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/******************************Module*Header*******************************\
* Module Name: fpipe.cxx * * Flex pipes * * Copyright (c) 1994 Microsoft Corporation * \**************************************************************************/
/* Notes:
- All Draw routines start with current xc at the beginning, and create a new one at the end. Since it is common to just have 2 xc's for each prim, xcCur holds the current xc, and xcEnd is available for the draw routine to use as the end xc. They also reset xcCur when done */
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <sys/types.h>
#include <time.h>
#include <windows.h>
#include "sspipes.h"
#include "fpipe.h"
#include "eval.h"
// defCylNotch shows the absolute notch for the default cylinder,
// given a direction (notch is always along +x axis)
static GLint defCylNotch[NUM_DIRS] = { MINUS_Z, PLUS_Z, PLUS_X, PLUS_X, PLUS_X, MINUS_X };
static int GetRelativeDir( int lastDir, int notchVec, int newDir );
/**************************************************************************\
* FLEX_PIPE constructor * * \**************************************************************************/
FLEX_PIPE::FLEX_PIPE( STATE *pState ) : PIPE( pState ) { float circ;
// Create an EVAL object
nSlices = pState->nSlices;
// No XC's yet, they will be allocated at pipe Start()
xcCur = xcEnd = NULL;
// The EVAL will be used for all pEvals in the pipe, so should be
// set to hold max. possible # of pts for the pipe.
pEval = new EVAL( bTexture );
// Determine pipe tesselation
// For now, this is based on global tesselation factor
//mf: maybe clean up this scheme a bit
// Calculate evalDivSize, a reference value for the size of a UxV division.
// This is used later for calculating texture coords.
circ = CIRCUMFERENCE( pState->radius ); evalDivSize = circ / (float) nSlices; }
/**************************************************************************\
* ~FLEX_PIPE * \**************************************************************************/
FLEX_PIPE::~FLEX_PIPE( ) { delete pEval;
// delete any XC's
if( xcCur != NULL ) { if( xcEnd == xcCur ) //mf: so far this can't happen...
xcEnd = NULL; // xcCur and xcEnd can point to same xc !
delete xcCur; xcCur = NULL; }
if( xcEnd != NULL ) { delete xcEnd; xcEnd = NULL; } }
/**************************************************************************\
* REGULAR_FLEX_PIPE constructor * \**************************************************************************/
REGULAR_FLEX_PIPE::REGULAR_FLEX_PIPE( STATE *state ) : FLEX_PIPE( state ) { static float turnFactorRange = 0.1f; type = TYPE_FLEX_REGULAR;
// figure out turning factor range (0 for min bends, 1 for max bends)
#if 1
float avgTurn = ss_fRand( 0.11f, 0.81f ); // set min and max turn factors, and clamp to 0..1
turnFactorMin = SS_CLAMP_TO_RANGE( avgTurn - turnFactorRange, 0.0f, 1.0f ); turnFactorMax = SS_CLAMP_TO_RANGE( avgTurn + turnFactorRange, 0.0f, 1.0f ); #else
// debug: test max bend
turnFactorMin = turnFactorMax = 1.0f; #endif
// choose straight weighting
// mf:for now, same as npipe - if stays same, put in pipe
if( ! ss_iRand( 20 ) ) weightStraight = ss_iRand2( MAX_WEIGHT_STRAIGHT/4, MAX_WEIGHT_STRAIGHT ); else weightStraight = ss_iRand( 4 ); }
/**************************************************************************\
* TURNING_FLEX_PIPE constructor * \**************************************************************************/
TURNING_FLEX_PIPE::TURNING_FLEX_PIPE( STATE *state ) : FLEX_PIPE( state ) { type = TYPE_FLEX_TURNING; }
/******************************Public*Routine******************************\
* SetTexIndex * * Set the texture index for this pipe, and calculate texture state dependent * on texRep values * * Dec. 95 [marcfo] * \**************************************************************************/
void FLEX_PIPE::SetTexParams( TEXTURE *pTex, IPOINT2D *pTexRep ) { if( bTexture ) { GLfloat t_size; float circ;
t_start = (GLfloat) pTexRep->y * 1.0f; t_end = 0.0f;
// calc height (t_size) of one rep of texture around circumference
circ = CIRCUMFERENCE( radius ); t_size = circ / pTexRep->y;
// now calc corresponding width of the texture using its x/y ratio
s_length = t_size / pTex->origAspectRatio; s_start = s_end = 0.0f; //mf: this means we are 'standardizing' the texture size and proportions
// on pipe of radius 1.0 for entire program. Might want to recalc this on
// a per-pipe basis ?
