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//-----------------------------------------------------------------------------
// File: xc.cpp
//
// Desc: Cross-section (xc) object stuff
//
// Copyright (c) 1995-2000 Microsoft Corporation
//-----------------------------------------------------------------------------
#include "stdafx.h"
//-----------------------------------------------------------------------------
// Name: XC::CalcArcACValues90
// Desc: Calculate arc control points for a 90 degree rotation of an xc
//
// Arc is a quarter-circle
// - 90 degree is much easier, so we special case it
// radius is distance from xc-origin to hinge of turn
//-----------------------------------------------------------------------------
void XC::CalcArcACValues90( int dir, float radius, float *acPts ) { int i; float sign; int offset; float* ppts = (float *) m_pts;
// 1) calc 'r' values for each point (4 turn possibilities/point). From
// this can determine ac, which is extrusion of point from xc face
switch( dir ) { case PLUS_X: offset = 0; sign = -1.0f; break; case MINUS_X: offset = 0; sign = 1.0f; break; case PLUS_Y: offset = 1; sign = -1.0f; break; case MINUS_Y: offset = 1; sign = 1.0f; break; }
for( i = 0; i < m_numPts; i++, ppts+=2, acPts++ ) { *acPts = EVAL_CIRC_ARC_CONTROL * (radius + (sign * ppts[offset])); }
// replicate !
*acPts = *(acPts - m_numPts); }
//-----------------------------------------------------------------------------
// Name: XC::CalcArcACValuesByDistance
// Desc: Use the distance of each xc point from the xc origin, as the radius for
// an arc control value.
//-----------------------------------------------------------------------------
void XC::CalcArcACValuesByDistance( float *acPts ) { int i; float r; D3DXVECTOR2* ppts = m_pts;
for( i = 0; i < m_numPts; i++, ppts++ ) { r = (float) sqrt( ppts->x*ppts->x + ppts->y*ppts->y ); *acPts++ = EVAL_CIRC_ARC_CONTROL * r; }
// replicate !
*acPts = *(acPts - m_numPts); }
//-----------------------------------------------------------------------------
// Name: ELLIPTICAL_XC::SetControlPoints
// Desc: Set the 12 control points for a circle at origin in z=0 plane
//-----------------------------------------------------------------------------
void ELLIPTICAL_XC::SetControlPoints( float r1, float r2 ) { float ac1, ac2;
ac1 = EVAL_CIRC_ARC_CONTROL * r2; ac2 = EVAL_CIRC_ARC_CONTROL * r1;
// create 12-pt. set CCW from +x
// last 2 points of right triplet
m_pts[0].x = r1; m_pts[0].y = 0.0f; m_pts[1].x = r1; m_pts[1].y = ac1;
// top triplet
m_pts[2].x = ac2; m_pts[2].y = r2; m_pts[3].x = 0.0f; m_pts[3].y = r2; m_pts[4].x = -ac2; m_pts[4].y = r2;
// left triplet
m_pts[5].x = -r1; m_pts[5].y = ac1; m_pts[6].x = -r1; m_pts[6].y = 0.0f; m_pts[7].x = -r1; m_pts[7].y = -ac1;
// bottom triplet
m_pts[8].x = -ac2; m_pts[8].y = -r2; m_pts[9].x = 0.0f; m_pts[9].y = -r2; m_pts[10].x = ac2; m_pts[10].y = -r2;
// first point of first triplet
m_pts[11].x = r1; m_pts[11].y = -ac1; }
//-----------------------------------------------------------------------------
// Name: RANDOM4ARC_XC::SetControlPoints
// Desc: Set random control points for xc
// Points go CCW from +x
//-----------------------------------------------------------------------------
void RANDOM4ARC_XC::SetControlPoints( float radius ) { int i; float r[4]; float rMin = 0.5f * radius; float distx, disty;
// figure the radius of each side first
