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718 lines
22 KiB
718 lines
22 KiB
//-----------------------------------------------------------------------------
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// File: fpipe.cpp
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//
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// Desc: Flex pipes
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//
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// All Draw routines start with current xc at the beginning, and create
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// a new one at the end. Since it is common to just have 2 xc's for
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// each prim, xcCur holds the current xc, and xcEnd is available
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// for the draw routine to use as the end xc.
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// They also reset xcCur when done
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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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// defCylNotch shows the absolute notch for the default cylinder,
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// given a direction (notch is always along +x axis)
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static int defCylNotch[NUM_DIRS] =
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{ MINUS_Z, PLUS_Z, PLUS_X, PLUS_X, PLUS_X, MINUS_X };
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static int GetRelativeDir( int lastDir, int notchVec, int newDir );
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//-----------------------------------------------------------------------------
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// Name: FLEX_PIPE constructor
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// Desc:
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//-----------------------------------------------------------------------------
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FLEX_PIPE::FLEX_PIPE( STATE *pState ) : PIPE( pState )
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{
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float circ;
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// Create an EVAL object
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m_nSlices = pState->m_nSlices;
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// No XC's yet, they will be allocated at pipe Start()
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m_xcCur = m_xcEnd = NULL;
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// The EVAL will be used for all pEvals in the pipe, so should be
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// set to hold max. possible # of pts for the pipe.
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m_pEval = new EVAL( m_pState->m_bUseTexture );
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// Determine pipe tesselation
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// For now, this is based on global tesselation factor
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//mf: maybe clean up this scheme a bit
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// Calculate evalDivSize, a reference value for the size of a UxV division.
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// This is used later for calculating texture coords.
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circ = CIRCUMFERENCE( pState->m_radius );
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m_evalDivSize = circ / (float) m_nSlices;
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}
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//-----------------------------------------------------------------------------
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// Name: ~FLEX_PIPE
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// Desc:
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//-----------------------------------------------------------------------------
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FLEX_PIPE::~FLEX_PIPE( )
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{
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delete m_pEval;
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// delete any XC's
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if( m_xcCur != NULL )
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{
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if( m_xcEnd == m_xcCur )
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//mf: so far this can't happen...
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m_xcEnd = NULL; // xcCur and xcEnd can point to same xc !
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delete m_xcCur;
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m_xcCur = NULL;
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}
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if( m_xcEnd != NULL )
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{
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delete m_xcEnd;
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m_xcEnd = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Name: REGULAR_FLEX_PIPE constructor
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// Desc:
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//-----------------------------------------------------------------------------
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REGULAR_FLEX_PIPE::REGULAR_FLEX_PIPE( STATE *state ) : FLEX_PIPE( state )
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{
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static float turnFactorRange = 0.1f;
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m_type = TYPE_FLEX_REGULAR;
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// figure out turning factor range (0 for min bends, 1 for max bends)
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#if 1
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float avgTurn = CPipesScreensaver::fRand( 0.11f, 0.81f );
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// set min and max turn factors, and clamp to 0..1
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m_turnFactorMin =
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SS_CLAMP_TO_RANGE( avgTurn - turnFactorRange, 0.0f, 1.0f );
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m_turnFactorMax =
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SS_CLAMP_TO_RANGE( avgTurn + turnFactorRange, 0.0f, 1.0f );
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#else
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// debug: test max bend
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turnFactorMin = turnFactorMax = 1.0f;
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#endif
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// choose straight weighting
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// mf:for now, same as npipe - if stays same, put in pipe
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if( !CPipesScreensaver::iRand( 20 ) )
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m_weightStraight = CPipesScreensaver::iRand2( MAX_WEIGHT_STRAIGHT/4, MAX_WEIGHT_STRAIGHT );
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else
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m_weightStraight = CPipesScreensaver::iRand( 4 );
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}
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//-----------------------------------------------------------------------------
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// Name: TURNING_FLEX_PIPE constructor
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// Desc:
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//-----------------------------------------------------------------------------
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TURNING_FLEX_PIPE::TURNING_FLEX_PIPE( STATE *state ) : FLEX_PIPE( state )
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{
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m_type = TYPE_FLEX_TURNING;
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}
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//-----------------------------------------------------------------------------
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// Name: SetTexIndex
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// Desc: Set the texture index for this pipe, and calculate texture state dependent
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// on texRep values
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//-----------------------------------------------------------------------------
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void FLEX_PIPE::SetTexParams( TEXTUREINFO *pTex, IPOINT2D *pTexRep )
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{
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if( m_pState->m_bUseTexture )
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{
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/*
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float m_tSize;
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float circ;
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m_tStart = (float) pTexRep->y * 1.0f;
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m_tEnd = 0.0f;
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// calc height (m_tSize) of one rep of texture around circumference
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circ = CIRCUMFERENCE( m_radius );
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m_tSize = circ / pTexRep->y;
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// now calc corresponding width of the texture using its x/y ratio
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m_sLength = m_tSize / pTex->origAspectRatio;
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m_sStart = m_sEnd = 0.0f;
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*/
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//mf: this means we are 'standardizing' the texture size and proportions
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// on pipe of radius 1.0 for entire program. Might want to recalc this on
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// a per-pipe basis ?