} }
/**************************************************************************\
* ChooseXCProfile * * Initialize extruded pipe scheme. This uses a randomly constructed XC, but it * remains constant throughout the pipe * * History * July 30, 95 : [marcfo] * - Wrote it * \**************************************************************************/
void FLEX_PIPE::ChooseXCProfile() { static float turnFactorRange = 0.1f; float avgTurn; float baseRadius = pState->radius;
// initialize evaluator elements:
pEval->numSections = EVAL_XC_CIRC_SECTION_COUNT; pEval->uOrder = EVAL_ARC_ORDER; //mf: watch this - maybe should ROUND_UP uDiv
// set uDiv per section (assumed uDiv multiple of numSections)
pEval->uDiv = nSlices / pEval->numSections;
// Setup XC's
// The xc profile remains constant throughout in this case,
// so we only need one xc.
// Choose between elliptical or random cross-sections. Since elliptical
// looks a little better, make it more likely
if( ss_iRand(4) ) // 3/4 of the time
xcCur = new ELLIPTICAL_XC( ss_fRand(1.2f, 2.0f) * baseRadius, baseRadius ); else xcCur = new RANDOM4ARC_XC( ss_fRand(1.5f, 2.0f) * baseRadius ); }
/**************************************************************************\
* REGULAR_FLEX_PIPE::Start * * Does startup of extruded-XC pipe drawing scheme * \**************************************************************************/
void REGULAR_FLEX_PIPE::Start() { NODE_ARRAY *nodes = pState->nodes; int newDir;
// Set start position
if( !SetStartPos() ) { status = PIPE_OUT_OF_NODES; return; }
// set material
ChooseMaterial();
// set XC profile
ChooseXCProfile();
// push matrix with zTrans and scene rotation
glPushMatrix();
// Translate to current position
TranslateToCurrentPosition();
// set random lastDir
lastDir = ss_iRand( NUM_DIRS );
// get a new node to draw to
newDir = ChooseNewDirection();
if( newDir == DIR_NONE ) { // draw like one of those tea-pouring thingies...
status = PIPE_STUCK; DrawTeapot(); glPopMatrix(); return; } else status = PIPE_ACTIVE;
align_plusz( newDir ); // get us pointed in right direction
// draw start cap, which will end right at current node
DrawCap( START_CAP );
// set initial notch vector, which is just the default notch, since
// we didn't have to spin the start cap around z
notchVec = defCylNotch[newDir];
zTrans = - pState->view.divSize; // distance back from new node
UpdateCurrentPosition( newDir );
lastDir = newDir; }
/**************************************************************************\
* TURNING_FLEX_PIPE::Start * * Does startup of turning extruded-XC pipe drawing scheme * \**************************************************************************/
void TURNING_FLEX_PIPE::Start( ) { NODE_ARRAY *nodes = pState->nodes;
// Set start position
if( !SetStartPos() ) { status = PIPE_OUT_OF_NODES; return; }
// Set material
ChooseMaterial();
// Set XC profile
ChooseXCProfile();
// Push matrix with zTrans and scene rotation
glPushMatrix();
// Translate to current position
TranslateToCurrentPosition();
// lastDir has to be set to something valid, in case we get stuck right
// away, cuz Draw() will be called anyways on next iteration, whereupon
// it finds out it really is stuck, AFTER calling ChooseNewTurnDirection,
// which requires valid lastDir. (mf: fix this)
lastDir = ss_iRand( NUM_DIRS );
// Pick a starting direction by finding a neihgbouring empty node
int newDir = nodes->FindClearestDirection( &curPos ); // We don't 'choose' it, or mark it as taken, because ChooseNewDirection
// will always check it anyways
if( newDir == DIR_NONE ) { // we can't go anywhere
// draw like one of those tea-pouring thingies...
