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2020-08-04 13:13:01 -04:00

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C++

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