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}
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}
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//-----------------------------------------------------------------------------
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// Name: ChooseXCProfile
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// Desc: Initialize extruded pipe scheme. This uses a randomly constructed
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// XC, but it remains constant throughout the pipe
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//-----------------------------------------------------------------------------
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void FLEX_PIPE::ChooseXCProfile()
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{
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static float turnFactorRange = 0.1f;
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float baseRadius = m_pState->m_radius;
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// initialize evaluator elements:
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m_pEval->m_numSections = EVAL_XC_CIRC_SECTION_COUNT;
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m_pEval->m_uOrder = EVAL_ARC_ORDER;
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//mf: watch this - maybe should ROUND_UP uDiv
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// set uDiv per section (assumed uDiv multiple of numSections)
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m_pEval->m_uDiv = m_nSlices / m_pEval->m_numSections;
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// Setup XC's
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// The xc profile remains constant throughout in this case,
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// so we only need one xc.
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// Choose between elliptical or random cross-sections. Since elliptical
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// looks a little better, make it more likely
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if( CPipesScreensaver::iRand(4) ) // 3/4 of the time
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m_xcCur = new ELLIPTICAL_XC( CPipesScreensaver::fRand(1.2f, 2.0f) * baseRadius,
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baseRadius );
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else
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m_xcCur = new RANDOM4ARC_XC( CPipesScreensaver::fRand(1.5f, 2.0f) * baseRadius );
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}
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//-----------------------------------------------------------------------------
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// Name: REGULAR_FLEX_PIPE::Start
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// Desc: Does startup of extruded-XC pipe drawing scheme
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//-----------------------------------------------------------------------------
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void REGULAR_FLEX_PIPE::Start()
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{
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NODE_ARRAY* nodes = m_pState->m_nodes;
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int newDir;
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// Set start position
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if( !SetStartPos() )
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{
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m_status = PIPE_OUT_OF_NODES;
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return;
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}
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// set material
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ChooseMaterial();
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// set XC profile
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ChooseXCProfile();
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// push matrix with zTrans and scene rotation
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// glPushMatrix();
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// Translate to current position
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TranslateToCurrentPosition();
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// set random lastDir
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m_lastDir = CPipesScreensaver::iRand( NUM_DIRS );
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// get a new node to draw to
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newDir = ChooseNewDirection();
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if( newDir == DIR_NONE )
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{
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// draw like one of those tea-pouring thingies...
