// ported and optimized from old debug test mod extend Class SWWMHandler { ui SWWMProjectionData projdata; private ui void DrawWorldLine( RenderEvent e, Vector3 apos, Vector3 bpos, Color col ) { Vector3 a = SWWMUtility.ProjectPoint(projdata,e.viewpos+level.Vec3Diff(e.viewpos,apos)), b = SWWMUtility.ProjectPoint(projdata,e.viewpos+level.Vec3Diff(e.viewpos,bpos)); if ( (a.z > 1.) && (b.z > 1.) ) return; if ( (a.z == -double.infinity) || (b.z == -double.infinity) ) return; // how??? double da, db, s; Vector3 p; da = a dot (0.,0.,-1.)-1.; db = b dot (0.,0.,-1.)-1.; if ( da-db != 0. ) { s = da/(da-db); p = (a.x+s*(b.x-a.x),a.y+s*(b.y-a.y),a.z+s*(b.z-a.z)); if ( a.z > 1. ) a = p; if ( b.z > 1. ) b = p; } Vector2 va = SWWMUtility.NDCToViewport(projdata,a); Vector2 vb = SWWMUtility.NDCToViewport(projdata,b); Screen.DrawLine(int(va.x),int(va.y),int(vb.x),int(vb.y),col); } private ui void DrawWorldCircle( RenderEvent e, Vector3 pos, double radius, Color col ) { let [x, y, z] = SWWMUtility.GetAxes(e.viewangle,e.viewpitch,e.viewroll); Vector3 ndc[64]; for ( int i=0; i<64; i++ ) { Vector3 wpos = e.viewpos+level.Vec3Diff(e.viewpos,level.Vec3Offset(pos,SWWMUtility.CircleOffset(y,z,i*5.625,radius))); ndc[i] = SWWMUtility.ProjectPoint(projdata,wpos); } for ( int i=0; i<64; i++ ) { Vector3 a = ndc[i], b = ndc[(i+1)%64]; if ( (a.z > 1.) && (b.z > 1.) ) continue; if ( (a.z == -double.infinity) || (b.z == -double.infinity) ) continue; // how??? double da, db, s; Vector3 p; da = a dot (0.,0.,-1.)-1.; db = b dot (0.,0.,-1.)-1.; if ( da-db != 0. ) { s = da/(da-db); p = (a.x+s*(b.x-a.x),a.y+s*(b.y-a.y),a.z+s*(b.z-a.z)); if ( a.z > 1. ) a = p; if ( b.z > 1. ) b = p; } Vector2 va = SWWMUtility.NDCToViewport(projdata,a); Vector2 vb = SWWMUtility.NDCToViewport(projdata,b); Screen.DrawLine(int(va.x),int(va.y),int(vb.x),int(vb.y),col); } } private ui void DrawActor( RenderEvent e, Actor a ) { Vector3 pos = SWWMUtility.LerpVector3(a.prev,a.pos,e.FracTic); if ( a is 'DynamicLight' ) DrawWorldCircle(e,pos,a.args[3]*2,Color(a.args[0],a.args[1],a.args[2])); if ( (a.radius > 0.) && (a.height > 0.) ) { Vector3 b1, b2; b1 = pos-(a.radius,a.radius,0); b2 = pos+(a.radius,a.radius,a.height); DrawWorldLine(e,(b1.x,b1.y,b1.z),(b1.x,b2.y,b1.z),0xFFFFFFFF); DrawWorldLine(e,(b1.x,b2.y,b1.z),(b2.x,b2.y,b1.z),0xFFFFFFFF); DrawWorldLine(e,(b2.x,b2.y,b1.z),(b2.x,b1.y,b1.z),0xFFFFFFFF); DrawWorldLine(e,(b2.x,b1.y,b1.z),(b1.x,b1.y,b1.z),0xFFFFFFFF); DrawWorldLine(e,(b1.x,b1.y,b2.z),(b1.x,b2.y,b2.z),0xFFFFFFFF); DrawWorldLine(e,(b1.x,b2.y,b2.z),(b2.x,b2.y,b2.z),0xFFFFFFFF); DrawWorldLine(e,(b2.x,b2.y,b2.z),(b2.x,b1.y,b2.z),0xFFFFFFFF); DrawWorldLine(e,(b2.x,b1.y,b2.z),(b1.x,b1.y,b2.z),0xFFFFFFFF); DrawWorldLine(e,(b1.x,b1.y,b1.z),(b1.x,b1.y,b2.z),0xFFFFFFFF); DrawWorldLine(e,(b2.x,b1.y,b1.z),(b2.x,b1.y,b2.z),0xFFFFFFFF); DrawWorldLine(e,(b1.x,b2.y,b1.z),(b1.x,b2.y,b2.z),0xFFFFFFFF); DrawWorldLine(e,(b2.x,b2.y,b1.z),(b2.x,b2.y,b2.z),0xFFFFFFFF); } let [x, y, z] = SWWMUtility.GetAxes(a.angle,a.pitch,a.roll); DrawWorldLine(e,pos,pos+x*16,0xFFFF0000); DrawWorldLine(e,pos,pos+y*16,0xFF00FF00); DrawWorldLine(e,pos,pos+z*16,0xFF0000FF); if ( a.vel != (0,0,0) ) DrawWorldLine(e,pos,pos+a.vel*GameTicRate,0xFFFFFF00); if ( a.target ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.target.prev,a.target.pos,e.FracTic),0xFFFFA000); if ( a.tracer ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.tracer.prev,a.tracer.pos,e.FracTic),0xFFFF8000); if ( a.master ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.master.prev,a.master.pos,e.FracTic),0xFF8000FF); double hdiff = a.Height/2; if ( a.bFLOATBOB ) hdiff += a.GetBobOffset(); Vector3 ndc = SWWMUtility.ProjectPoint(projdata,e.viewpos+level.Vec3Diff(e.viewpos,pos+(0,0,hdiff))); if ( ndc.z > 1. ) return; Vector2 vpos = SWWMUtility.NDCToViewport(projdata,ndc); String tag = a.player?a.player.GetUserName():a.GetTag(); if ( tag == a.GetClassName() ) SWWMUtility.BeautifyClassName(tag); Screen.DrawText(NewSmallFont,a.bDROPPED?Font.CR_DARKRED:Font.CR_RED,vpos.x-NewSmallFont.StringWidth(tag)/2,vpos.y-NewSmallFont.GetHeight()/2,tag); } private ui void DrawDebug( RenderEvent e ) { if ( !swwm_debugview ) return; // prepare projection data, we're going to need this SWWMUtility.PrepareProjData(projdata,e.ViewPos,e.ViewAngle,e.ViewPitch,e.ViewRoll,players[consoleplayer].fov); foreach ( s:level.Sectors ) { // don't check sectors that aren't within bounds, saves some time if ( !BoxInSectorBounds(s,players[consoleplayer].Camera.pos.xy,1000,players[consoleplayer].Camera.CurSector.PortalGroup) ) continue; for ( Actor a=s.thinglist; a; a=a.snext ) { if ( (a == players[consoleplayer].Camera) && !(players[consoleplayer].cheats&CF_CHASECAM) ) continue; if ( a.bINVISIBLE && !(a is 'DynamicLight') ) continue; if ( (a is 'Inventory') && Inventory(a).Owner ) continue; if ( (a is 'SWWMPickupFlash') && (a.CurState == a.FindState('Pickup')) ) continue; if ( (a is 'SWWMShadow') || (a is 'SWWMItemOverlay') || (a is 'HeadpatTracker') || (a is 'SWWMTeleportLine') || (a is 'SWWMTeleportDest') ) continue; if ( a.Distance3DSquared(e.Camera) > 1000000 ) continue; DrawActor(e,a); } } } }