status = PIPE_STUCK; DrawTeapot(); glPopMatrix(); return; } else status = PIPE_ACTIVE;
align_plusz( newDir ); // get us pointed in right direction
// Draw start cap, which will end right at current node
DrawCap( START_CAP );
// Set initial notch vector, which is just the default notch, since
// we didn't have to spin the start cap around z
notchVec = defCylNotch[newDir];
zTrans = 0.0f; // right at current node
lastDir = newDir; }
/**************************************************************************\
* REGULAR_FLEX_PIPE::Draw * * Draws the pipe using a constant random xc that is extruded * * Minimum turn radius can vary, since xc is not symmetrical across any * of its axes. Therefore here we draw using a pipe/elbow sequence, so we * know what direction we're going in before drawing the elbow. The current * node is the one we will draw thru next time. Typically, the actual end * of the pipe is way back of this node, almost at the previous node, due * to the variable turn radius * * History * July 30, 95 : [marcfo] * - Wrote it * \**************************************************************************/
void REGULAR_FLEX_PIPE::Draw( ) { float turnRadius, minTurnRadius; float pipeLen, maxPipeLen, minPipeLen; int newDir, relDir; float maxXCExtent; NODE_ARRAY *nodes = pState->nodes; float divSize = pState->view.divSize;
// get new direction
newDir = ChooseNewDirection(); if( newDir == DIR_NONE ) { status = PIPE_STUCK; DrawCap( END_CAP ); glPopMatrix(); return; }
// draw pipe, and if turning, joint
if( newDir != lastDir ) { // turning! - we have to draw joint
// get relative turn, to figure turn radius
relDir = GetRelativeDir( lastDir, notchVec, newDir ); minTurnRadius = xcCur->MinTurnRadius( relDir );
// now calc maximum straight section we can draw before turning
// zTrans is current pos'n of end of pipe, from current node ??
// zTrans is current pos'n of end of pipe, from last node
maxPipeLen = (-zTrans) - minTurnRadius;
// there is also a minimum requirement for the length of the straight
// section, cuz if we turn too soon with a large turn radius, we
// will swing up too close to the next node, and won't be able to
// make one or more of the 4 possible turns from that point
maxXCExtent = xcCur->MaxExtent(); // in case need it again
minPipeLen = maxXCExtent - (divSize + zTrans); if( minPipeLen < 0.0f ) minPipeLen = 0.0f;
// Choose length of straight section
// (we are translating from turnFactor to 'straightFactor' here)
pipeLen = minPipeLen + ss_fRand( 1.0f - turnFactorMax, 1.0f - turnFactorMin ) * (maxPipeLen - minPipeLen);
// turn radius is whatever's left over:
turnRadius = maxPipeLen - pipeLen + minTurnRadius;
// draw straight section
DrawExtrudedXCObject( pipeLen ); zTrans += pipeLen; // not necessary for now, since elbow no use
// draw elbow
// this updates axes, notchVec to position at end of elbow
DrawXCElbow( newDir, turnRadius );
zTrans = -(divSize - turnRadius); // distance back from node
} else { // no turn
// draw a straight pipe through the current node
// length can vary according to the turnFactors (e.g. for high turn
// factors draw a short pipe, so next turn can be as big as possible)
minPipeLen = -zTrans; // brings us just up to last node
maxPipeLen = minPipeLen + divSize - xcCur->MaxExtent(); // brings us as close as possible to new node
pipeLen = minPipeLen + ss_fRand( 1.0f - turnFactorMax, 1.0f - turnFactorMin ) * (maxPipeLen - minPipeLen);
// draw pipe
DrawExtrudedXCObject( pipeLen ); zTrans += (-divSize + pipeLen); }
UpdateCurrentPosition( newDir );
lastDir = newDir; }
/**************************************************************************\
* DrawTurningXCPipe * * Draws the pipe using only turns * * - Go straight if no turns available * * History * Aug 10, 95 : [marcfo] * - Wrote it * \**************************************************************************/
