Paranoia2/pm_shared/pm_debug.cpp

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "mathlib.h"
#include "const.h"
#include "usercmd.h"
#include "pm_defs.h"
#include "pm_shared.h"
#include "pm_movevars.h"
#include "pm_debug.h"
extern playermove_t *pmove;
// Expand debugging BBOX particle hulls by this many units.
#define BOX_GAP 0.0f
static int PM_boxpnt[6][4] =
{
{ 0, 4, 6, 2 }, // +X
{ 0, 1, 5, 4 }, // +Y
{ 0, 2, 3, 1 }, // +Z
{ 7, 5, 1, 3 }, // -X
{ 7, 3, 2, 6 }, // -Y
{ 7, 6, 4, 5 }, // -Z
};
void PM_ShowClipBox( void )
{
#if defined( _DEBUG )
Vector org;
Vector offset = Vector( 0, 0, 0 );
if ( !pmove->runfuncs )
return;
// More debugging, draw the particle bbox for player and for the entity we are looking directly at.
// aslo prints entity info to the console overlay.
//if ( !pmove->server )
// return;
// Draw entity in center of view
// Also draws the normal to the clip plane that intersects our movement ray. Leaves a particle
// trail at the intersection point.
PM_ViewEntity();
org = pmove->origin;
if ( pmove->server )
{
org += offset;
}
else
{
org -= offset;
}
// Show our BBOX in particles.
PM_DrawBBox( pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], org, pmove->server ? 132 : 0, 0.1 );
PM_ParticleLine( org, org, pmove->server ? 132 : 0, 0.1, 5.0 );
/*
{
for ( int i = 0; i < pmove->numphysent; i++ )
{
if ( pmove->physents[ i ].info >= 1 && pmove->physents[ i ].info <= 4 )
{
PM_DrawBBox( pmove->player_mins[pmove->usehull], pmove->player_maxs[pmove->usehull], pmove->physents[i].origin, 132, 0.1 );
}
}
}
*/
#endif
}
/*
===============
PM_ParticleLine
================
*/
void PM_ParticleLine( const Vector &start, const Vector &end, int pcolor, float life, float vert )
{
float linestep = 2.0f;
float curdist;
float len;
Vector curpos;
Vector diff;
// Determine distance;
diff = end - start;
len = diff.Length();
diff = diff.Normalize();
curdist = 0;
while (curdist <= len)
{
curpos = start + curdist * diff;
pmove->PM_Particle( curpos, pcolor, life, 0, vert);
curdist += linestep;
}
}
/*
================
PM_DrawRectangle(Vector tl, Vector br)
================
*/
void PM_DrawRectangle( const Vector &tl, const Vector &bl, const Vector &tr, const Vector &br, int pcolor, float life )
{
PM_ParticleLine( tl, bl, pcolor, life, 0 );
PM_ParticleLine( bl, br, pcolor, life, 0 );
PM_ParticleLine( br, tr, pcolor, life, 0 );
PM_ParticleLine( tr, tl, pcolor, life, 0 );
}
/*
================
PM_DrawPhysEntBBox(int num)
================
*/
void PM_DrawPhysEntBBox( int num, int pcolor, float life )
{
physent_t *pe;
Vector org;
int j;
Vector tmp;
Vector p[8];
float gap = BOX_GAP;
Vector modelmins, modelmaxs;
if (num >= pmove->numphysent || num <= 0)
return;
pe = &pmove->physents[num];
if (pe->model)
{
org = pe->origin;
pmove->PM_GetModelBounds( pe->model, modelmins, modelmaxs );
for (j = 0; j < 8; j++)
{
tmp[0] = (j & 1) ? modelmins[0] - gap : modelmaxs[0] + gap;
tmp[1] = (j & 2) ? modelmins[1] - gap : modelmaxs[1] + gap;
tmp[2] = (j & 4) ? modelmins[2] - gap : modelmaxs[2] + gap;
p[j] = tmp;
}
// If the bbox should be rotated, do that
if (pe->angles[0] || pe->angles[1] || pe->angles[2])
{
Vector forward, right, up;
matrix3x3 mat( pe->angles );
// g-cont. probably this is wrong
mat = mat.Transpose();
for (j = 0; j < 8; j++)
{
tmp = p[j];
p[j][0] = DotProduct ( tmp, mat.GetForward() );
p[j][1] = DotProduct ( tmp, mat.GetRight() );
p[j][2] = DotProduct ( tmp, mat.GetUp() );
}
}
// Offset by entity origin, if any.
for (j = 0; j < 8; j++)
p[j] += org;
for (j = 0; j < 6; j++)
{
PM_DrawRectangle(
p[PM_boxpnt[j][1]],
p[PM_boxpnt[j][0]],
p[PM_boxpnt[j][2]],
p[PM_boxpnt[j][3]],
pcolor, life);
}
}
else
{
for (j = 0; j < 8; j++)
{
tmp[0] = (j & 1) ? pe->mins[0] : pe->maxs[0];
tmp[1] = (j & 2) ? pe->mins[1] : pe->maxs[1];
tmp[2] = (j & 4) ? pe->mins[2] : pe->maxs[2];
p[j] = tmp + pe->origin;
}
for (j = 0; j < 6; j++)
{
PM_DrawRectangle(
p[PM_boxpnt[j][1]],
p[PM_boxpnt[j][0]],
p[PM_boxpnt[j][2]],
p[PM_boxpnt[j][3]],
pcolor, life);
}
}
}
/*
================
PM_DrawBBox(Vector mins, Vector maxs, Vector origin, int pcolor, float life)
================
*/
void PM_DrawBBox( const Vector &mins, const Vector &maxs, const Vector &origin, int pcolor, float life )
{
int j;
Vector tmp;
Vector p[8];
float gap = BOX_GAP;
for (j = 0; j < 8; j++)
{
tmp[0] = (j & 1) ? mins[0] - gap : maxs[0] + gap;
tmp[1] = (j & 2) ? mins[1] - gap : maxs[1] + gap ;
tmp[2] = (j & 4) ? mins[2] - gap : maxs[2] + gap ;
p[j] = tmp + origin;
}
for (j = 0; j < 6; j++)
{
PM_DrawRectangle(
p[PM_boxpnt[j][1]],
p[PM_boxpnt[j][0]],
p[PM_boxpnt[j][2]],
p[PM_boxpnt[j][3]],
pcolor, life);
}
}
#ifndef DEDICATED
/*
================
PM_ViewEntity
Shows a particle trail from player to entity in crosshair.
Shows particles at that entities bbox
Tries to shoot a ray out by about 128 units.
================
*/
void PM_ViewEntity( void )
{
float raydist = 256.0f;
pmtrace_t trace;
int pcolor = 77;
float fup;
#if 0
if ( !pm_showclip.value )
return;
#endif
matrix3x3 mat( pmove->angles );
Vector origin = pmove->origin;
fup = 0.5f * ( pmove->player_mins[pmove->usehull][2] + pmove->player_maxs[pmove->usehull][2] );
fup += pmove->view_ofs[2];
fup -= 4;
Vector end = origin + raydist * mat.GetForward();
trace = pmove->PM_PlayerTrace( origin, end, PM_STUDIO_BOX, -1 );
if (trace.ent > 0) // Not the world
{
pcolor = 111;
}
// Draw the hull or bbox.
if (trace.ent > 0)
{
PM_DrawPhysEntBBox(trace.ent, pcolor, 0.3f);
}
}
#endif