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348 lines
10 KiB
348 lines
10 KiB
//-----------------------------------------------------------------------------
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// File: pipe.cpp
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//
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// Desc: Pipe base class stuff
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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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//-----------------------------------------------------------------------------
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// Name: PIPE constructor
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// Desc:
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//-----------------------------------------------------------------------------
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PIPE::PIPE( STATE *state )
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{
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m_pState = state;
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m_pWorldMatrixStack = m_pState->m_pWorldMatrixStack;
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m_radius = m_pState->m_radius;
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// default direction choosing is random
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m_chooseDirMethod = CHOOSE_DIR_RANDOM_WEIGHTED;
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m_chooseStartPosMethod = CHOOSE_STARTPOS_RANDOM;
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m_weightStraight = 1;
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}
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//-----------------------------------------------------------------------------
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// Name:
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// Desc:
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//-----------------------------------------------------------------------------
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PIPE::~PIPE()
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{
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}
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//-----------------------------------------------------------------------------
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// Name: ChooseMaterial
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// Desc:
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//-----------------------------------------------------------------------------
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void PIPE::ChooseMaterial( )
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{
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if( m_pState->m_bUseTexture )
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m_pMat = RandomTexMaterial();
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else
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m_pMat = RandomTeaMaterial();
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}
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//-----------------------------------------------------------------------------
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// Name: SetChooseDirectionMethod
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// Desc:
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//-----------------------------------------------------------------------------
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void PIPE::SetChooseDirectionMethod( int method )
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{
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m_chooseDirMethod = method;
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}
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//-----------------------------------------------------------------------------
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// Name: ChooseNewDirection
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// Desc: Call direction-finding function based on current method
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// This is a generic entry point that is used by some pipe types
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//-----------------------------------------------------------------------------
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int PIPE::ChooseNewDirection()
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{
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NODE_ARRAY* nodes = m_pState->m_nodes;
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int bestDirs[NUM_DIRS], nBestDirs;
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// figger out which fn to call
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switch( m_chooseDirMethod )
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{
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case CHOOSE_DIR_CHASE:
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if( nBestDirs = GetBestDirsForChase( bestDirs ) )
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return nodes->ChoosePreferredDirection( &m_curPos, m_lastDir,
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bestDirs, nBestDirs );
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// else lead pipe must have died, so fall thru:
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case CHOOSE_DIR_RANDOM_WEIGHTED :
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default:
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return nodes->ChooseRandomDirection( &m_curPos, m_lastDir, m_weightStraight );
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}
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}
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//-----------------------------------------------------------------------------
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// Name: GetBestDirsForChase
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// Desc: Find the best directions to take to close in on the lead pipe in chase mode.
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//
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// mf: ? but want to use similar scheme for turning flex pipes !! (later)
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//-----------------------------------------------------------------------------
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int PIPE::GetBestDirsForChase( int *bestDirs )
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{
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// Figure out best dirs to close in on leadPos
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//mf: will have to 'protect' leadPos with GetLeadPos() for multi-threading
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IPOINT3D* leadPos = &m_pState->m_pLeadPipe->m_curPos;
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IPOINT3D delta;
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int numDirs = 0;
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delta.x = leadPos->x - m_curPos.x;
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delta.y = leadPos->y - m_curPos.y;
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delta.z = leadPos->z - m_curPos.z;
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if( delta.x )
