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