for( i = 0; i < 4; i ++ ) r[i] = CPipesScreensaver::fRand( rMin, radius );
// The 4 r's now describe a box around the origin - this restricts stuff
// Now need to select a point along each edge of the box as the joining
// points for each arc (join points are at indices 0,3,6,9)
m_pts[0].x = r[RIGHT]; m_pts[3].y = r[TOP]; m_pts[6].x = -r[LEFT]; m_pts[9].y = -r[BOTTOM];
// quarter of distance between edges
disty = (r[TOP] - -r[BOTTOM]) / 4.0f; distx = (r[RIGHT] - -r[LEFT]) / 4.0f; // uh, put'em somwhere in the middle half of each side
m_pts[0].y = CPipesScreensaver::fRand( -r[BOTTOM] + disty, r[TOP] - disty ); m_pts[6].y = CPipesScreensaver::fRand( -r[BOTTOM] + disty, r[TOP] - disty ); m_pts[3].x = CPipesScreensaver::fRand( -r[LEFT] + distx, r[RIGHT] - distx ); m_pts[9].x = CPipesScreensaver::fRand( -r[LEFT] + distx, r[RIGHT] - distx );
// now can calc ac's
// easy part first:
m_pts[1].x = m_pts[11].x = m_pts[0].x; m_pts[2].y = m_pts[4].y = m_pts[3].y; m_pts[5].x = m_pts[7].x = m_pts[6].x; m_pts[8].y = m_pts[10].y = m_pts[9].y;
// right side ac's
disty = (r[TOP] - m_pts[0].y) / 4.0f; m_pts[1].y = CPipesScreensaver::fRand( m_pts[0].y + disty, r[TOP] ); disty = (m_pts[0].y - -r[BOTTOM]) / 4.0f; m_pts[11].y = CPipesScreensaver::fRand( -r[BOTTOM], m_pts[0].y - disty );
// left side ac's
disty = (r[TOP] - m_pts[6].y) / 4.0f; m_pts[5].y = CPipesScreensaver::fRand( m_pts[6].y + disty, r[TOP]); disty = (m_pts[6].y - -r[BOTTOM]) / 4.0f; m_pts[7].y = CPipesScreensaver::fRand( -r[BOTTOM], m_pts[6].y - disty );
// top ac's
distx = (r[RIGHT] - m_pts[3].x) / 4.0f; m_pts[2].x = CPipesScreensaver::fRand( m_pts[3].x + distx, r[RIGHT] ); distx = (m_pts[3].x - -r[LEFT]) / 4.0f; m_pts[4].x = CPipesScreensaver::fRand( -r[LEFT], m_pts[3].x - distx );
// bottom ac's
distx = (r[RIGHT] - m_pts[9].x) / 4.0f; m_pts[10].x = CPipesScreensaver::fRand( m_pts[9].x + distx, r[RIGHT] ); distx = (m_pts[9].x - -r[LEFT]) / 4.0f; m_pts[8].x = CPipesScreensaver::fRand( -r[LEFT], m_pts[9].x - distx ); }
//-----------------------------------------------------------------------------
// Name: ConvertPtsZ
// Desc: Convert the 2D pts in an xc, to 3D pts in point buffer, with z.
//
// Also replicate the last point.
//-----------------------------------------------------------------------------
void XC::ConvertPtsZ( D3DXVECTOR3 *newpts, float z ) { int i; D3DXVECTOR2* xcPts = m_pts;
for( i = 0; i < m_numPts; i++, newpts++ ) { *( (D3DXVECTOR2 *) newpts ) = *xcPts++; newpts->z = z; }
*newpts = *(newpts - m_numPts); }
//-----------------------------------------------------------------------------
// Name: XC::CalcBoundingBox
// Desc: Calculate bounding box in x/y plane for xc
//-----------------------------------------------------------------------------
void XC::CalcBoundingBox( ) { D3DXVECTOR2* ppts = m_pts; int i; float xMin, xMax, yMax, yMin;
// initialize to really insane numbers
xMax = yMax = -FLT_MAX; xMin = yMin = FLT_MAX;
// compare with rest of points
for( i = 0; i < m_numPts; i ++, ppts++ ) { if( ppts->x < xMin ) xMin = ppts->x; else if( ppts->x > xMax ) xMax = ppts->x; if( ppts->y < yMin ) yMin = ppts->y; else if( ppts->y > yMax ) yMax = ppts->y; }
m_xLeft = xMin; m_xRight = xMax; m_yBottom = yMin; m_yTop = yMax; }
//-----------------------------------------------------------------------------
// Name: MinTurnRadius
// Desc: Get minimum radius for the xc to turn in given direction.
