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468 lines
12 KiB
468 lines
12 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
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#include "iscratchpad3d.h"
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#include "mathlib/mathlib.h"
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#include "ScratchPadUtils.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// --------------------------------------------------------------------------------------------------------------------- //
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// CScratchPadGraph implementation.
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// --------------------------------------------------------------------------------------------------------------------- //
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CScratchPadGraph::CScratchPadGraph()
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{
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m_pPad = NULL;
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}
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void CScratchPadGraph::Init(
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IScratchPad3D *pPad,
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Vector vTimeAxis,
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float flInchesPerSecond,
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Vector vTimeLineColor,
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float flTimeOrigin,
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float flTimeLabelEveryNSeconds,
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Vector vValueAxis,
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float flInchesPerValue,
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Vector vValueLineColor,
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float flValueOrigin
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)
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{
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m_pPad = pPad;
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m_vTimeAxis = vTimeAxis;
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m_flInchesPerSecond = flInchesPerSecond;
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m_vValueAxis = vValueAxis;
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m_flInchesPerValue = flInchesPerValue;
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m_flTimeLabelEveryNSeconds = flTimeLabelEveryNSeconds;
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m_vTimeLineColor = vTimeLineColor;
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m_vValueLineColor = vValueLineColor;
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m_flTimeOrigin = flTimeOrigin;
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m_flValueOrigin = flValueOrigin;
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m_nTimeLabelsDrawn = 0;
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m_flHighestTime = flTimeOrigin;
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m_flHighestValue = flValueOrigin;
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}
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bool CScratchPadGraph::IsInitted() const
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{
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return m_pPad != NULL;
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}
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CScratchPadGraph::LineID CScratchPadGraph::AddLine( Vector vColor )
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{
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CScratchPadGraph::CLineInfo info;
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info.m_bFirst = true;
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info.m_vColor = vColor;
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return m_LineInfos.AddToTail( info );
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}
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void CScratchPadGraph::AddSample( LineID iLine, float flTime, float flValue )
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{
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CScratchPadGraph::CLineInfo *pInfo = &m_LineInfos[iLine];
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UpdateTicksAndStuff( flTime, flValue );
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if ( !pInfo->m_bFirst )
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{
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// Draw a line from the last value to the current one.
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Vector vStart = GetSamplePosition( pInfo->m_flLastTime, pInfo->m_flLastValue );
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Vector vEnd = GetSamplePosition( flTime, flValue );
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m_pPad->DrawLine(
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CSPVert( vStart, pInfo->m_vColor ),
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CSPVert( vEnd, pInfo->m_vColor )
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);
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}
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pInfo->m_flLastTime = flTime;
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pInfo->m_flLastValue = flValue;
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pInfo->m_bFirst = false;
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}
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void CScratchPadGraph::AddVerticalLine( float flTime, float flMinValue, float flMaxValue, const CSPColor &vColor )
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{
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Vector v1 = GetSamplePosition( flTime, flMinValue );
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Vector v2 = GetSamplePosition( flTime, flMaxValue );
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m_pPad->DrawLine(
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CSPVert( v1, vColor ),
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CSPVert( v2, vColor ) );
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}
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void CScratchPadGraph::UpdateTicksAndStuff( float flTime, float flValue )
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{
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if ( flTime > m_flHighestTime )
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{
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// Update the left part of the time axis.
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Vector vStart = GetSamplePosition( m_flHighestTime, m_flValueOrigin );
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Vector vEnd = GetSamplePosition( flTime, m_flValueOrigin );
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m_pPad->DrawLine(
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CSPVert( vStart, m_vTimeLineColor ),
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CSPVert( vEnd, m_vTimeLineColor )
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);
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m_flHighestTime = flTime;
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}
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if ( flValue > m_flHighestValue )
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{
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// Update the left part of the time axis.
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Vector vStart = GetSamplePosition( m_flTimeOrigin, m_flHighestValue );
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Vector vEnd = GetSamplePosition( m_flTimeOrigin, flValue );
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m_pPad->DrawLine(
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CSPVert( vStart, m_vValueLineColor ),
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CSPVert( vEnd, m_vValueLineColor )
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);
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// Extend the lines attached to the time labels.