void TURNING_FLEX_PIPE::Draw() { float turnRadius; int newDir; NODE_ARRAY *nodes = pState->nodes; float divSize = pState->view.divSize;
// get new direction
//mf: pipe may have gotten stuck on Start...(we don't check for this)
newDir = nodes->ChooseNewTurnDirection( &curPos, lastDir ); if( newDir == DIR_NONE ) { status = PIPE_STUCK; DrawCap( END_CAP ); glPopMatrix(); return; }
if( newDir == DIR_STRAIGHT ) { // No turns available - draw straight section and hope for turns
// on next iteration
DrawExtrudedXCObject( divSize ); UpdateCurrentPosition( lastDir ); // ! we have to mark node as taken for this case, since
// ChooseNewTurnDirection doesn't know whether we're taking the
// straight option or not
nodes->NodeVisited( &curPos ); } else { // draw turning pipe
// since xc is always located right at current node, turn radius
// stays constant at one node division
turnRadius = divSize;
DrawXCElbow( newDir, turnRadius );
// (zTrans stays at 0)
// need to update 2 nodes
UpdateCurrentPosition( lastDir ); UpdateCurrentPosition( newDir );
lastDir = newDir; } }
/**************************************************************************\
* DrawXCElbow * * Draw elbow from current position through new direction * * - Extends current xc around bend * - Radius of bend is provided - this is distance from xc center to hinge * point, along newDir. e.g. for 'normal pipes', radius=vc->radius * * History * Jul. 25, 95 : [marcfo] * - Wrote it * \**************************************************************************/
void FLEX_PIPE::DrawXCElbow( int newDir, float radius ) { int relDir; // 'relative' direction of turn
float length;
length = (2.0f * PI * radius) / 4.0f; // average length of elbow
// calc vDiv, texture params based on length
//mf: I think we should improve resolution of elbows - more vDiv's
// could rewrite this fn to take a vDivSize
CalcEvalLengthParams( length );
pEval->vOrder = EVAL_ARC_ORDER;
// convert absolute dir to relative dir
relDir = GetRelativeDir( lastDir, notchVec, newDir );
// draw it - call simple bend function
pEval->ProcessXCPrimBendSimple( xcCur, relDir, radius );
// set transf. matrix to new position by translating/rotating/translating
// ! Based on simple elbow
glTranslatef( 0.0f, 0.0f, radius ); switch( relDir ) { case PLUS_X: glRotatef( 90.0f, 0.0f, 1.0f, 0.0f ); break; case MINUS_X: glRotatef( -90.0f, 0.0f, 1.0f, 0.0f ); break; case PLUS_Y: glRotatef( -90.0f, 1.0f, 0.0f, 0.0f ); break; case MINUS_Y: glRotatef( 90.0f, 1.0f, 0.0f, 0.0f ); break; } glTranslatef( 0.0f, 0.0f, radius ); // update notch vector using old function
notchVec = notchTurn[lastDir][newDir][notchVec]; }
/**************************************************************************\
* DrawExtrudedXCObject * * Draws object generated by extruding the current xc * * Object starts at xc at origin in z=0 plane, and grows along +z axis * * History * July 5, 95 : [marcfo] * - Wrote it * \**************************************************************************/
void FLEX_PIPE::DrawExtrudedXCObject( float length ) { // calc vDiv, and texture coord stuff based on length
// this also calcs pEval texture ctrl pt arrray now
CalcEvalLengthParams( length );
// we can fill in some more stuff:
pEval->vOrder = EVAL_CYLINDER_ORDER;
#if 0
// continuity stuff
prim.contStart = prim.contEnd = CONT_1; // geometric continuity
#endif
// draw it
//mf: this fn doesn't really handle continutity for 2 different xc's, so
// may as well pass it one xc
pEval->ProcessXCPrimLinear( xcCur, xcCur, length );
// update state draw axes position
glTranslatef( 0.0f, 0.0f, length ); }
/**************************************************************************\
