hl2_src-leak-2017/src/game/server/nav_colors.cpp

183 lines
7.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
// Central point for defining colors and drawing routines for Navigation Mesh edit mode
// Author: Matthew Campbell, 2004
#include "cbase.h"
#include "nav_colors.h"
#include "Color.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
//--------------------------------------------------------------------------------------------------------------
/**
* This MUST be kept in sync with the NavEditColor definition
*/
Color NavColors[] =
{
// Degenerate area colors
Color( 255, 255, 255 ), // NavDegenerateFirstColor
Color( 255, 0, 255 ), // NavDegenerateSecondColor
// Place painting color
Color( 0, 255, 0 ), // NavSamePlaceColor
Color( 0, 0, 255 ), // NavDifferentPlaceColor
Color( 255, 0, 0 ), // NavNoPlaceColor
// Normal colors
Color( 255, 255, 0 ), // NavSelectedColor
Color( 0, 255, 255 ), // NavMarkedColor
Color( 255, 0, 0 ), // NavNormalColor
Color( 0, 0, 255 ), // NavCornerColor
Color( 0, 0, 255 ), // NavBlockedByDoorColor
Color( 0, 255, 255 ), // NavBlockedByFuncNavBlockerColor
// Hiding spot colors
Color( 255, 0, 0 ), // NavIdealSniperColor
Color( 255, 0, 255 ), // NavGoodSniperColor
Color( 0, 255, 0 ), // NavGoodCoverColor
Color( 255, 0, 255 ), // NavExposedColor
Color( 255, 100, 0 ), // NavApproachPointColor
// Connector colors
Color( 0, 255, 255 ), // NavConnectedTwoWaysColor
Color( 0, 0, 255 ), // NavConnectedOneWayColor
Color( 0, 255, 0 ), // NavConnectedContiguous
Color( 255, 0, 0 ), // NavConnectedNonContiguous
// Editing colors
Color( 255, 255, 255 ), // NavCursorColor
Color( 255, 255, 255 ), // NavSplitLineColor
Color( 0, 255, 255 ), // NavCreationColor
Color( 255, 0, 0 ), // NavInvalidCreationColor
Color( 0, 64, 64 ), // NavGridColor
Color( 255, 255, 255 ), // NavDragSelectionColor
// Nav attribute colors
Color( 0, 0, 255 ), // NavAttributeCrouchColor
Color( 0, 255, 0 ), // NavAttributeJumpColor
Color( 0, 255, 0 ), // NavAttributePreciseColor
Color( 255, 0, 0 ), // NavAttributeNoJumpColor
Color( 255, 0, 0 ), // NavAttributeStopColor
Color( 0, 0, 255 ), // NavAttributeRunColor
Color( 0, 255, 0 ), // NavAttributeWalkColor
Color( 255, 0, 0 ), // NavAttributeAvoidColor
Color( 0, 200, 0 ), // NavAttributeStairColor
};
//--------------------------------------------------------------------------------------------------------------
void NavDrawLine( const Vector& from, const Vector& to, NavEditColor navColor )
{
const Vector offset( 0, 0, 1 );
Color color = NavColors[navColor];
NDebugOverlay::Line( from + offset, to + offset, color[0], color[1], color[2], false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
NDebugOverlay::Line( from + offset, to + offset, color[0]/2, color[1]/2, color[2]/2, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
//--------------------------------------------------------------------------------------------------------------
void NavDrawTriangle( const Vector& point1, const Vector& point2, const Vector& point3, NavEditColor navColor )
{
NavDrawLine( point1, point2, navColor );
NavDrawLine( point2, point3, navColor );
NavDrawLine( point1, point3, navColor );
}
//--------------------------------------------------------------------------------------------------------------
void NavDrawFilledTriangle( const Vector& point1, const Vector& point2, const Vector& point3, NavEditColor navColor, bool dark )
{
Color color = NavColors[navColor];
if ( dark )
{
color[0] = color[0] / 2;
color[1] = color[1] / 2;
color[2] = color[2] / 2;
}