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for ( int i=0; i < m_nTimeLabelsDrawn; i++ )
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{
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float flTimeLabel = m_flTimeOrigin + m_nTimeLabelsDrawn * m_flTimeLabelEveryNSeconds;
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m_pPad->DrawLine(
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CSPVert((const Vector&) GetSamplePosition( flTimeLabel, m_flHighestValue )),
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CSPVert((const Vector&) GetSamplePosition( flTimeLabel, flValue ) )
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);
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}
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m_flHighestValue = flValue;
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}
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// More text labels?
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int iHighestTextLabel = (int)ceil( (flTime - m_flTimeOrigin) / m_flTimeLabelEveryNSeconds + 0.5f );
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while ( m_nTimeLabelsDrawn < iHighestTextLabel )
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{
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CTextParams params;
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float flTimeLabel = m_flTimeOrigin + m_nTimeLabelsDrawn * m_flTimeLabelEveryNSeconds;
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params.m_bSolidBackground = true;
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params.m_vPos = GetSamplePosition( flTimeLabel, m_flValueOrigin-5 );
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params.m_bTwoSided = true;
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char str[512];
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Q_snprintf( str, sizeof( str ), "time: %.2f", flTimeLabel );
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m_pPad->DrawText( str, params );
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// Now draw the vertical line for the value..
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m_pPad->DrawLine(
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CSPVert( (const Vector&)GetSamplePosition( flTimeLabel, m_flValueOrigin ) ),
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CSPVert( (const Vector&)GetSamplePosition( flTimeLabel, m_flHighestValue ) )
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);
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m_nTimeLabelsDrawn++;
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}
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}
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Vector CScratchPadGraph::GetSamplePosition( float flTime, float flValue )
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{
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Vector vRet =
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m_vTimeAxis * ((flTime - m_flTimeOrigin) * m_flInchesPerSecond) +
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m_vValueAxis * ((flValue - m_flValueOrigin) * m_flInchesPerValue);
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return vRet;
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}
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// --------------------------------------------------------------------------------------------------------------------- //
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// Global functions.
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// --------------------------------------------------------------------------------------------------------------------- //
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void ScratchPad_DrawLitCone(
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IScratchPad3D *pPad,
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const Vector &vBaseCenter,
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const Vector &vTip,
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const Vector &vBrightColor,
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const Vector &vDarkColor,
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const Vector &vLightDir,
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float baseWidth,
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int nSegments )
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{
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// Make orthogonal vectors.
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Vector vDir = vTip - vBaseCenter;
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VectorNormalize( vDir );
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Vector vRight, vUp;
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VectorVectors( vDir, vRight, vUp );
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vRight *= baseWidth;
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vUp *= baseWidth;
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// Setup the top and bottom caps.
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CSPVertList bottomCap, tri;
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bottomCap.m_Verts.SetSize( nSegments );
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tri.m_Verts.SetSize( 3 );
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float flDot = -vLightDir.Dot( vDir );
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Vector topColor, bottomColor;
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VectorLerp( vDarkColor, vBrightColor, RemapVal( -flDot, -1, 1, 0, 1 ), bottomColor );
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// Draw each quad.
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Vector vPrevBottom = vBaseCenter + vRight;
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for ( int i=0; i < nSegments; i++ )
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{
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float flAngle = (float)(i+1) * M_PI * 2.0 / nSegments;
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Vector vOffset = vRight * cos( flAngle ) + vUp * sin( flAngle );
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Vector vCurBottom = vBaseCenter + vOffset;
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const Vector &v1 = vTip;
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const Vector &v2 = vPrevBottom;
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const Vector &v3 = vCurBottom;
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Vector vFaceNormal = (v2 - v1).Cross( v3 - v1 );
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VectorNormalize( vFaceNormal );
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// Now light it.
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flDot = -vLightDir.Dot( vFaceNormal );
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Vector vColor;
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VectorLerp( vDarkColor, vBrightColor, RemapVal( flDot, -1, 1, 0, 1 ), vColor );
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// Draw the quad.
