadingSavegame )
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{
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gravPathManager.AddPath(this);
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}
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}
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GravPath::~GravPath()
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{
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pathlength = 0;
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from = NULL;
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to = NULL;
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nextnode = 1;
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gravPathManager.RemovePath(this);
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}
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void GravPath::Clear( void )
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{
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nextnode = 1;
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pathlength = 0;
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from = NULL;
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to = NULL;
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pathlist.FreeObjectList();
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}
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void GravPath::Reset( void )
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{
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nextnode = 1;
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}
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GravPathNode *GravPath::Start( void )
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{
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return from;
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}
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GravPathNode *GravPath::End( void )
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{
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return to;
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}
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void GravPath::AddNode( GravPathNode *node )
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{
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int num;
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Vector r,addp;
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if ( !from )
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{
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from = node;
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}
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to = node;
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pathlist.AddObject( GravPathNodePtr( node ) );
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num = NumNodes();
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if ( num > 1 )
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{
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pathlength += ( node->origin - GetNode( num )->origin ).length();
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}
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r.setXYZ(node->Radius(),node->Radius(),node->Radius());
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addp = node->origin + r;
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AddPointToBounds(addp,mins,maxs);
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addp = node->origin - r;
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AddPointToBounds(addp,mins,maxs);
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}
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GravPathNode *GravPath::GetNode( int num )
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{
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return pathlist.ObjectAt( num );
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}
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GravPathNode *GravPath::NextNode( void )
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{
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if ( nextnode <= NumNodes() )
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{
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return pathlist.ObjectAt( nextnode++ );
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}
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return NULL;
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}
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Vector GravPath::ClosestPointOnPath( const Vector &pos, Entity &ent, float *ret_dist, float *speed, float *radius )
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{
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GravPathNode *s;
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GravPathNode *e;
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int num;
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int i;
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float bestdist;
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Vector bestpoint;
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float dist;
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float segmentlength;
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Vector delta;
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Vector p1;
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Vector p2;
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Vector p3;
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float t;
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//trace_t trace;
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num = NumNodes();
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s = GetNode( 1 );
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//trace = G_Trace( pos, ent.mins, ent.maxs, s->origin, &ent, MASK_PLAYERSOLID, false, "GravPath::ClosestPointOnPath 1" );
