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60 lines
2.0 KiB
60 lines
2.0 KiB
#ifndef __eval_h__
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#define __eval_h__
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#include "sscommon.h"
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#include "xc.h"
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#define MAX_UORDER 5 // this is per section
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#define MAX_VORDER 5
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#define MAX_USECTIONS 4
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#define MAX_XC_PTS (MAX_UORDER * MAX_USECTIONS)
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#define TEX_ORDER 2
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#define EVAL_ARC_ORDER 4
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#define EVAL_CYLINDER_ORDER 2
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#define EVAL_ELBOW_ORDER 4
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// # of components (eg. arcs) to form a complete cross-section
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#define EVAL_XC_CIRC_SECTION_COUNT 4
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#define EVAL_XC_POINT_COUNT ( (EVAL_ARC_ORDER-1)*4 + 1 )
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#define EVAL_CIRC_ARC_CONTROL 0.56f // for r=1
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/**************************************************************************\
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*
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* EVAL class
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*
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* - Evaluator composed of one or more sections that are evaluated
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* separately with OpenGL evaluators
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*
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\**************************************************************************/
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class EVAL {
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public:
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EVAL( BOOL bTexture );
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~EVAL();
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int numSections; // number of cross-sectional sections
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int uOrder, vOrder;
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// assumed: all sections same order - uOrder is per
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// section; sections share vertex and texture control points
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int uDiv, vDiv; // figured out one level up ?
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POINT3D *pts; // vertex control points
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// - texture always order 2 for s and t (linear mapping)
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BOOL bTexture;
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TEX_POINT2D *texPts; // texture control points
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void Evaluate(); // evaluate/render the object
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void SetVertexCtrlPtsXCTranslate( POINT3D *pts, float length,
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XC *xcStart, XC *xcEnd );
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void SetTextureControlPoints( float s_start, float s_end,
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float t_start, float t_end );
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void ProcessXCPrimLinear( XC *xcStart, XC *xcEnd, float length );
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void ProcessXCPrimBendSimple( XC *xcCur, int dir, float radius );
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void ProcessXCPrimSingularity( XC *xcCur, float length,
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BOOL bOpening );
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};
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extern void ResetEvaluator( BOOL bTexture );
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#endif // __eval_h__
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