Leaked source code of windows server 2003
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//-----------------------------------------------------------------------------
// File: nstate.cpp
//
// Desc: NORMAL_STATE
//
// Copyright (c) 1994-2000 Microsoft Corporation
//-----------------------------------------------------------------------------
#include "stdafx.h"
//-----------------------------------------------------------------------------
// Name: NORMAL_STATE constructor
// Desc:
//-----------------------------------------------------------------------------
NORMAL_STATE::NORMAL_STATE( STATE *pState )
{
m_pd3dDevice = pState->m_pd3dDevice;
// init joint types from dialog settings
m_bCycleJointStyles = 0;
switch( pState->m_pConfig->nJointType )
{
case JOINT_ELBOW:
m_jointStyle = ELBOWS;
break;
case JOINT_BALL:
m_jointStyle = BALLS;
break;
case JOINT_MIXED:
m_jointStyle = EITHER;
break;
case JOINT_CYCLE:
m_bCycleJointStyles = 1;
m_jointStyle = EITHER;
break;
default:
break;
}
// Build the objects
BuildObjects( pState->m_radius, pState->m_view.m_divSize, pState->m_nSlices,
pState->m_bUseTexture, &pState->m_texRep[0] );
}
//-----------------------------------------------------------------------------
// Name: NORMAL_STATE destructor
// Desc: Some of the objects are always created, so don't have to check if they
// exist. Others may be NULL.
//-----------------------------------------------------------------------------
NORMAL_STATE::~NORMAL_STATE()
{
SAFE_DELETE( m_pShortPipe );
SAFE_DELETE( m_pLongPipe );
SAFE_DELETE( m_pBallCap );
SAFE_DELETE( m_pBigBall );
for( int i = 0; i < 4; i ++ )
{
SAFE_DELETE( m_pElbows[i] );
SAFE_DELETE( m_pBallJoints[i] );
}
}
//-----------------------------------------------------------------------------
// Name: BuildObjects
// Desc: - Build all the pipe primitives
// - Different prims are built based on bTexture flag
//-----------------------------------------------------------------------------
void NORMAL_STATE::BuildObjects( float radius, float divSize, int nSlices,
BOOL bTexture, IPOINT2D *texRep )
{
OBJECT_BUILD_INFO buildInfo;
buildInfo.m_radius = radius;
buildInfo.m_divSize = divSize;
buildInfo.m_nSlices = nSlices;
buildInfo.m_bTexture = bTexture;
buildInfo.m_texRep = NULL;
if( bTexture )
{
buildInfo.m_texRep = texRep;
// Calc s texture intersection values
float s_max = (float) texRep->y;
float s_trans = s_max * 2.0f * radius / divSize;
// Build short and long pipes
m_pShortPipe = new PIPE_OBJECT( m_pd3dDevice, &buildInfo, divSize - 2*radius,
s_trans, s_max );
m_pLongPipe = new PIPE_OBJECT( m_pd3dDevice, &buildInfo, divSize, 0.0f, s_max );
// Build elbow and ball joints
for( int i = 0; i < 4; i ++ )
{
m_pElbows[i] = new ELBOW_OBJECT( m_pd3dDevice, &buildInfo, i, 0.0f, s_trans );
m_pBallJoints[i] = new BALLJOINT_OBJECT( m_pd3dDevice, &buildInfo, i, 0.0f, s_trans );
}
m_pBigBall = NULL;
// Build end cap
float s_start = - texRep->x * (ROOT_TWO - 1.0f) * radius / divSize;
float s_end = texRep->x * (2.0f + (ROOT_TWO - 1.0f)) * radius / divSize;
// calc compensation value, to prevent negative s coords
float comp_s = (int) ( - s_start ) + 1.0f;
s_start += comp_s;
s_end += comp_s;
m_pBallCap = new SPHERE_OBJECT( m_pd3dDevice, &buildInfo, ROOT_TWO*radius, s_start, s_end );
}
else
{
// Build pipes, elbows
m_pShortPipe = new PIPE_OBJECT( m_pd3dDevice, &buildInfo, divSize - 2*radius );
m_pLongPipe = new PIPE_OBJECT( m_pd3dDevice, &buildInfo, divSize );
for( int i = 0; i < 4; i ++ )
{
m_pElbows[i] = new ELBOW_OBJECT( m_pd3dDevice, &buildInfo, i );
m_pBallJoints[i] = NULL;
}
// Build just one ball joint when not texturing. It is slightly
// larger than standard ball joint, to prevent any pipe edges from
// 'sticking' out of the ball.
m_pBigBall = new SPHERE_OBJECT( m_pd3dDevice, &buildInfo,
ROOT_TWO*radius / ((float) cos(PI/nSlices)) );
// build end cap
m_pBallCap = new SPHERE_OBJECT( m_pd3dDevice, &buildInfo, ROOT_TWO*radius );
}
}
//-----------------------------------------------------------------------------
// Name: Reset
// Desc: Reset frame attributes for normal pipes.
//-----------------------------------------------------------------------------
void NORMAL_STATE::Reset()
{
// Set the joint style
if( m_bCycleJointStyles )
{
if( ++(m_jointStyle) >= NUM_JOINT_STYLES )
m_jointStyle = 0;
}
}
//-----------------------------------------------------------------------------
// Name: ChooseJointType
// Desc: - Decides which type of joint to draw
//-----------------------------------------------------------------------------
int NORMAL_STATE::ChooseJointType()
{
switch( m_jointStyle )
{
case ELBOWS:
return ELBOW_JOINT;
case BALLS:
return BALL_JOINT;
case EITHER:
default:
// otherwise an elbow or a ball (1/3 ball)
if( !CPipesScreensaver::iRand(3) )
return BALL_JOINT;
else
return ELBOW_JOINT;
}
}