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m_status = PIPE_STUCK;
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// glPopMatrix();
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return;
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}
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else
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{
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m_status = PIPE_ACTIVE;
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}
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align_plusz( newDir ); // get us pointed in right direction
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// draw start cap, which will end right at current node
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DrawCap( START_CAP );
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// set initial notch vector, which is just the default notch, since
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// we didn't have to spin the start cap around z
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m_notchVec = defCylNotch[newDir];
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m_zTrans = - m_pState->m_view.m_divSize; // distance back from new node
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UpdateCurrentPosition( newDir );
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m_lastDir = newDir;
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}
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//-----------------------------------------------------------------------------
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// Name: TURNING_FLEX_PIPE::Start
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// Desc: Does startup of turning extruded-XC pipe drawing scheme
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//-----------------------------------------------------------------------------
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void TURNING_FLEX_PIPE::Start( )
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{
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NODE_ARRAY* nodes = m_pState->m_nodes;
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// Set start position
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if( !SetStartPos() )
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{
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m_status = PIPE_OUT_OF_NODES;
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return;
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}
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// Set material
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ChooseMaterial();
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// Set XC profile
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ChooseXCProfile();
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// Push matrix with zTrans and scene rotation
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// glPushMatrix();
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// Translate to current position
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TranslateToCurrentPosition();
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// lastDir has to be set to something valid, in case we get stuck right
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// away, cuz Draw() will be called anyways on next iteration, whereupon
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// it finds out it really is stuck, AFTER calling ChooseNewTurnDirection,
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// which requires valid lastDir. (mf: fix this)
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m_lastDir = CPipesScreensaver::iRand( NUM_DIRS );
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// Pick a starting direction by finding a neihgbouring empty node
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int newDir = nodes->FindClearestDirection( &m_curPos );
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// We don't 'choose' it, or mark it as taken, because ChooseNewDirection
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// will always check it anyways
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if( newDir == DIR_NONE )
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{
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// we can't go anywhere
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// draw like one of those tea-pouring thingies...
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m_status = PIPE_STUCK;
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// glPopMatrix();
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return;
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}
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else
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{
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m_status = PIPE_ACTIVE;
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}
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align_plusz( newDir ); // get us pointed in right direction
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// Draw start cap, which will end right at current node
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DrawCap( START_CAP );
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// Set initial notch vector, which is just the default notch, since
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// we didn't have to spin the start cap around z
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m_notchVec = defCylNotch[newDir];
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m_zTrans = 0.0f; // right at current node
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m_lastDir = newDir;
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}
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//-----------------------------------------------------------------------------
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// Name: REGULAR_FLEX_PIPE::Draw
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// Desc: Draws the pipe using a constant random xc that is extruded
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//
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// Minimum turn radius can vary, since xc is not symmetrical across any
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// of its axes. Therefore here we draw using a pipe/elbow sequence, so we
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// know what direction we're going in before drawing the elbow. The current
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// node is the one we will draw thru next time. Typically, the actual end
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// of the pipe is way back of this node, almost at the previous node, due
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// to the variable turn radius
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//-----------------------------------------------------------------------------
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void REGULAR_FLEX_PIPE::Draw()
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{
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float turnRadius, minTurnRadius;
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float pipeLen, maxPipeLen, minPipeLen;
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int newDir, relDir;
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float maxXCExtent;
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NODE_ARRAY* nodes = m_pState->m_nodes;
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float divSize = m_pState->m_view.m_divSize;
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// get new direction
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newDir = ChooseNewDirection();
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if( newDir == DIR_NONE )
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{
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m_status = PIPE_STUCK;
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DrawCap( END_CAP );
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// glPopMatrix();
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return;
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}
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// draw pipe, and if turning, joint
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if( newDir != m_lastDir )
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{
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// turning! - we have to draw joint
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// get relative turn, to figure turn radius
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relDir = GetRelativeDir( m_lastDir, m_notchVec, newDir );
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minTurnRadius = m_xcCur->MinTurnRadius( relDir );
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// now calc maximum straight section we can draw before turning
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// zTrans is current pos'n of end of pipe, from current node ??