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tri.m_Verts[0] = CSPVert( v1, vColor );
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tri.m_Verts[1] = CSPVert( v2, vColor );
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tri.m_Verts[2] = CSPVert( v3, vColor );
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pPad->DrawPolygon( tri );
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bottomCap.m_Verts[i] = CSPVert( vCurBottom, bottomColor );
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}
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pPad->DrawPolygon( bottomCap );
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}
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void ScratchPad_DrawLitCylinder(
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IScratchPad3D *pPad,
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const Vector &v1,
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const Vector &v2,
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const Vector &vBrightColor,
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const Vector &vDarkColor,
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const Vector &vLightDir,
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float width,
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int nSegments )
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{
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// Make orthogonal vectors.
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Vector vDir = v2 - v1;
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VectorNormalize( vDir );
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Vector vRight, vUp;
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VectorVectors( vDir, vRight, vUp );
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vRight *= width;
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vUp *= width;
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// Setup the top and bottom caps.
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CSPVertList topCap, bottomCap, quad;
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topCap.m_Verts.SetSize( nSegments );
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bottomCap.m_Verts.SetSize( nSegments );
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quad.m_Verts.SetSize( 4 );
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float flDot = -vLightDir.Dot( vDir );
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Vector topColor, bottomColor;
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VectorLerp( vDarkColor, vBrightColor, RemapVal( flDot, -1, 1, 0, 1 ), topColor );
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VectorLerp( vDarkColor, vBrightColor, RemapVal( -flDot, -1, 1, 0, 1 ), bottomColor );
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// Draw each quad.
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Vector vPrevTop = v1 + vRight;
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Vector vPrevBottom = v2 + vRight;
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for ( int i=0; i < nSegments; i++ )
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{
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float flAngle = (float)(i+1) * M_PI * 2.0 / nSegments;
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Vector vOffset = vRight * cos( flAngle ) + vUp * sin( flAngle );
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Vector vCurTop = v1 + vOffset;
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Vector vCurBottom = v2 + vOffset;
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// Now light it.
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VectorNormalize( vOffset );
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flDot = -vLightDir.Dot( vOffset );
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Vector vColor;
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VectorLerp( vDarkColor, vBrightColor, RemapVal( flDot, -1, 1, 0, 1 ), vColor );
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// Draw the quad.
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quad.m_Verts[0] = CSPVert( vPrevTop, vColor );
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quad.m_Verts[1] = CSPVert( vPrevBottom, vColor );
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quad.m_Verts[2] = CSPVert( vCurBottom, vColor );
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quad.m_Verts[3] = CSPVert( vCurTop, vColor );
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pPad->DrawPolygon( quad );
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topCap.m_Verts[i] = CSPVert( vCurTop, topColor );
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bottomCap.m_Verts[i] = CSPVert( vCurBottom, bottomColor );
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}
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pPad->DrawPolygon( topCap );
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pPad->DrawPolygon( bottomCap );
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}
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void ScratchPad_DrawArrow(
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IScratchPad3D *pPad,
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const Vector &vPos,
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const Vector &vDirection,
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const Vector &vColor,
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float flLength,
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float flLineWidth,
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float flHeadWidth,
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int nCylinderSegments,
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int nHeadSegments,
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float flArrowHeadPercentage
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)
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{
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Vector vNormDir = vDirection;
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VectorNormalize( vNormDir );
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Vector vConeBase = vPos + vNormDir * (flLength * ( 1 - flArrowHeadPercentage ) );
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Vector vConeEnd = vPos + vNormDir * flLength;
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Vector vLightDir( -1, -1, -1 );
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VectorNormalize( vLightDir ); // could precalculate this
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pPad->SetRenderState( IScratchPad3D::RS_FillMode, IScratchPad3D::FillMode_Solid );
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pPad->SetRenderState( IScratchPad3D::RS_ZRead, true );
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ScratchPad_DrawLitCylinder( pPad, vPos, vConeBase, vColor, vColor*0.25f, vLightDir, flLineWidth, nCylinderSegments );
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ScratchPad_DrawLitCone( pPad, vConeBase, vConeEnd, vColor, vColor*0.25f, vLightDir, flHeadWidth, nHeadSegments );
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}
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void ScratchPad_DrawArrowSimple(
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IScratchPad3D *pPad,
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const Vector &vPos,
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const Vector &vDirection,
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const Vector &vColor,
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float flLength )
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{
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ScratchPad_DrawArrow(
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pPad,
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vPos,
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vDirection,
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vColor,
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flLength,
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flLength * 1.0/15,
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flLength * 3.0/15,
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4,
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4 );
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}
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void ScratchPad_DrawSphere(
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IScratchPad3D *pPad,
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const Vector &vCenter,
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float flRadius,
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const Vector &vColor,
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int nSubDivs )
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{
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CUtlVector<Vector> prevPoints;
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prevPoints.SetSize( nSubDivs );
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// For each vertical slice.. (the top and bottom ones are just a single point).