NDebugOverlay::Triangle( point1, point2, point3, color[0], color[1], color[2], 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
//--------------------------------------------------------------------------------------------------------------
void NavDrawHorizontalArrow( const Vector& from, const Vector& to, float width, NavEditColor navColor )
{
const Vector offset( 0, 0, 1 );
Color color = NavColors[navColor];
NDebugOverlay::HorzArrow( from + offset, to + offset, width, color[0], color[1], color[2], 255, false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
NDebugOverlay::HorzArrow( from + offset, to + offset, width, color[0]/2, color[1]/2, color[2]/2, 255, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
//--------------------------------------------------------------------------------------------------------------
void NavDrawDashedLine( const Vector& from, const Vector& to, NavEditColor navColor )
{
const Vector offset( 0, 0, 1 );
Color color = NavColors[navColor];
const float solidLen = 7.0f;
const float gapLen = 3.0f;
Vector unit = (to - from);
const float totalDistance = unit.NormalizeInPlace();
float distance = 0.0f;
while ( distance < totalDistance )
{
Vector start = from + unit * distance;
float endDistance = distance + solidLen;
endDistance = MIN( endDistance, totalDistance );
Vector end = from + unit * endDistance;
distance += solidLen + gapLen;
NDebugOverlay::Line( start + offset, end + offset, color[0], color[1], color[2], false, NDEBUG_PERSIST_TILL_NEXT_SERVER );
NDebugOverlay::Line( start + offset, end + offset, color[0]/2, color[1]/2, color[2]/2, true, NDEBUG_PERSIST_TILL_NEXT_SERVER );
}
}
//--------------------------------------------------------------------------------------------------------------
void NavDrawVolume( const Vector &vMin, const Vector &vMax, int zMidline, NavEditColor navColor )
{
// Center rectangle
NavDrawLine( Vector( vMax.x, vMax.y, zMidline ), Vector( vMin.x, vMax.y, zMidline ), navColor );
NavDrawLine( Vector( vMin.x, vMin.y, zMidline ), Vector( vMin.x, vMax.y, zMidline ), navColor );
NavDrawLine( Vector( vMin.x, vMin.y, zMidline ), Vector( vMax.x, vMin.y, zMidline ), navColor );
NavDrawLine( Vector( vMax.x, vMax.y, zMidline ), Vector( vMax.x, vMin.y, zMidline ), navColor );
// Bottom rectangle
NavDrawLine( Vector( vMax.x, vMax.y, vMin.z ), Vector( vMin.x, vMax.y, vMin.z ), navColor );
NavDrawLine( Vector( vMin.x, vMin.y, vMin.z ), Vector( vMin.x, vMax.y, vMin.z ), navColor );
NavDrawLine( Vector( vMin.x, vMin.y, vMin.z ), Vector( vMax.x, vMin.y, vMin.z ), navColor );
NavDrawLine( Vector( vMax.x, vMax.y, vMin.z ), Vector( vMax.x, vMin.y, vMin.z ), navColor );
// Top rectangle
NavDrawLine( Vector( vMax.x, vMax.y, vMax.z ), Vector( vMin.x, vMax.y, vMax.z ), navColor );
NavDrawLine( Vector( vMin.x, vMin.y, vMax.z ), Vector( vMin.x, vMax.y, vMax.z ), navColor );
NavDrawLine( Vector( vMin.x, vMin.y, vMax.z ), Vector( vMax.x, vMin.y, vMax.z ), navColor );
NavDrawLine( Vector( vMax.x, vMax.y, vMax.z ), Vector( vMax.x, vMin.y, vMax.z ), navColor );
// Edges
NavDrawLine( Vector( vMax.x, vMax.y, vMin.z ), Vector( vMax.x, vMax.y, vMax.z ), navColor );
NavDrawLine( Vector( vMin.x, vMin.y, vMin.z ), Vector( vMin.x, vMin.y, vMax.z ), navColor );
NavDrawLine( Vector( vMax.x, vMin.y, vMin.z ), Vector( vMax.x, vMin.y, vMax.z ), navColor );
NavDrawLine( Vector( vMin.x, vMax.y, vMin.z ), Vector( vMin.x, vMax.y, vMax.z ), navColor );
}
//--------------------------------------------------------------------------------------------------------------