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// zTrans is current pos'n of end of pipe, from last node
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maxPipeLen = (-m_zTrans) - minTurnRadius;
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// there is also a minimum requirement for the length of the straight
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// section, cuz if we turn too soon with a large turn radius, we
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// will swing up too close to the next node, and won't be able to
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// make one or more of the 4 possible turns from that point
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maxXCExtent = m_xcCur->MaxExtent(); // in case need it again
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minPipeLen = maxXCExtent - (divSize + m_zTrans);
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if( minPipeLen < 0.0f )
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minPipeLen = 0.0f;
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// Choose length of straight section
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// (we are translating from turnFactor to 'straightFactor' here)
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pipeLen = minPipeLen +
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CPipesScreensaver::fRand( 1.0f - m_turnFactorMax, 1.0f - m_turnFactorMin ) *
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(maxPipeLen - minPipeLen);
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// turn radius is whatever's left over:
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turnRadius = maxPipeLen - pipeLen + minTurnRadius;
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// draw straight section
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DrawExtrudedXCObject( pipeLen );
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m_zTrans += pipeLen; // not necessary for now, since elbow no use
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// draw elbow
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// this updates axes, notchVec to position at end of elbow
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DrawXCElbow( newDir, turnRadius );
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m_zTrans = -(divSize - turnRadius); // distance back from node
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}
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else
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{
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// no turn
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// draw a straight pipe through the current node
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// length can vary according to the turnFactors (e.g. for high turn
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// factors draw a short pipe, so next turn can be as big as possible)
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minPipeLen = -m_zTrans; // brings us just up to last node
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maxPipeLen = minPipeLen + divSize - m_xcCur->MaxExtent();
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// brings us as close as possible to new node
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pipeLen = minPipeLen +
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CPipesScreensaver::fRand( 1.0f - m_turnFactorMax, 1.0f - m_turnFactorMin ) *
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(maxPipeLen - minPipeLen);
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// draw pipe
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DrawExtrudedXCObject( pipeLen );
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m_zTrans += (-divSize + pipeLen);
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}
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UpdateCurrentPosition( newDir );
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m_lastDir = newDir;
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}
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//-----------------------------------------------------------------------------
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// Name: DrawTurningXCPipe
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// Desc: Draws the pipe using only turns
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// - Go straight if no turns available
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//-----------------------------------------------------------------------------
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void TURNING_FLEX_PIPE::Draw()
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{
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float turnRadius;
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int newDir;
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NODE_ARRAY *nodes = m_pState->m_nodes;
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float divSize = m_pState->m_view.m_divSize;
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// get new direction
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//mf: pipe may have gotten stuck on Start...(we don't check for this)
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newDir = nodes->ChooseNewTurnDirection( &m_curPos, m_lastDir );
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if( newDir == DIR_NONE )
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{
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m_status = PIPE_STUCK;
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DrawCap( END_CAP );
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// glPopMatrix();
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return;
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}
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if( newDir == DIR_STRAIGHT )
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{
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// No turns available - draw straight section and hope for turns
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// on next iteration
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DrawExtrudedXCObject( divSize );
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UpdateCurrentPosition( m_lastDir );
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// ! we have to mark node as taken for this case, since
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// ChooseNewTurnDirection doesn't know whether we're taking the
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// straight option or not
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nodes->NodeVisited( &m_curPos );
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}
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else
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{
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// draw turning pipe
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// since xc is always located right at current node, turn radius
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// stays constant at one node division
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turnRadius = divSize;
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DrawXCElbow( newDir, turnRadius );
