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499 lines
16 KiB
499 lines
16 KiB
//-----------------------------------------------------------------------------
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// File: eval.cpp
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//
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// Desc: EVAL class
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// Evaluator composed of one or more sections that are evaluated
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// separately with OpenGL evaluators
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//
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// Copyright (c) 1994-2000 Microsoft Corporation
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//-----------------------------------------------------------------------------
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#include "stdafx.h"
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typedef enum
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{
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X_PLANE = 0,
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Y_PLANE,
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Z_PLANE
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};
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#define EVAL_VSIZE 3 // vertex size in floats
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#define TMAJOR_ORDER 2
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#define TMINOR_ORDER 2
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#define VDIM 3
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#define TDIM 2
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static void RotatePointSet( D3DXVECTOR3 *inPts, int numPts, float angle, int dir,
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float radius, D3DXVECTOR3 *outPts );
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static void ExtrudePointSetDir( D3DXVECTOR3 *inPts, int numPts, float *acPts,
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int dir, D3DXVECTOR3 *outPts );
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//-----------------------------------------------------------------------------
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// Name: EVAL
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// Desc: Evaluator constructor
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//-----------------------------------------------------------------------------
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EVAL::EVAL( BOOL bTex )
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{
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m_bTexture = bTex;
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// Allocate points buffer
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//mf: might want to use less than max in some cases
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int size = MAX_USECTIONS * MAX_UORDER * MAX_VORDER * sizeof(D3DXVECTOR3);
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m_pts = (D3DXVECTOR3 *) LocalAlloc( LMEM_FIXED, size );
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assert( m_pts != NULL && "EVAL constructor\n" );
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// Alloc texture points buffer
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if( m_bTexture )
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{
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size = MAX_USECTIONS * TEX_ORDER * TEX_ORDER * sizeof(TEX_POINT2D);
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m_texPts = (TEX_POINT2D *) LocalAlloc( LMEM_FIXED, size );
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assert( m_texPts != NULL && "EVAL constructor\n" );
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}
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ResetEvaluator( m_bTexture );
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}
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//-----------------------------------------------------------------------------
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// Name: ~EVAL
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// Desc: Evaluator destructor
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//-----------------------------------------------------------------------------
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EVAL::~EVAL( )
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{
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LocalFree( m_pts );
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if( m_bTexture )
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LocalFree( m_texPts );
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}
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//-----------------------------------------------------------------------------
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// Name: Reset
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// Desc: Reset evaluator to generate 3d vertices and vertex normals
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//-----------------------------------------------------------------------------
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void ResetEvaluator( BOOL bTexture )
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{
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/*
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if( bTexture )
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{
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glEnable( GL_MAP2_TEXTURE_COORD_2 );
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}
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glEnable( GL_MAP2_VERTEX_3 );
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glEnable( GL_AUTO_NORMAL );
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glFrontFace( GL_CW ); // cuz
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*/
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// mf: !!! if mixing Normal and Flex, have to watch out for this, cuz normal
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// needs CCW
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}
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//-----------------------------------------------------------------------------
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// Name: SetTextureControlPoints
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// Desc: Set texture control point net
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//
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// This sets up 'numSections' sets of texture coordinate control points, based
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// on starting and ending s and t values.
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//
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// s coords run along pipe direction, t coords run around circumference
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//-----------------------------------------------------------------------------
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void EVAL::SetTextureControlPoints( float s_start, float s_end,
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float t_start, float t_end )
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{
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int i;
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TEX_POINT2D *ptexPts = m_texPts;
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float t_delta = (t_end - t_start) / m_numSections;
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float t = t_start;
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// calc ctrl pts for each quadrant
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for( i = 0; i < m_numSections; i++, ptexPts += (TDIM*TDIM) )
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{
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// s, t coords
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ptexPts[0].t = ptexPts[2].t = t;
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t += t_delta;
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ptexPts[1].t = ptexPts[3].t = t;
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ptexPts[0].s = ptexPts[1].s = s_start;
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ptexPts[2].s = ptexPts[3].s = s_end;
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}
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}
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//-----------------------------------------------------------------------------
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// Name: SetVertexCtrlPtsXCTranslate
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// Desc: Builds 3D control eval control net from 2 xcObjs displaced along the
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// z-axis by 'length'.
