mirror of https://github.com/tongzx/nt5src
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
473 lines
14 KiB
473 lines
14 KiB
/******************************Module*Header*******************************\
|
|
* Module Name: npipe.cxx
|
|
*
|
|
* Normal pipes code
|
|
*
|
|
* Copyright (c) 1995 Microsoft Corporation
|
|
*
|
|
\**************************************************************************/
|
|
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
#include <stdlib.h>
|
|
#include <math.h>
|
|
#include <sys/types.h>
|
|
#include <sys/timeb.h>
|
|
#include <time.h>
|
|
#include <windows.h>
|
|
|
|
#include "sspipes.h"
|
|
#include "npipe.h"
|
|
#include "state.h"
|
|
|
|
|
|
static void align_notch( int newDir, int notch );
|
|
static void align_plusy( int oldDir, int newDir );
|
|
|
|
// defCylNotch shows where the notch for the default cylinder will be,
|
|
// in absolute coords, once we do an align_plusz
|
|
|
|
static GLint defCylNotch[NUM_DIRS] =
|
|
{ PLUS_Y, PLUS_Y, MINUS_Z, PLUS_Z, PLUS_Y, PLUS_Y };
|
|
|
|
|
|
/**************************************************************************\
|
|
* NORMAL_PIPE constructor
|
|
*
|
|
*
|
|
\**************************************************************************/
|
|
|
|
NORMAL_PIPE::NORMAL_PIPE( STATE *pState )
|
|
: PIPE( pState )
|
|
{
|
|
int choice;
|
|
|
|
type = TYPE_NORMAL;
|
|
pNState = pState->pNState;
|
|
|
|
// choose weighting of going straight
|
|
if( ! ss_iRand( 20 ) )
|
|
weightStraight = ss_iRand2( MAX_WEIGHT_STRAIGHT/4, MAX_WEIGHT_STRAIGHT );
|
|
else
|
|
weightStraight = 1 + ss_iRand( 4 );
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* Start
|
|
*
|
|
* Start drawing a new normal pipe
|
|
*
|
|
* - Draw a start cap and short pipe in new direction
|
|
*
|
|
* History
|
|
* July 27, 95 : [marcfo]
|
|
* - Wrote it
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
NORMAL_PIPE::Start( )
|
|
{
|
|
int newDir;
|
|
|
|
// Set start position
|
|
|
|
if( !SetStartPos() ) {
|
|
status = PIPE_OUT_OF_NODES;
|
|
return;
|
|
}
|
|
|
|
// set a material
|
|
|
|
ChooseMaterial();
|
|
|
|
// push matrix that has initial zTrans and rotation
|
|
glPushMatrix();
|
|
|
|
// Translate to current position
|
|
TranslateToCurrentPosition();
|
|
|
|
// Pick a random lastDir
|
|
lastDir = ss_iRand( NUM_DIRS );
|
|
|
|
newDir = ChooseNewDirection();
|
|
|
|
if( newDir == DIR_NONE ) {
|
|
// pipe is stuck at the start node, draw something
|
|
status = PIPE_STUCK;
|
|
DrawTeapot();
|
|
glPopMatrix();
|
|
return;
|
|
} else
|
|
status = PIPE_ACTIVE;
|
|
|
|
// set initial notch vector
|
|
notchVec = defCylNotch[newDir];
|
|
|
|
DrawStartCap( newDir );
|
|
|
|
// move ahead 1.0*r to draw pipe
|
|
glTranslatef( 0.0f, 0.0f, radius );
|
|
|
|
// draw short pipe
|
|
align_notch( newDir, notchVec );
|
|
pNState->shortPipe->Draw();
|
|
|
|
glPopMatrix();
|
|
|
|
UpdateCurrentPosition( newDir );
|
|
|
|
lastDir = newDir;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* Draw
|
|
*
|
|
* - if turning, draws a joint and a short cylinder, otherwise
|
|
* draws a long cylinder.
|
|
* - the 'current node' is set as the one we draw thru the NEXT
|
|
* time around.