* DrawXCCap * * Cap the start of the pipe * * Needs newDir, so it can orient itself. * Cap ends at current position with approppriate profile, starts a distance * 'z' back along newDir. * Profile is a singularity at start point. * * History * July 22, 95 : [marcfo] * - Wrote it * \**************************************************************************/
void FLEX_PIPE::DrawCap( int type ) { float radius; XC *xc = xcCur; BOOL bOpening = (type == START_CAP) ? TRUE : FALSE; float length;
// set radius as average of the bounding box min/max's
radius = ((xc->xRight - xc->xLeft) + (xc->yTop - xc->yBottom)) / 4.0f;
length = (2.0f * PI * radius) / 4.0f; // average length of arc
// calc vDiv, and texture coord stuff based on length
CalcEvalLengthParams( length );
// we can fill in some more stuff:
pEval->vOrder = EVAL_ARC_ORDER;
// draw it
pEval->ProcessXCPrimSingularity( xc, radius, bOpening ); }
/**************************************************************************\
* CalcEvalLengthParams * * Calculate pEval values that depend on the length of the extruded object * * - calculate vDiv, s_start, s_end, and the texture control net array * * History * July 13, 95 : [marcfo] * - Wrote it * \**************************************************************************/
void FLEX_PIPE::CalcEvalLengthParams( float length ) { pEval->vDiv = (int ) SS_ROUND_UP( length / evalDivSize );
// calc texture start and end coords
if( bTexture ) { GLfloat s_delta;
// Don't let s_end overflow : it should stay in range (0..1.0)
if( s_end > 1.0f ) s_end -= (int) s_end;
s_start = s_end; s_delta = (length / s_length ); s_end = s_start + s_delta; // the texture ctrl point array can be calc'd here - it is always
// a simple 2x2 array for each section
pEval->SetTextureControlPoints( s_start, s_end, t_start, t_end ); } }
/**************************************************************************\
* * GetRelativeDir * * Calculates relative direction of turn from lastDir, notchVec, newDir * * - Use look up table for now. * - Relative direction is from xy-plane, and can be +x,-x,+y,-y * - In current orientation, +z is along lastDir, +x along notchVec * * History * July 27, 95 : [marcfo] * - Wrote it * \**************************************************************************/
// this array tells you relative turn
// format: relDir[lastDir][notchVec][newDir]
static int relDir[NUM_DIRS][NUM_DIRS][NUM_DIRS] = { // +x -x +y -y +z -z (newDir)
// lastDir = +x
iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, PLUS_X, MINUS_X,PLUS_Y, MINUS_Y, iXX, iXX, MINUS_X,PLUS_X, MINUS_Y,PLUS_Y, iXX, iXX, MINUS_Y,PLUS_Y, PLUS_X, MINUS_X, iXX, iXX, PLUS_Y, MINUS_Y,MINUS_X,PLUS_X, // lastDir = -x
iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, PLUS_X, MINUS_X,MINUS_Y,PLUS_Y, iXX, iXX, MINUS_X,PLUS_X, PLUS_Y, MINUS_Y, iXX, iXX, PLUS_Y, MINUS_Y,PLUS_X, MINUS_X, iXX, iXX, MINUS_Y,PLUS_Y, MINUS_X,PLUS_X, // lastDir = +y
PLUS_X, MINUS_X,iXX, iXX, MINUS_Y,PLUS_Y, MINUS_X,PLUS_X, iXX, iXX, PLUS_Y, MINUS_Y, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, PLUS_Y, MINUS_Y,iXX, iXX, PLUS_X, MINUS_X, MINUS_Y,PLUS_Y, iXX, iXX, MINUS_X,PLUS_X, // lastDir = -y
PLUS_X, MINUS_X,iXX, iXX, PLUS_Y, MINUS_Y, MINUS_X,PLUS_X, iXX, iXX, MINUS_Y,PLUS_Y, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, MINUS_Y,PLUS_Y, iXX, iXX, PLUS_X, MINUS_X, PLUS_Y, MINUS_Y,iXX, iXX, MINUS_X,PLUS_X,
// lastDir = +z
PLUS_X, MINUS_X,PLUS_Y, MINUS_Y,iXX, iXX, MINUS_X,PLUS_X, MINUS_Y,PLUS_Y, iXX, iXX, MINUS_Y,PLUS_Y, PLUS_X, MINUS_X,iXX, iXX, PLUS_Y, MINUS_Y,MINUS_X,PLUS_X, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, // lastDir = -z
PLUS_X, MINUS_X,MINUS_Y,PLUS_Y, iXX, iXX, MINUS_X,PLUS_X, PLUS_Y, MINUS_Y,iXX, iXX, PLUS_Y, MINUS_Y,PLUS_X, MINUS_X,iXX, iXX, MINUS_Y,PLUS_Y, MINUS_X,PLUS_X, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX, iXX };
static int GetRelativeDir( int lastDir, int notchVec, int newDir ) { return( relDir[lastDir][notchVec][newDir] ); }
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