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// (zTrans stays at 0)
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// need to update 2 nodes
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UpdateCurrentPosition( m_lastDir );
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UpdateCurrentPosition( newDir );
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m_lastDir = newDir;
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}
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}
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//-----------------------------------------------------------------------------
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// Name: DrawXCElbow
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// Desc: Draw elbow from current position through new direction
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// - Extends current xc around bend
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// - Radius of bend is provided - this is distance from xc center to hinge
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// point, along newDir. e.g. for 'normal pipes', radius=vc->radius
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//-----------------------------------------------------------------------------
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void FLEX_PIPE::DrawXCElbow( int newDir, float radius )
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{
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int relDir; // 'relative' direction of turn
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float length;
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length = (2.0f * PI * radius) / 4.0f; // average length of elbow
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// calc vDiv, texture params based on length
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//mf: I think we should improve resolution of elbows - more vDiv's
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// could rewrite this fn to take a vDivSize
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CalcEvalLengthParams( length );
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m_pEval->m_vOrder = EVAL_ARC_ORDER;
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// convert absolute dir to relative dir
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relDir = GetRelativeDir( m_lastDir, m_notchVec, newDir );
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// draw it - call simple bend function
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m_pEval->ProcessXCPrimBendSimple( m_xcCur, relDir, radius );
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/*
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// set transf. matrix to new position by translating/rotating/translating
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// ! Based on simple elbow
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glTranslatef( 0.0f, 0.0f, radius );
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switch( relDir )
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{
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case PLUS_X:
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glRotatef( 90.0f, 0.0f, 1.0f, 0.0f );
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break;
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case MINUS_X:
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glRotatef( -90.0f, 0.0f, 1.0f, 0.0f );
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break;
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case PLUS_Y:
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glRotatef( -90.0f, 1.0f, 0.0f, 0.0f );
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break;
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case MINUS_Y:
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glRotatef( 90.0f, 1.0f, 0.0f, 0.0f );
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break;
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}
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glTranslatef( 0.0f, 0.0f, radius );
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*/
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// update notch vector using old function
|
|
m_notchVec = notchTurn[m_lastDir][newDir][m_notchVec];
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|
}
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|
|
|
|
|
|
|
|
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//-----------------------------------------------------------------------------
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|
// Name: DrawExtrudedXCObject
|
|
// Desc: Draws object generated by extruding the current xc
|
|
// Object starts at xc at origin in z=0 plane, and grows along +z axis
|
|
//-----------------------------------------------------------------------------
|
|
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:
|
|
m_pEval->m_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
|
|
m_pEval->ProcessXCPrimLinear( m_xcCur, m_xcCur, length );
|
|
|
|
// update state draw axes position
|
|
// glTranslatef( 0.0f, 0.0f, length );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: DrawXCCap
|
|
// Desc: 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.
|
|
//-----------------------------------------------------------------------------
|
|
void FLEX_PIPE::DrawCap( int type )
|
|
{
|
|
float radius;
|
|
XC *xc = m_xcCur;
|
|
BOOL bOpening = (type == START_CAP) ? TRUE : FALSE;
|
|
float length;
|
|
|
|
// set radius as average of the bounding box min/max's
|
|
radius = ((xc->m_xRight - xc->m_xLeft) + (xc->m_yTop - xc->m_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:
|
|
m_pEval->m_vOrder = EVAL_ARC_ORDER;
|
|
|
|
// draw it
|
|
m_pEval->ProcessXCPrimSingularity( xc, radius, bOpening );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: CalcEvalLengthParams
|
|
// Desc: Calculate pEval values that depend on the length of the extruded object
|
|
// - calculate vDiv, m_sStart, m_sEnd, and the texture control net array
|
|
//-----------------------------------------------------------------------------
|
|
void FLEX_PIPE::CalcEvalLengthParams( float length )
|
|
{
|
|
m_pEval->m_vDiv = (int ) SS_ROUND_UP( length / m_evalDivSize );
|
|
|
|
// calc texture start and end coords
|
|
|
|
if( m_pState->m_bUseTexture )
|
|
{
|
|
float s_delta;
|
|
|
|
// Don't let m_sEnd overflow : it should stay in range (0..1.0)
|
|
if( m_sEnd > 1.0f )
|
|
m_sEnd -= (int) m_sEnd;
|
|
|
|
m_sStart = m_sEnd;
|
|
s_delta = (length / m_sLength );
|
|
m_sEnd = m_sStart + s_delta;
|
|
|
|
// the texture ctrl point array can be calc'd here - it is always
|
|
// a simple 2x2 array for each section
|
|
m_pEval->SetTextureControlPoints( m_sStart, m_sEnd, m_tStart, m_tEnd );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: relDir
|
|
// Desc: 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
|
|
};
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Name: GetRelativeDir
|
|
// Desc: 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
|
|
//-----------------------------------------------------------------------------
|
|
static int GetRelativeDir( int lastDir, int notchVec, int newDir )
|
|
{
|
|
return( relDir[lastDir][notchVec][newDir] );
|
|
}
|
|
|