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
NORMAL_PIPE::Draw()
|
|
{
|
|
int newDir;
|
|
|
|
newDir = ChooseNewDirection();
|
|
|
|
if( newDir == DIR_NONE ) { // no empty nodes - nowhere to go
|
|
DrawEndCap();
|
|
status = PIPE_STUCK;
|
|
return;
|
|
}
|
|
|
|
// push matrix that has initial zTrans and rotation
|
|
glPushMatrix();
|
|
|
|
// Translate to current position
|
|
TranslateToCurrentPosition();
|
|
|
|
// draw joint if necessary, and pipe
|
|
|
|
if( newDir != lastDir ) { // turning! - we have to draw joint
|
|
DrawJoint( newDir );
|
|
|
|
// draw short pipe
|
|
align_notch( newDir, notchVec );
|
|
pNState->shortPipe->Draw();
|
|
}
|
|
else { // no turn
|
|
// draw long pipe, from point 1.0*r back
|
|
align_plusz( newDir );
|
|
align_notch( newDir, notchVec );
|
|
glTranslatef( 0.0f, 0.0f, -radius );
|
|
pNState->longPipe->Draw();
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
UpdateCurrentPosition( newDir );
|
|
|
|
lastDir = newDir;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* DrawStartCap
|
|
*
|
|
* Cap the start of the pipe with a ball
|
|
*
|
|
* History
|
|
* July 4, 95 : [marcfo]
|
|
* - Wrote it
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
NORMAL_PIPE::DrawStartCap( int newDir )
|
|
{
|
|
if( bTexture ) {
|
|
align_plusz( newDir );
|
|
pNState->ballCap->Draw();
|
|
}
|
|
else {
|
|
// draw big ball in default orientation
|
|
pNState->bigBall->Draw();
|
|
align_plusz( newDir );
|
|
}
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* DrawEndCap():
|
|
*
|
|
* - Draws a ball, used to cap end of a pipe
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
NORMAL_PIPE::DrawEndCap( )
|
|
{
|
|
glPushMatrix();
|
|
|
|
// Translate to current position
|
|
TranslateToCurrentPosition();
|
|
|
|
if( bTexture ) {
|
|
glPushMatrix();
|
|
align_plusz( lastDir );
|
|
align_notch( lastDir, notchVec );
|
|
pNState->ballCap->Draw();
|
|
glPopMatrix();
|
|
}
|
|
else
|
|
pNState->bigBall->Draw();
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* ChooseElbow
|
|
*
|
|
* - Decides which elbow to draw
|
|
* - The beginning of each elbow is aligned along +y, and we have
|
|
* to choose the one with the notch in correct position
|
|
* - The 'primary' start notch (elbow[0]) is in same direction as
|
|
* newDir, and successive elbows rotate this notch CCW around +y
|
|
*
|
|
\**************************************************************************/
|
|
|
|
|
|
// this array supplies the sequence of elbow notch vectors, given
|
|
// oldDir and newDir (0's are don't cares)
|
|
// it is also used to determine the ending notch of an elbow
|
|
static GLint notchElbDir[NUM_DIRS][NUM_DIRS][4] = {
|
|
// oldDir = +x
|
|
iXX, iXX, iXX, iXX,
|
|
iXX, iXX, iXX, iXX,
|
|
PLUS_Y, MINUS_Z, MINUS_Y, PLUS_Z,
|
|
MINUS_Y, PLUS_Z, PLUS_Y, MINUS_Z,
|
|
PLUS_Z, PLUS_Y, MINUS_Z, MINUS_Y,
|
|
MINUS_Z, MINUS_Y, PLUS_Z, PLUS_Y,
|
|
// oldDir = -x
|
|
iXX, iXX, iXX, iXX,
|
|
iXX, iXX, iXX, iXX,
|
|
PLUS_Y, PLUS_Z, MINUS_Y, MINUS_Z,
|
|
MINUS_Y, MINUS_Z, PLUS_Y, PLUS_Z,
|
|
PLUS_Z, MINUS_Y, MINUS_Z, PLUS_Y,
|
|
MINUS_Z, PLUS_Y, PLUS_Z, MINUS_Y,
|
|