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//
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// First xc used to generate points in z=0 plane.
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// Second xc generates points in z=length plane.
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// ! Replicates the last point around each u.
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//-----------------------------------------------------------------------------
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void EVAL::SetVertexCtrlPtsXCTranslate( D3DXVECTOR3 *pts, float length,
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XC *xcStart, XC *xcEnd )
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{
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int i;
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D3DXVECTOR2 *ptsStart, *ptsEnd;
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D3DXVECTOR3 *pts1, *pts2;
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int numPts = xcStart->m_numPts;
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numPts++; // due to last point replication
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ptsStart = xcStart->m_pts;
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ptsEnd = xcEnd->m_pts;
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pts1 = pts;
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pts2 = pts + numPts;
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for( i = 0; i < (numPts-1); i++, pts1++, pts2++ )
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{
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// copy over x,y from each xc
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*( (D3DXVECTOR2 *) pts1) = *ptsStart++;
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*( (D3DXVECTOR2 *) pts2) = *ptsEnd++;
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// set z for each
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pts1->z = 0.0f;
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pts2->z = length;
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}
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// Replicate last point in each u-band
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*pts1 = *pts;
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*pts2 = *(pts + numPts);
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}
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//-----------------------------------------------------------------------------
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// Name: ProcessXCPrimLinear
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// Desc: Processes a prim according to evaluator data
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// - Only valid for colinear xc's (along z)
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// - XC's may be identical (extrusion). If not identical, may have
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// discontinuities at each end.
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// - Converts 2D XC pts to 3D pts
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//-----------------------------------------------------------------------------
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void EVAL::ProcessXCPrimLinear( XC *xcStart, XC *xcEnd, float length )
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{
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if( length <= 0.0f )
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// nuttin' to do
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return;
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// Build a vertex control net from 2 xcObj's a distance 'length' apart
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// this will displace the end xcObj a distance 'length' down the z-axis
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SetVertexCtrlPtsXCTranslate( m_pts, length, xcStart, xcEnd );
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Evaluate( );
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}
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//-----------------------------------------------------------------------------
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// Name: ProcessXCPrimBendSimple
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// Desc: Processes a prim by bending along dir from xcCur
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// - dir is relative from xc in x-y plane
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// - adds C2 continuity at ends
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//-----------------------------------------------------------------------------
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void EVAL::ProcessXCPrimBendSimple( XC *xcCur, int dir, float radius )
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{
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D3DXVECTOR3 *ptsSrc, *ptsDst;
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static float acPts[MAX_XC_PTS+1];
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int ptSetStride = xcCur->m_numPts + 1; // pt stride for output pts buffer
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// We will be creating 4 cross-sectional control point sets here.
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// Convert 2D pts in xcCur to 3D pts at z=0 for 1st point set
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xcCur->ConvertPtsZ( m_pts, 0.0f );
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// Calc 4th point set by rotating 1st set as per dir
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ptsDst = m_pts + 3*ptSetStride;
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RotatePointSet( m_pts, ptSetStride, 90.0f, dir, radius, ptsDst );
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// angles != 90, hard, cuz not easy to extrude 3rd set from 4th
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// Next, have to figure out ac values. Need to extend each xc's points
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// into bend to generate ac net. For circular bend (and later for general
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// case elliptical bend), need to know ac distance from xc for each point.
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// This is based on the point's turn radius - a function of its distance
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// from the 'hinge' of the turn.
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// Can take advantage of symmetry here. Figure for one xc, good for 2nd.
