RenderUtils cleanup.

This commit is contained in:
Kawe Mazidjatari 2022-07-12 21:02:10 +02:00
parent bd3fe5b445
commit f4ea846284

View File

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