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for ( int iSlice=0; iSlice < nSubDivs; iSlice++ )
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{
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float flHalfSliceAngle = M_PI * (float)iSlice / (nSubDivs - 1);
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if ( iSlice == 0 )
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{
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prevPoints[0] = vCenter + Vector( 0, 0, flRadius );
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for ( int z=1; z < prevPoints.Count(); z++ )
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prevPoints[z] = prevPoints[0];
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}
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else
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{
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for ( int iSubPt=0; iSubPt < nSubDivs; iSubPt++ )
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{
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float flHalfAngle = M_PI * (float)iSubPt / (nSubDivs - 1);
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float flAngle = flHalfAngle * 2;
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Vector pt;
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if ( iSlice == (nSubDivs - 1) )
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{
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pt = vCenter - Vector( 0, 0, flRadius );
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}
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else
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{
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pt.x = cos( flAngle ) * sin( flHalfSliceAngle );
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pt.y = sin( flAngle ) * sin( flHalfSliceAngle );
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pt.z = cos( flHalfSliceAngle );
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pt *= flRadius;
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pt += vCenter;
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}
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pPad->DrawLine( CSPVert( pt, vColor ), CSPVert( prevPoints[iSubPt], vColor ) );
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prevPoints[iSubPt] = pt;
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}
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if ( iSlice != (nSubDivs - 1) )
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{
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for ( int i=0; i < nSubDivs; i++ )
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pPad->DrawLine( CSPVert( prevPoints[i], vColor ), CSPVert( prevPoints[(i+1)%nSubDivs], vColor ) );
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}
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}
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}
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}
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void ScratchPad_DrawAABB(
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IScratchPad3D *pPad,
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const Vector &vMins,
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const Vector &vMaxs,
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const Vector &vColor )
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{
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int vertOrder[4][2] = {{0,0},{1,0},{1,1},{0,1}};
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const Vector *vecs[2] = {&vMins, &vMaxs};
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Vector vTop, vBottom, vPrevTop, vPrevBottom;
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vTop.z = vPrevTop.z = vMaxs.z;
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vBottom.z = vPrevBottom.z = vMins.z;
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vPrevTop.x = vPrevBottom.x = vecs[vertOrder[3][0]]->x;
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vPrevTop.y = vPrevBottom.y = vecs[vertOrder[3][1]]->y;
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for ( int i=0; i < 4; i++ )
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{
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vTop.x = vBottom.x = vecs[vertOrder[i][0]]->x;
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vTop.y = vBottom.y = vecs[vertOrder[i][1]]->y;
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// Draw the top line.
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pPad->DrawLine( CSPVert( vPrevTop, vColor ), CSPVert( vTop, vColor ) );
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pPad->DrawLine( CSPVert( vPrevBottom, vColor ), CSPVert( vBottom, vColor ) );
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pPad->DrawLine( CSPVert( vTop, vColor ), CSPVert( vBottom, vColor ) );
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vPrevTop = vTop;
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vPrevBottom = vBottom;
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}
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}
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#endif // !_STATIC_LINKED || _SHARED_LIB
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