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RenderUtils cleanup.
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@ -68,9 +68,9 @@ void DebugDrawBox(const Vector3D& vOrigin, const QAngle& vAngles, const Vector3D
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void DebugDrawCylinder(const Vector3D& vOrigin, const QAngle& vAngles, float flRadius, float flHeight, Color color, int nSides, bool bZBuffer)
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{
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float flDegrees = 360.f / float(nSides);
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vector<Vector3D> vvPoints;
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Vector3D vForward;
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QAngle vComposed;
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Vector3D vForward;
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vector<Vector3D> vvPoints;
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AngleVectors(vAngles, &vForward);
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@ -111,29 +111,19 @@ void DebugDrawCylinder(const Vector3D& vOrigin, const QAngle& vAngles, float flR
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//-----------------------------------------------------------------------------
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void DebugDrawCapsule(const Vector3D& vStart, const QAngle& vAngles, const Vector3D& vRadius, float flHeight, Color color, bool bZBuffer)
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{
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int nSides = 4;
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float flDegrees = 360.0 / float(nSides);
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Vector3D vUp;
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Vector3D vForward;
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QAngle vComposed;
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QAngle vHemi;
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vector<Vector3D> vvPoints;
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Vector3D vForward, vUp;
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QAngle vHemi, vComposed;
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AngleVectors(vAngles, nullptr, nullptr, &vUp);
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for (int i = 0; i < nSides; i++)
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for (int i = 0; i < 4; i++)
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{
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AngleCompose(vAngles, { 0, flDegrees * i, 0 }, vComposed);
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AngleCompose(vAngles, { 0.f, 90.f * i, 0.f }, vComposed);
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AngleVectors(vComposed, &vForward);
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vvPoints.push_back(vStart + (vForward * vRadius));
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v_RenderLine(vStart + (vForward * vRadius), vStart + (vForward * vRadius) + (vUp * flHeight), color, bZBuffer);
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}
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for (int i = 0; i < nSides; i++)
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{
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Vector3D vStart = vvPoints[i];
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v_RenderLine(vStart, vStart + (vUp * flHeight), color, bZBuffer);
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}
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AngleCompose(vAngles, { 180, 180, 0 }, vHemi);
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AngleCompose(vAngles, { 180.f, 180.f, 0.f }, vHemi);
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DebugDrawHemiSphere(vStart + (vUp * flHeight), vAngles, vRadius, color, 8, bZBuffer);
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DebugDrawHemiSphere(vStart, vHemi, vRadius, color, 8, bZBuffer);
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@ -172,14 +162,11 @@ void DebugDrawSphere(const Vector3D& vOrigin, float flRadius, Color color, int n
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void DebugDrawHemiSphere(const Vector3D& vOrigin, const QAngle& vAngles, const Vector3D& vRadius, Color color, int nSegments, bool bZBuffer)
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{
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bool bFirstLoop = true;
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Vector3D vStart[4];
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Vector3D vEnd[4];
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Vector3D vForward[4];
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QAngle vComposed[4];
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float flDegrees = 360.0 / float(nSegments * 2);
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Vector3D vStart[4], vEnd[4], vForward[4];
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QAngle vComposed[4];
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for (int i = 0; i < (nSegments + 1); i++)
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{
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AngleCompose(vAngles, { flDegrees * i - 180, 0, 0 }, vComposed[0]);
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@ -230,13 +217,11 @@ void DebugDrawHemiSphere(const Vector3D& vOrigin, const QAngle& vAngles, const V
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void DebugDrawCircle(const Vector3D& vOrigin, const QAngle& vAngles, float flRadius, Color color, int nSegments, bool bZBuffer)
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{
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bool bFirstLoop = true;
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Vector3D vStart;
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Vector3D vEnd;
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Vector3D vFirstend;
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Vector3D vForward;
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QAngle vComposed;
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float flDegrees = 360.f / float(nSegments);
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Vector3D vStart, vEnd, vFirstend, vForward;
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QAngle vComposed;
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for (int i = 0; i < nSegments; i++)
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{
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AngleCompose(vAngles, { 0.f, flDegrees * i, 0.f }, vComposed);
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@ -366,9 +351,7 @@ void DebugDrawArrow(const Vector3D& vOrigin, const Vector3D& vEnd, float flArray
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//-----------------------------------------------------------------------------
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void DebugDrawAxis(const Vector3D& vOrigin, const QAngle& vAngles, float flScale, bool bZBuffer)
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{
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Vector3D vForward;
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Vector3D vRight;
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Vector3D vUp;
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Vector3D vForward, vRight, vUp;
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AngleVectors(vAngles, &vForward, &vRight, &vUp);
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v_RenderLine(vOrigin, vOrigin + vForward * flScale, Color(0, 255, 0, 255), bZBuffer);
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