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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; } }
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