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// This assumes 90 deg turn. (also,last point replicated)
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xcCur->CalcArcACValues90( dir, radius, acPts );
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// 2) extrude each point's ac from xcCur (extrusion in +z)
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// apply values to 1st to get 2nd
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// MINUS_Z, cuz subtracts *back* from dir
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ExtrudePointSetDir( m_pts, ptSetStride, acPts, MINUS_Z,
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m_pts + ptSetStride );
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// 3) extrude each point's ac from xcEnd (extrusion in -dir)
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ptsSrc = m_pts + 3*ptSetStride;
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ptsDst = m_pts + 2*ptSetStride;
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ExtrudePointSetDir( ptsSrc, ptSetStride, acPts, dir, ptsDst );
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Evaluate();
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}
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//-----------------------------------------------------------------------------
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// Name: EVAL::ProcessXCPrimSingularity
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// Desc: Processes a prim by joining singularity to an xc
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// - Used for closing or opening the pipe
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// - If bOpening is true, starts with singularity, otherwise ends with one
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// - the xc side is always in z=0 plane
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// - singularity side is radius on either side of xc
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// - adds C2 continuity at ends (perpendicular to +z at singularity end)
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//-----------------------------------------------------------------------------
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void EVAL::ProcessXCPrimSingularity( XC *xcCur, float length, BOOL bOpening )
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{
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D3DXVECTOR3 *ptsSing, *ptsXC;
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static float acPts[MAX_XC_PTS+1];
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float zSing; // z-value at singularity
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int ptSetStride = xcCur->m_numPts + 1; // pt stride for output pts buffer
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int i;
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XC xcSing(xcCur);
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// create singularity xc - which is an extremely scaled-down version
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// of xcCur (this prevents any end-artifacts, unless of course we were
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// to zoom it ultra-large).
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xcSing.Scale( .0005f );
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// We will be creating 4 cross-sectional control point sets here.
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// mf: 4 is like hard coded; what about for different xc component levels ?
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if( bOpening )
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{
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ptsSing = m_pts;
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ptsXC = m_pts + 3*ptSetStride;
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}
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else
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{
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ptsSing = m_pts + 3*ptSetStride;
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ptsXC = m_pts;
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}
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// Convert 2D pts in xcCur to 3D pts at 'xc' point set
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xcCur->ConvertPtsZ( ptsXC, 0.0f );
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// Set z-value for singularity point set
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zSing = bOpening ? -length : length;
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xcSing.ConvertPtsZ( ptsSing, zSing );
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// The arc control for each point is based on a radius value that is
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// each xc point's distance from the xc center
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xcCur->CalcArcACValuesByDistance( acPts );
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// Calculate point set near xc
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if( bOpening )
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ExtrudePointSetDir( ptsXC, ptSetStride, acPts, PLUS_Z,
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ptsXC - ptSetStride );
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else
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ExtrudePointSetDir( ptsXC, ptSetStride, acPts, MINUS_Z,
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ptsXC + ptSetStride );
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// Point set near singularity is harder, as the points must generate
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// a curve between the singularity and each xc point
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// No, easier, just scale each point by universal arc controller !
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D3DXVECTOR3* ptsDst = m_pts;
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ptsDst = bOpening ? ptsSing + ptSetStride : ptsSing - ptSetStride;
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for( i = 0; i < ptSetStride; i ++, ptsDst++ )
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{
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ptsDst->x = EVAL_CIRC_ARC_CONTROL * ptsXC[i].x;
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ptsDst->y = EVAL_CIRC_ARC_CONTROL * ptsXC[i].y;
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ptsDst->z = zSing;
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}
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Evaluate();
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}
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//-----------------------------------------------------------------------------
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// Name: Evaluate
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// Desc: Evaluates the EVAL object
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// - There may be 1 or more lengthwise sections around an xc
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// - u is minor, v major
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// - u,t run around circumference, v,s lengthwise
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// - Texture maps are 2x2 for each section
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// - ! uDiv is per section !
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//-----------------------------------------------------------------------------
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void EVAL::Evaluate()
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{
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int i;
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D3DXVECTOR3 *ppts = m_pts;
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TEX_POINT2D *ptexPts = m_texPts;
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// total # pts in cross-section:
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int xcPointCount = (m_uOrder-1)*m_numSections + 1;
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for( i = 0; i < m_numSections; i ++,
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ppts += (m_uOrder-1),
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ptexPts += (TEX_ORDER*TEX_ORDER) )
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{
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/*
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// map texture coords
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if( bTexture )
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{
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glMap2f(GL_MAP2_TEXTURE_COORD_2,
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0.0f, 1.0f, TDIM, TEX_ORDER,
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0.0f, 1.0f, TEX_ORDER*TDIM, TEX_ORDER,
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(float *) ptexPts );
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}
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// map vertices
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glMa
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p2f(GL_MAP2_VERTEX_3,
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0.0f, 1.0f, VDIM, uOrder,
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0.0f, 1.0f, xcPointCount*VDIM, vOrder,
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(float *) ppts );
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// evaluate
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glMapGrid2f(uDiv, 0.0f, 1.0f, ``vDiv, 0.0f, 1.0f);
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glEvalMesh2( GL_FILL, 0, uDiv, 0, vDiv);
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*/
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}
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}
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//-----------------------------------------------------------------------------
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// Name: ExtrudePointSetDir
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// Desc: Extrude a point set back from the current direction
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// Generates C2 continuity at the supplied point set xc, by generating another
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// point set back of the first, using supplied subtraction values.