//
// If the turn radius is less than this minimum, then primitive will 'fold'
// over itself at the inside of the turn, creating ugliness.
//-----------------------------------------------------------------------------
float XC::MinTurnRadius( int relDir ) { // For now, assume xRight, yTop positive, xLeft, yBottom negative
// otherwise, might want to consider 'negative'radius
switch( relDir ) { case PLUS_X: return( m_xRight ); case MINUS_X: return( - m_xLeft ); case PLUS_Y: return( m_yTop ); case MINUS_Y: return( - m_yBottom ); default: return(0.0f); } }
//-----------------------------------------------------------------------------
// Name: XC::MaxExtent
// Desc: Get maximum extent of the xc in x and y
//-----------------------------------------------------------------------------
float XC::MaxExtent( ) { float max;
max = m_xRight;
if( m_yTop > max ) max = m_yTop; if( -m_xLeft > max ) max = -m_xLeft; if( -m_yBottom > max ) max = -m_yBottom;
return max; }
//-----------------------------------------------------------------------------
// Name: XC::Scale
// Desc: Scale an XC's points and extents by supplied scale value
//-----------------------------------------------------------------------------
void XC::Scale( float scale ) { int i; D3DXVECTOR2* ppts = m_pts; if( ppts == NULL ) return;
for( i = 0; i < m_numPts; i ++, ppts++ ) { ppts->x *= scale; ppts->y *= scale; }
m_xLeft *= scale; m_xRight *= scale; m_yBottom *= scale; m_yTop *= scale; }
//-----------------------------------------------------------------------------
// Name: ~XC::XC
// Desc: Destructor
//-----------------------------------------------------------------------------
XC::~XC() { if( m_pts ) LocalFree( m_pts ); }
//-----------------------------------------------------------------------------
// Name: XC::XC
// Desc: Constructor
// Allocates point buffer for the xc
//-----------------------------------------------------------------------------
XC::XC( int nPts ) { m_numPts = nPts; m_pts = (D3DXVECTOR2 *) LocalAlloc( LMEM_FIXED, m_numPts * sizeof(D3DXVECTOR2) ); assert( m_pts != 0 && "XC constructor\n" ); }
//-----------------------------------------------------------------------------
// Name: XC::XC
// Desc: Constructor
// Allocates point buffer for the xc from another XC
//-----------------------------------------------------------------------------
XC::XC( XC *xc ) { m_numPts = xc->m_numPts; m_pts = (D3DXVECTOR2 *) LocalAlloc( LMEM_FIXED, m_numPts * sizeof(D3DXVECTOR2) ); assert( m_pts != 0 && "XC constructor\n" ); if( m_pts != NULL ) RtlCopyMemory( m_pts, xc->m_pts, m_numPts * sizeof(D3DXVECTOR2) );
m_xLeft = xc->m_xLeft; m_xRight = xc->m_xRight; m_yBottom = xc->m_yBottom; m_yTop = xc->m_yTop; }
//-----------------------------------------------------------------------------
// Name: ELLIPTICAL_XC::ELLIPTICALXC
// Desc: Elliptical XC constructor
// These have 4 sections of 4 pts each, with pts shared between sections.
//-----------------------------------------------------------------------------
ELLIPTICAL_XC::ELLIPTICAL_XC( float r1, float r2 ) // initialize base XC with numPts
: XC( (int) EVAL_XC_CIRC_SECTION_COUNT * (EVAL_ARC_ORDER - 1)) { SetControlPoints( r1, r2 ); CalcBoundingBox( ); }
//-----------------------------------------------------------------------------
// Name: RANDOM4ARC_XC::RANDOM4ARC_XC
// Desc: Random 4-arc XC constructor
// The bounding box is 2*r each side
// These have 4 sections of 4 pts each, with pts shared between sections.
//-----------------------------------------------------------------------------
RANDOM4ARC_XC::RANDOM4ARC_XC( float r ) // initialize base XC with numPts
: XC( (int) EVAL_XC_CIRC_SECTION_COUNT * (EVAL_ARC_ORDER - 1)) { SetControlPoints( r ); CalcBoundingBox( ); }
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