//========= Copyright © 1996-2005, 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 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