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{
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numDirs++;
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*bestDirs++ = delta.x > 0 ? PLUS_X : MINUS_X;
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}
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if( delta.y )
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{
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numDirs++;
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*bestDirs++ = delta.y > 0 ? PLUS_Y : MINUS_Y;
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}
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if( delta.z )
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{
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numDirs++;
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*bestDirs++ = delta.z > 0 ? PLUS_Z : MINUS_Z;
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}
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// It should be impossible for numDirs = 0 (all deltas = 0), as this
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// means curPos = leadPos
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return numDirs;
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}
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//-----------------------------------------------------------------------------
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// Name: SetChooseStartPosMethod
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// Desc:
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//-----------------------------------------------------------------------------
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void PIPE::SetChooseStartPosMethod( int method )
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{
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m_chooseStartPosMethod = method;
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}
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//-----------------------------------------------------------------------------
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// Name: PIPE::SetStartPos
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// Desc: - Find an empty node to start the pipe on
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//-----------------------------------------------------------------------------
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BOOL PIPE::SetStartPos()
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{
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NODE_ARRAY* nodes = m_pState->m_nodes;
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switch( m_chooseStartPosMethod )
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{
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case CHOOSE_STARTPOS_RANDOM:
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default:
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if( !nodes->FindRandomEmptyNode( &m_curPos ) )
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{
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return FALSE;
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}
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return TRUE;
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case CHOOSE_STARTPOS_FURTHEST:
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// find node furthest away from curPos
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IPOINT3D refPos, numNodes;
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nodes->GetNodeCount( &numNodes );
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refPos.x = (m_curPos.x >= (numNodes.x / 2)) ? 0 : numNodes.x - 1;
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refPos.y = (m_curPos.y >= (numNodes.y / 2)) ? 0 : numNodes.y - 1;
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refPos.z = (m_curPos.z >= (numNodes.z / 2)) ? 0 : numNodes.z - 1;
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if( !nodes->TakeClosestEmptyNode( &m_curPos, &refPos ) )
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{
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return FALSE;
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}
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return TRUE;
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}
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}
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//-----------------------------------------------------------------------------
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// Name: PIPE::IsStuck
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// Desc:
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//-----------------------------------------------------------------------------
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BOOL PIPE::IsStuck()
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{
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return m_status == PIPE_STUCK;
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}
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//-----------------------------------------------------------------------------
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// Name: PIPE::TranslateToCurrentPosition
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// Desc:
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//-----------------------------------------------------------------------------
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void PIPE::TranslateToCurrentPosition()
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{
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IPOINT3D numNodes;
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float divSize = m_pState->m_view.m_divSize;
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// this requires knowing the size of the node array
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m_pState->m_nodes->GetNodeCount( &numNodes );
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m_pWorldMatrixStack->TranslateLocal( (m_curPos.x - (numNodes.x - 1)/2.0f )*divSize,
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(m_curPos.y - (numNodes.y - 1)/2.0f )*divSize,
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(m_curPos.z - (numNodes.z - 1)/2.0f )*divSize );
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}
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//-----------------------------------------------------------------------------
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// Name: UpdateCurrentPosition
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// Desc: Increment current position according to direction taken
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//-----------------------------------------------------------------------------
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void PIPE::UpdateCurrentPosition( int newDir )
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{
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switch( newDir )
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{
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case PLUS_X:
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m_curPos.x += 1;
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break;
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case MINUS_X:
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m_curPos.x -= 1;