// oldDir = +y
|
|
PLUS_X, PLUS_Z, MINUS_X, MINUS_Z,
|
|
MINUS_X, MINUS_Z, PLUS_X, PLUS_Z,
|
|
iXX, iXX, iXX, iXX,
|
|
iXX, iXX, iXX, iXX,
|
|
PLUS_Z, MINUS_X, MINUS_Z, PLUS_X,
|
|
MINUS_Z, PLUS_X, PLUS_Z, MINUS_X,
|
|
// oldDir = -y
|
|
PLUS_X, MINUS_Z, MINUS_X, PLUS_Z,
|
|
MINUS_X, PLUS_Z, PLUS_X, MINUS_Z,
|
|
iXX, iXX, iXX, iXX,
|
|
iXX, iXX, iXX, iXX,
|
|
PLUS_Z, PLUS_X, MINUS_Z, MINUS_X,
|
|
MINUS_Z, MINUS_X, PLUS_Z, PLUS_X,
|
|
// oldDir = +z
|
|
PLUS_X, MINUS_Y, MINUS_X, PLUS_Y,
|
|
MINUS_X, PLUS_Y, PLUS_X, MINUS_Y,
|
|
PLUS_Y, PLUS_X, MINUS_Y, MINUS_X,
|
|
MINUS_Y, MINUS_X, PLUS_Y, PLUS_X,
|
|
iXX, iXX, iXX, iXX,
|
|
iXX, iXX, iXX, iXX,
|
|
// oldDir = -z
|
|
PLUS_X, PLUS_Y, MINUS_X, MINUS_Y,
|
|
MINUS_X, MINUS_Y, PLUS_X, PLUS_Y,
|
|
PLUS_Y, MINUS_X, MINUS_Y, PLUS_X,
|
|
MINUS_Y, PLUS_X, PLUS_Y, MINUS_X,
|
|
iXX, iXX, iXX, iXX,
|
|
iXX, iXX, iXX, iXX
|
|
};
|
|
|
|
GLint
|
|
NORMAL_PIPE::ChooseElbow( int oldDir, int newDir )
|
|
{
|
|
int i;
|
|
|
|
// precomputed table supplies correct elbow orientation
|
|
for( i = 0; i < 4; i ++ ) {
|
|
if( notchElbDir[oldDir][newDir][i] == notchVec )
|
|
return i;
|
|
}
|
|
// we shouldn't arrive here
|
|
return -1;
|
|
}
|
|
|
|
/**************************************************************************\
|
|
* DrawJoint
|
|
*
|
|
* Draw a joint between 2 pipes
|
|
*
|
|
* History
|
|
* Apr. 28, 95 : [marcfo]
|
|
* - Wrote it
|
|
*
|
|
\**************************************************************************/
|
|
|
|
void
|
|
NORMAL_PIPE::DrawJoint( int newDir )
|
|
{
|
|
int jointType;
|
|
int iBend;
|
|
|
|
jointType = pNState->ChooseJointType();
|
|
#if PIPES_DEBUG
|
|
if( newDir == oppositeDir[lastDir] )
|
|
printf( "Warning: opposite dir chosen!\n" );
|
|
#endif
|
|
|
|
switch( jointType ) {
|
|
case BALL_JOINT:
|
|
if( bTexture ) {
|
|
// use special texture-friendly ballJoints
|
|
|
|
align_plusz( newDir );
|
|
glPushMatrix();
|
|
|
|
align_plusy( lastDir, newDir );
|
|
|
|
// translate forward 1.0*r along +z to get set for drawing elbow
|
|
glTranslatef( 0.0f, 0.0f, radius );
|
|
// decide which elbow orientation to use
|
|
iBend = ChooseElbow( lastDir, newDir );
|
|
pNState->ballJoints[iBend]->Draw();
|
|
|
|
glPopMatrix();
|
|
}
|
|
else {
|
|
// draw big ball in default orientation
|
|
pNState->bigBall->Draw();
|
|
align_plusz( newDir );
|
|
}
|
|
// move ahead 1.0*r to draw pipe
|
|
glTranslatef( 0.0f, 0.0f, radius );
|
|
break;
|
|
|
|
case ELBOW_JOINT:
|
|
align_plusz( newDir );
|
|
|
|
// the align_plusy() here will mess up our notch calcs, so
|
|
// we push-pop
|
|
|
|
glPushMatrix();
|
|
|
|
align_plusy( lastDir, newDir );
|
|
|
|
// translate forward 1.0*r along +z to get set for drawing elbow
|
|
glTranslatef( 0.0f, 0.0f, radius );
|
|
// decide which elbow orientation to use
|
|
iBend = ChooseElbow( lastDir, newDir );
|
|
if( iBend == -1 ) {
|
|
#if PIPES_DEBUG
|
|
printf( "ChooseElbow() screwed up\n" );
|
|
#endif
|
|
iBend = 0; // recover
|
|
}
|
|
pNState->elbows[iBend]->Draw();
|
|
|
|
glPopMatrix();
|
|
|
|
glTranslatef( 0.0f, 0.0f, radius );
|
|
break;
|
|
|
|
default:
|
|
// Horrors! It's the teapot!
