hl2_src-leak-2017/src/game/client/c_testtraceline.cpp

182 lines
4.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imesh.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// -------------------------------------------------------------------------------- //
// An entity used to test traceline
// -------------------------------------------------------------------------------- //
class C_TestTraceline : public C_BaseEntity
{
public:
DECLARE_CLASS( C_TestTraceline, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_TestTraceline();
virtual ~C_TestTraceline();
// IClientEntity overrides.
public:
virtual int DrawModel( int flags );
virtual bool ShouldDraw() { return true; }
private:
void DrawCube( Vector& center, unsigned char* pColor );
IMaterial* m_pWireframe;
};
// Expose it to the engine.
IMPLEMENT_CLIENTCLASS(C_TestTraceline, DT_TestTraceline, CTestTraceline);
BEGIN_RECV_TABLE_NOBASE(C_TestTraceline, DT_TestTraceline)
RecvPropInt(RECVINFO(m_clrRender)),
RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[0], m_angRotation[0] ) ),
RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[1], m_angRotation[1] ) ),
RecvPropFloat( RECVINFO_NAME( m_angNetworkAngles[2], m_angRotation[2] ) ),
RecvPropInt( RECVINFO_NAME(m_hNetworkMoveParent, moveparent), 0, RecvProxy_IntToMoveParent ),
END_RECV_TABLE()
// -------------------------------------------------------------------------------- //
// Functions.
// -------------------------------------------------------------------------------- //
C_TestTraceline::C_TestTraceline()
{
m_pWireframe = materials->FindMaterial("shadertest/wireframevertexcolor", TEXTURE_GROUP_OTHER);
}
C_TestTraceline::~C_TestTraceline()
{
}
enum
{
CUBE_SIZE = 5
};
void C_TestTraceline::DrawCube( Vector& center, unsigned char* pColor )
{
Vector facePoints[8];
Vector bmins, bmaxs;
bmins[0] = center[0] - CUBE_SIZE;
bmins[1] = center[1] - CUBE_SIZE;
bmins[2] = center[2] - CUBE_SIZE;
bmaxs[0] = center[0] + CUBE_SIZE;
bmaxs[1] = center[1] + CUBE_SIZE;
bmaxs[2] = center[2] + CUBE_SIZE;
facePoints[0][0] = bmins[0];
facePoints[0][1] = bmins[1];
facePoints[0][2] = bmins[2];
facePoints[1][0] = bmins[0];
facePoints[1][1] = bmins[1];
facePoints[1][2] = bmaxs[2];
facePoints[2][0] = bmins[0];
facePoints[2][1] = bmaxs[1];
facePoints[2][2] = bmins[2];
facePoints[3][0] = bmins[0];
facePoints[3][1] = bmaxs[1];
facePoints[3][2] = bmaxs[2];
facePoints[4][0] = bmaxs[0];
facePoints[4][1] = bmins[1];
facePoints[4][2] = bmins[2];
facePoints[5][0] = bmaxs[0];
facePoints[5][1] = bmins[1];
facePoints[5][2] = bmaxs[2];
facePoints[6][0] = bmaxs[0];
facePoints[6][1] = bmaxs[1];
facePoints[6][2] = bmins[2];
facePoints[7][0] = bmaxs[0];
facePoints[7][1] = bmaxs[1];
facePoints[7][2] = bmaxs[2];
int nFaces[6][4] =
{
{ 0, 2, 3, 1 },
{ 0, 1, 5, 4 },
{ 4, 5, 7, 6 },
{ 2, 6, 7, 3 },
{ 1, 3, 7, 5 },
{ 0, 4, 6, 2 }
};
for (int nFace = 0; nFace < 6; nFace++)
{
int nP1, nP2, nP3, nP4;
nP1 = nFaces[nFace][0];
nP2 = nFaces[nFace][1];
nP3 = nFaces[nFace][2];
nP4 = nFaces[nFace][3];
// Draw the face.
CMeshBuilder meshBuilder;
CMatRenderContextPtr pRenderContext( materials );
IMesh* pMesh = pRenderContext->GetDynamicMesh();
meshBuilder.DrawQuad( pMesh, facePoints[nP1].Base(), facePoints[nP2].Base(),
facePoints[nP3].Base(), facePoints[nP4].Base(), pColor, true );
}
}
int C_TestTraceline::DrawModel( int flags )
{
trace_t tr;
Vector forward, right, up, endpos, hitpos;
AngleVectors (GetAbsAngles(), &forward, &right, &up);
endpos = GetAbsOrigin() + forward * MAX_TRACE_LENGTH;
UTIL_TraceLine( GetAbsOrigin(), endpos, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
CMatRenderContextPtr pRenderContext( materials );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_pWireframe );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_LINES, 1 );
meshBuilder.Position3fv( GetAbsOrigin().Base() );
meshBuilder.Color3ub( 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( tr.endpos.Base() );
meshBuilder.Color3ub( 255, 255, 255 );
meshBuilder.AdvanceVertex();
meshBuilder.End();
pMesh->Draw();
// Didn't hit anything
if ( tr.fraction != 1.0 )
{
unsigned char color[] = { 0, 255, 0 };
DrawCube( tr.endpos, color );
}
if ( (!tr.allsolid) && (tr.fractionleftsolid != 0.0) )
{
unsigned char color[] = { 255, 0, 0 };
DrawCube( tr.startpos, color );
}
return 1;
}