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break;
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case PLUS_Y:
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m_curPos.y += 1;
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break;
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case MINUS_Y:
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m_curPos.y -= 1;
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break;
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case PLUS_Z:
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m_curPos.z += 1;
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break;
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case MINUS_Z:
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m_curPos.z -= 1;
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Name: align_plusz
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// Desc: - Aligns the z axis along specified direction
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// - Used for all types of pipes
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//-----------------------------------------------------------------------------
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void PIPE::align_plusz( int newDir )
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{
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static D3DXVECTOR3 xAxis = D3DXVECTOR3(1.0f,0.0f,0.0f);
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static D3DXVECTOR3 yAxis = D3DXVECTOR3(0.0f,1.0f,0.0f);
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// align +z along new direction
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switch( newDir )
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{
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case PLUS_X:
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m_pWorldMatrixStack->RotateAxisLocal( &yAxis, PI/2.0f );
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break;
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case MINUS_X:
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m_pWorldMatrixStack->RotateAxisLocal( &yAxis, -PI/2.0f );
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break;
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case PLUS_Y:
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m_pWorldMatrixStack->RotateAxisLocal( &xAxis, -PI/2.0f );
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break;
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case MINUS_Y:
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m_pWorldMatrixStack->RotateAxisLocal( &xAxis, PI/2.0f );
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break;
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case PLUS_Z:
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m_pWorldMatrixStack->RotateAxisLocal( &yAxis, 0.0f );
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break;
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case MINUS_Z:
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m_pWorldMatrixStack->RotateAxisLocal( &yAxis, PI );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Name:
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// Desc: this array tells you which way the notch will be once you make
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// a turn
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// format: notchTurn[oldDir][newDir][notchVec]
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//-----------------------------------------------------------------------------
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int notchTurn[NUM_DIRS][NUM_DIRS][NUM_DIRS] =
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{
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// oldDir = +x
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iXX, iXX, iXX, iXX, iXX, iXX,
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iXX, iXX, iXX, iXX, iXX, iXX,
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iXX, iXX, MINUS_X,PLUS_X, PLUS_Z, MINUS_Z,
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iXX, iXX, PLUS_X, MINUS_X,PLUS_Z, MINUS_Z,
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iXX, iXX, PLUS_Y, MINUS_Y,MINUS_X,PLUS_X,
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iXX, iXX, PLUS_Y, MINUS_Y,PLUS_X, MINUS_X,
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// oldDir = -x
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iXX, iXX, iXX, iXX, iXX, iXX,
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iXX, iXX, iXX, iXX, iXX, iXX,
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iXX, iXX, PLUS_X, MINUS_X,PLUS_Z, MINUS_Z,
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iXX, iXX, MINUS_X,PLUS_X, PLUS_Z, MINUS_Z,
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iXX, iXX, PLUS_Y, MINUS_Y,PLUS_X, MINUS_X,
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iXX, iXX, PLUS_Y, MINUS_Y,MINUS_X,PLUS_X,
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// oldDir = +y
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MINUS_Y,PLUS_Y, iXX, iXX, PLUS_Z, MINUS_Z,
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PLUS_Y, MINUS_Y,iXX, iXX, PLUS_Z, MINUS_Z,
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iXX, iXX, iXX, iXX, iXX, iXX,
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iXX, iXX, iXX, iXX, iXX, iXX,
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PLUS_X, MINUS_X,iXX, iXX, MINUS_Y,PLUS_Y,
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PLUS_X, MINUS_X,iXX, iXX, PLUS_Y, MINUS_Y,
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// oldDir = -y
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PLUS_Y, MINUS_Y,iXX, iXX, PLUS_Z, MINUS_Z,
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MINUS_Y,PLUS_Y, iXX, iXX, PLUS_Z, MINUS_Z,
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iXX, iXX, iXX, iXX, iXX, iXX,
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iXX, iXX, iXX, iXX, iXX, iXX,
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PLUS_X, MINUS_X,iXX, iXX, PLUS_Y, MINUS_Y,
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PLUS_X, MINUS_X,iXX, iXX, MINUS_Y,PLUS_Y,
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// oldDir = +z
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MINUS_Z,PLUS_Z, PLUS_Y, MINUS_Y,iXX, iXX,
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PLUS_Z, MINUS_Z,PLUS_Y, MINUS_Y,iXX, iXX,
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PLUS_X, MINUS_X,MINUS_Z,PLUS_Z, iXX, iXX,
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PLUS_X, MINUS_X,PLUS_Z, MINUS_Z,iXX, iXX,
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iXX, iXX, iXX, iXX, iXX, iXX,
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iXX, iXX, iXX, iXX, iXX, iXX,
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// oldDir = -z
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PLUS_Z, MINUS_Z,PLUS_Y, MINUS_Y,iXX, iXX,
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MINUS_Z,PLUS_Z, PLUS_Y, MINUS_Y,iXX, iXX,
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PLUS_X, MINUS_X,PLUS_Z, MINUS_Z,iXX, iXX,
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PLUS_X, MINUS_X,MINUS_Z,PLUS_Z, iXX, iXX,
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iXX, iXX, iXX, iXX, iXX, iXX,
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iXX, iXX, iXX, iXX, iXX, iXX
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};
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