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author | Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> | 2024-02-05 17:01:22 +0000 |
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committer | GitHub <noreply@github.com> | 2024-02-05 18:01:22 +0100 |
commit | 73262ca616f0623a9715ceac90c17b0da4b320d7 (patch) | |
tree | 4624e5eec9329afdee0bfb67ccc64e9a935d4484 /primedev/client/debugoverlay.h | |
parent | edf013952ca2d110f190dc8cd16e5529846656e4 (diff) | |
download | NorthstarLauncher-73262ca616f0623a9715ceac90c17b0da4b320d7.tar.gz NorthstarLauncher-73262ca616f0623a9715ceac90c17b0da4b320d7.zip |
Port navmesh debug renderer from primedev (#626)
Adds support for rendering navmeshes in-game using debug overlay
Cherry-picked from primedev, originally written by F1F7Y
Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Co-authored-by: Maya <11448698+RoyalBlue1@users.noreply.github.com>
Diffstat (limited to 'primedev/client/debugoverlay.h')
-rw-r--r-- | primedev/client/debugoverlay.h | 28 |
1 files changed, 28 insertions, 0 deletions
diff --git a/primedev/client/debugoverlay.h b/primedev/client/debugoverlay.h new file mode 100644 index 00000000..498bfafd --- /dev/null +++ b/primedev/client/debugoverlay.h @@ -0,0 +1,28 @@ +#pragma once + +// Render Line +inline void (*RenderLine)(const Vector3& v1, const Vector3& v2, Color c, bool bZBuffer); + +// Render box +inline void (*RenderBox)( + const Vector3& vOrigin, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer, bool bInsideOut); + +// Render wireframe box +inline void (*RenderWireframeBox)( + const Vector3& vOrigin, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer, bool bInsideOut); + +// Render swept box +inline void (*RenderWireframeSweptBox)( + const Vector3& vStart, const Vector3& vEnd, const QAngle& angles, const Vector3& vMins, const Vector3& vMaxs, Color c, bool bZBuffer); + +// Render Triangle +inline void (*RenderTriangle)(const Vector3& p1, const Vector3& p2, const Vector3& p3, Color c, bool bZBuffer); + +// Render Axis +inline void (*RenderAxis)(const Vector3& vOrigin, float flScale, bool bZBuffer); + +// I dont know +inline void (*RenderUnknown)(const Vector3& vUnk, float flUnk, bool bUnk); + +// Render Sphere +inline void (*RenderSphere)(const Vector3& vCenter, float flRadius, int nTheta, int nPhi, Color c, bool bZBuffer); |