|
|
DrawTeapot();
|
|
align_plusz( newDir );
|
|
// move ahead 1.0*r to draw pipe
|
|
glTranslatef( 0.0f, 0.0f, radius );
|
|
}
|
|
|
|
// update the current notch vector
|
|
notchVec = notchTurn[lastDir][newDir][notchVec];
|
|
#if PIPES_DEBUG
|
|
if( notchVec == iXX )
|
|
printf( "notchTurn gave bad value\n" );
|
|
#endif
|
|
}
|
|
|
|
|
|
/**************************************************************************\
|
|
* Geometry functions
|
|
\**************************************************************************/
|
|
|
|
|
|
static float RotZ[NUM_DIRS][NUM_DIRS] = {
|
|
0.0f, 0.0f, 90.0f, 90.0f, 90.0f, -90.0f,
|
|
0.0f, 0.0f, -90.0f, -90.0f, -90.0f, 90.0f,
|
|
180.0f, 180.0f, 0.0f, 0.0f, 180.0f, 180.0f,
|
|
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
|
-90.0f, 90.0f, 0.0f, 180.0f, 0.0f, 0.0f,
|
|
90.0f, -90.0f, 180.0f, 0.0f, 0.0f, 0.0f };
|
|
|
|
|
|
|
|
/*-----------------------------------------------------------------------
|
|
| |
|
|
| align_plusy( int lastDir, int newDir ) |
|
|
| - Assuming +z axis is already aligned with newDir, align |
|
|
| +y axis BACK along lastDir |
|
|
| |
|
|
-----------------------------------------------------------------------*/
|
|
|
|
static void
|
|
align_plusy( int oldDir, int newDir )
|
|
{
|
|
GLfloat rotz;
|
|
|
|
rotz = RotZ[oldDir][newDir];
|
|
glRotatef( rotz, 0.0f, 0.0f, 1.0f );
|
|
}
|
|
|
|
// given a dir, determine how much to rotate cylinder around z to match notches
|
|
// format is [newDir][notchVec]
|
|
|
|
static GLfloat alignNotchRot[NUM_DIRS][NUM_DIRS] = {
|
|
fXX, fXX, 0.0f, 180.0f, 90.0f, -90.0f,
|
|
fXX, fXX, 0.0f, 180.0f, -90.0f, 90.0f,
|
|
-90.0f, 90.0f, fXX, fXX, 180.0f, 0.0f,
|
|
-90.0f, 90.0f, fXX, fXX, 0.0f, 180.0f,
|
|
-90.0f, 90.0f, 0.0f, 180.0f, fXX, fXX,
|
|
90.0f, -90.0f, 0.0f, 180.0f, fXX, fXX
|
|
};
|
|
|
|
|
|
/*-----------------------------------------------------------------------
|
|
| |
|
|
| align_notch( int newDir ) |
|
|
| - a cylinder is notched, and we have to line this up |
|
|
| with the previous primitive's notch which is maintained as |
|
|
| notchVec. |
|
|
| - this adds a rotation around z to achieve this |
|
|
| |
|
|
-----------------------------------------------------------------------*/
|
|
|
|
static void
|
|
align_notch( int newDir, int notch )
|
|
{
|
|
GLfloat rotz;
|
|
GLint curNotch;
|
|
|
|
// figure out where notch is presently after +z alignment
|
|
curNotch = defCylNotch[newDir];
|
|
// (don't need this now we have lut)
|
|
|
|
// look up rotation value in table
|
|
rotz = alignNotchRot[newDir][notch];
|
|
#if PIPES_DEBUG
|
|
if( rotz == fXX ) {
|
|
printf( "align_notch(): unexpected value\n" );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if( rotz != 0.0f )
|
|
glRotatef( rotz, 0.0f, 0.0f, 1.0f );
|
|
}
|