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bestpoint = s->origin;
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delta = bestpoint - pos;
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bestdist = delta.length();
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*speed = s->Speed();
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*radius = s->Radius();
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for( i = 2; i <= num; i++ )
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{
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e = GetNode( i );
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// check if we're closest to the endpoint
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delta = e->origin - pos;
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dist = delta.length();
|
||
|
|
||
|
if ( dist < bestdist )
|
||
|
{
|
||
|
//trace = G_Trace( pos, ent.mins, ent.maxs, e->origin, &ent, MASK_PLAYERSOLID, false, "GravPath::ClosestPointOnPath 2" );
|
||
|
bestdist = dist;
|
||
|
bestpoint = e->origin;
|
||
|
*speed = e->Speed();
|
||
|
*radius = e->Radius();
|
||
|
}
|
||
|
|
||
|
// check if we're closest to the segment
|
||
|
p1 = e->origin - s->origin;
|
||
|
segmentlength = p1.length();
|
||
|
p1 *= 1.0f / segmentlength;
|
||
|
p2 = pos - s->origin;
|
||
|
|
||
|
t = p1 * p2;
|
||
|
if ( ( t > 0.0f ) && ( t < segmentlength ) )
|
||
|
{
|
||
|
p3 = ( p1 * t ) + s->origin;
|
||
|
|
||
|
delta = p3 - pos;
|
||
|
dist = delta.length();
|
||
|
if ( dist < bestdist )
|
||
|
{
|
||
|
//trace = G_Trace( pos, ent.mins, ent.maxs, p3, &ent, MASK_PLAYERSOLID, false, "GravPath::ClosestPointOnPath 3" );
|
||
|
bestdist = dist;
|
||
|
bestpoint = p3;
|
||
|
*speed = (e->Speed() * t) + (s->Speed() * (1.0f - t));
|
||
|
*radius = (e->Radius() * t) + (s->Radius() * (1.0f - t));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
s = e;
|
||
|
}
|
||
|
*ret_dist = bestdist;
|
||
|
return bestpoint;
|
||
|
}
|
||
|
|
||
|
float GravPath::DistanceAlongPath( const Vector &pos, float *speed )
|
||
|
{
|
||
|
GravPathNode *s;
|
||
|
GravPathNode *e;
|
||
|
int num;
|
||
|
int i;
|
||
|
float bestdist;
|
||
|
float dist;
|
||
|
float segmentlength;
|
||
|
Vector delta;
|
||
|
Vector segment;
|
||
|
Vector p1;
|
||
|
Vector p2;
|
||
|
Vector p3;
|
||
|
float t;
|
||
|
float pathdist;
|
||
|
float bestdistalongpath;
|
||
|
float oosl;
|
||
|
pathdist = 0;
|
||
|
|
||
|
num = NumNodes();
|
||
|
s = GetNode( 1 );
|
||
|
delta = s->origin - pos;
|
||
|
bestdist = delta.length();
|
||
|
bestdistalongpath = 0;
|
||
|
*speed = s->Speed();
|
||
|
|
||
|
for( i = 2; i <= num; i++ )
|
||
|
{
|
||
|
e = GetNode( i );
|
||
|
|
||
|
segment = e->origin - s->origin;
|
||
|
segmentlength = segment.length();
|
||
|
|
||
|
// check if we're closest to the endpoint
|
||
|
delta = e->origin - pos;
|
||
|
dist = delta.length();
|
||
|
|
||
|
if ( dist < bestdist )
|
||
|
{
|
||
|
bestdist = dist;
|
||
|
bestdistalongpath = pathdist + segmentlength;
|
||
|
*speed = e->Speed();
|
||
|
}
|
||
|
|
||
|
// check if we're closest to the segment
|
||
|
oosl = ( 1.0f / segmentlength );
|
||
|
p1 = segment * oosl;
|
||
|
p1.normalize();
|
||
|
p2 = pos - s->origin;
|
||
|
|
||
|
t = p1 * p2;
|
||
|
if ( ( t > 0.0f ) && ( t < segmentlength ) )
|
||
|
{
|
||
|
p3 = ( p1 * t ) + s->origin;
|
||
|
|
||
|
delta = p3 - pos;
|
||
|
dist = delta.length();
|
||
|
if ( dist < bestdist )
|
||
|
{
|
||
|
bestdist = dist;
|
||
|
bestdistalongpath = pathdist + t;
|
||
|
|
||
|
t *= oosl;
|
||
|
*speed = (e->Speed() * t) + (s->Speed() * (1.0f - t));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
s = e;
|
||
|
pathdist += segmentlength;
|
||
|
}
|
||
|
|
||
|
return bestdistalongpath;
|
||
|
}
|
||
|
|
||
|
Vector GravPath::PointAtDistance( const Vector &pos, float dist, qboolean is_player, float *max_speed )
|
||
|
{
|
||
|
GravPathNode *s;
|
||
|
GravPathNode *e;
|
||
|
int num;
|
||
|
int i;
|
||
|
Vector delta;
|
||
|
Vector p1;
|
||
|
float t;
|
||
|
float pathdist;
|
||
|
float segmentlength;
|
||
|
|
||
|
num = NumNodes();
|
||
|
s = GetNode( 1 );
|
||
|
pathdist = 0;
|
||
|
|
||
|
for( i = 2; i <= num; i++ )
|
||
|
{
|
||
|
e = GetNode( i );
|
||
|
|
||
|
delta = e->origin - s->origin;
|
||
|
segmentlength = delta.length();
|
||
|
|
||
|
if ( ( pathdist + segmentlength ) > dist )
|
||
|
{
|
||
|
t = dist - pathdist;
|
||
|
|
||
|
p1 = delta * ( t / segmentlength );
|
||
|
// return p1 + s->origin;
|
||
|
|
||
|
if ( e->spawnflags & PULL_UPWARDS && is_player )
|
||
|
p1.z = p1.length() / 2.0f;
|
||
|
|
||
|
*max_speed = e->MaxSpeed();
|
||
|
|
||
|
return p1 + pos;
|
||
|
}
|
||
|
|
||
|
s = e;
|
||
|
pathdist += segmentlength;
|
||
|
}
|
||
|
|
||
|
*max_speed = s->MaxSpeed();
|
||
|
|
||
|
// cap it off at start or end of path
|
||
|
return s->origin;
|
||
|
}
|
||
|
|
||
|
void GravPath::DrawPath( float r, float g, float b )
|
||
|
{
|
||
|
Vector s;
|
||
|
Vector e;
|
||
|
Vector offset;
|
||
|
GravPathNode *node;
|
||
|
int num;
|
||
|
int i;
|
||
|
|
||
|
num = NumNodes();
|
||
|
node = GetNode( 1 );
|
||
|
s = node->origin;
|
||
|
G_DebugBBox( s, Vector(8.0f, 8.0f, 8.0f), Vector(-8.0f, -8.0f, -8.0f), 0.0f, 1.0f, 0.0f, 1.0f );
|
||
|
offset = ( Vector( r, g, b ) * 4.0f ) + Vector( 0.0f, 0.0f, 0.0f );
|
||
|
offset = Vector( 0.0f, 0.0f, 0.0f );
|
||
|
|
||
|
for( i = 2; i <= num; i++ )
|
||
|
{
|
||
|
node = GetNode( i );
|
||
|
e = node->origin;
|
||
|
|
||
|
G_DebugLine( s + offset, e + offset, r, g, b, 1 );
|
||
|
G_DebugBBox( e, Vector( 8.0f, 8.0f, 8.0f ), Vector( -8.0f, -8.0f, -8.0f ), 0.0f, 1.0f, 0.0f, 1.0f );
|
||
|
s = e;
|
||
|
}
|
||
|
|
||
|
G_DebugBBox( origin,mins-origin,maxs-origin, 1.0f, 0.0f, 0.0f, 1.0f );
|
||
|
}
|
||
|
|
||
|
int GravPath::NumNodes( void )
|
||
|
{
|
||
|
return pathlist.NumObjects();
|
||
|
}
|
||
|
|
||
|
float GravPath::Length( void )
|
||
|
{
|
||
|
return pathlength;
|
||
|
}
|