#include "precompiled.h" #pragma hdrstop #include "../Game_local.h" /* ================ idDebugGraph::idDebugGraph ================ */ idDebugGraph::idDebugGraph() { index = 0; } /* ================ idDebugGraph::SetNumSamples ================ */ void idDebugGraph::SetNumSamples( int num ) { index = 0; samples.Clear(); samples.SetNum( num ); memset( samples.Ptr(), 0, samples.MemoryUsed() ); } /* ================ idDebugGraph::AddValue ================ */ void idDebugGraph::AddValue( float value ) { samples[ index ] = value; index++; if ( index >= samples.Num() ) { index = 0; } } /* ================ idDebugGraph::Draw ================ */ void idDebugGraph::Draw( const idVec4 &color, float scale ) const { int i; float value1; float value2; idVec3 vec1; idVec3 vec2; const idMat3 &axis = gameLocal.GetLocalPlayer()->viewAxis; const idVec3 pos = gameLocal.GetLocalPlayer()->GetPhysics()->GetOrigin() + axis[ 1 ] * samples.Num() * 0.5f; value1 = samples[ index ] * scale; for( i = 1; i < samples.Num(); i++ ) { value2 = samples[ ( i + index ) % samples.Num() ] * scale; vec1 = pos + axis[ 2 ] * value1 - axis[ 1 ] * ( i - 1 ) + axis[ 0 ] * samples.Num(); vec2 = pos + axis[ 2 ] * value2 - axis[ 1 ] * i + axis[ 0 ] * samples.Num(); // RAVEN BEGIN // bdube: use GetMSec access rather than USERCMD_TIME gameRenderWorld->DebugLine( color, vec1, vec2, gameLocal.GetMSec ( ), false ); // RAVEN END value1 = value2; } }