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//-----------------------------------------------------------------------------
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static void ExtrudePointSetDir( D3DXVECTOR3 *inPts, int numPts, float *acPts, int dir,
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D3DXVECTOR3 *outPts )
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{
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int i;
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float sign;
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int offset;
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switch( dir )
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{
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case PLUS_X:
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offset = 0;
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sign = -1.0f;
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break;
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case MINUS_X:
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offset = 0;
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sign = 1.0f;
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break;
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case PLUS_Y:
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offset = 1;
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sign = -1.0f;
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break;
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case MINUS_Y:
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offset = 1;
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sign = 1.0f;
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break;
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case PLUS_Z:
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offset = 2;
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sign = -1.0f;
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break;
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case MINUS_Z:
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offset = 2;
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sign = 1.0f;
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break;
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}
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for( i = 0; i < numPts; i++, inPts++, outPts++, acPts++ )
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{
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*outPts = *inPts;
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((float *)outPts)[offset] = ((float *)inPts)[offset] + (sign * (*acPts));
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}
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}
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//-----------------------------------------------------------------------------
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// Name: RotatePointSet
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// Desc: Rotate point set by angle, according to dir and radius
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// - Put points in supplied outPts buffer
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//-----------------------------------------------------------------------------
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static void RotatePointSet( D3DXVECTOR3 *inPts, int numPts, float angle, int dir,
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float radius, D3DXVECTOR3 *outPts )
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{
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D3DXMATRIX matrix1, matrix2, matrix3;
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int i;
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D3DXVECTOR3 rot = D3DXVECTOR3(0, 0, 0);
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D3DXVECTOR3 anchor = D3DXVECTOR3(0, 0, 0);
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// dir rot
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// +x 90 y
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// -x -90 y
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// +y -90 x
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// -y 90 x
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// convert angle to radians
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//mf: as noted in objects.c, we have to take negative angle to make
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// it work in familiar 'CCW rotation is positive' mode. The ss_* rotate
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// routines must work in the 'CW is +'ve' mode, as axis pointing at you.
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angle = SS_DEG_TO_RAD(-angle);
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// set axis rotation and anchor point
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switch( dir )
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{
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case PLUS_X:
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rot.y = angle;
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anchor.x = radius;
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break;
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case MINUS_X:
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rot.y = -angle;
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anchor.x = -radius;
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break;
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case PLUS_Y:
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rot.x = -angle;
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anchor.y = radius;
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break;
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case MINUS_Y:
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rot.x = angle;
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anchor.y = -radius;
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break;
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}
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// translate anchor point to origin
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D3DXMatrixIdentity( &matrix1 );
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D3DXMatrixTranslation( &matrix1, -anchor.x, -anchor.y, -anchor.z );
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// rotate
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D3DXMatrixIdentity( &matrix2 );
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D3DXMatrixRotationYawPitchRoll( &matrix2, rot.y, rot.x, rot.z ); // TODO: right?
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// concat these 2
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D3DXMatrixMultiply( &matrix3, &matrix2, &matrix1 );
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// translate back
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D3DXMatrixIdentity( &matrix2 );
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D3DXMatrixTranslation( &matrix2, anchor.x, anchor.y, anchor.z );
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// concat these 2
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D3DXMatrixMultiply( &matrix1, &matrix2, &matrix3 );
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for( i = 0; i < numPts; i ++, outPts++, inPts++ )
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{
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// D3DXVec3TransformCoord( &tmp, inPts, &matrix1 ); // TODO: which?
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D3DXVECTOR4 tmp;
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D3DXVec3Transform( &tmp, inPts, &matrix1 );
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outPts->x = tmp.x;
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outPts->y = tmp.y;
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outPts->z = tmp.z;
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}
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}
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