windows-nt/Source/XPSP1/NT/shell/osshell/control/scrnsave/pipes/fpipe.cpp

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2020-09-26 03:20:57 -05:00
//-----------------------------------------------------------------------------
// File: fpipe.cpp
//
// Desc: Flex pipes
//
// 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
//
// Copyright (c) 1994-2000 Microsoft Corporation
//-----------------------------------------------------------------------------
#include "stdafx.h"
// defCylNotch shows the absolute notch for the default cylinder,
// given a direction (notch is always along +x axis)
static int defCylNotch[NUM_DIRS] =
{ MINUS_Z, PLUS_Z, PLUS_X, PLUS_X, PLUS_X, MINUS_X };
static int GetRelativeDir( int lastDir, int notchVec, int newDir );
//-----------------------------------------------------------------------------
// Name: FLEX_PIPE constructor
// Desc:
//-----------------------------------------------------------------------------
FLEX_PIPE::FLEX_PIPE( STATE *pState ) : PIPE( pState )
{
float circ;
// Create an EVAL object
m_nSlices = pState->m_nSlices;
// No XC's yet, they will be allocated at pipe Start()
m_xcCur = m_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.
m_pEval = new EVAL( m_pState->m_bUseTexture );
// 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->m_radius );
m_evalDivSize = circ / (float) m_nSlices;
}
//-----------------------------------------------------------------------------
// Name: ~FLEX_PIPE
// Desc:
//-----------------------------------------------------------------------------
FLEX_PIPE::~FLEX_PIPE( )
{
delete m_pEval;
// delete any XC's
if( m_xcCur != NULL )
{
if( m_xcEnd == m_xcCur )
//mf: so far this can't happen...
m_xcEnd = NULL; // xcCur and xcEnd can point to same xc !
delete m_xcCur;
m_xcCur = NULL;
}
if( m_xcEnd != NULL )
{
delete m_xcEnd;
m_xcEnd = NULL;
}
}
//-----------------------------------------------------------------------------
// Name: REGULAR_FLEX_PIPE constructor
// Desc:
//-----------------------------------------------------------------------------
REGULAR_FLEX_PIPE::REGULAR_FLEX_PIPE( STATE *state ) : FLEX_PIPE( state )
{
static float turnFactorRange = 0.1f;
m_type = TYPE_FLEX_REGULAR;
// figure out turning factor range (0 for min bends, 1 for max bends)
#if 1
float avgTurn = CPipesScreensaver::fRand( 0.11f, 0.81f );
// set min and max turn factors, and clamp to 0..1
m_turnFactorMin =
SS_CLAMP_TO_RANGE( avgTurn - turnFactorRange, 0.0f, 1.0f );
m_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( !CPipesScreensaver::iRand( 20 ) )
m_weightStraight = CPipesScreensaver::iRand2( MAX_WEIGHT_STRAIGHT/4, MAX_WEIGHT_STRAIGHT );
else
m_weightStraight = CPipesScreensaver::iRand( 4 );
}
//-----------------------------------------------------------------------------
// Name: TURNING_FLEX_PIPE constructor
// Desc:
//-----------------------------------------------------------------------------
TURNING_FLEX_PIPE::TURNING_FLEX_PIPE( STATE *state ) : FLEX_PIPE( state )
{
m_type = TYPE_FLEX_TURNING;
}
//-----------------------------------------------------------------------------
// Name: SetTexIndex
// Desc: Set the texture index for this pipe, and calculate texture state dependent
// on texRep values
//-----------------------------------------------------------------------------
void FLEX_PIPE::SetTexParams( TEXTUREINFO *pTex, IPOINT2D *pTexRep )
{
if( m_pState->m_bUseTexture )
{
/*
float m_tSize;
float circ;
m_tStart = (float) pTexRep->y * 1.0f;
m_tEnd = 0.0f;
// calc height (m_tSize) of one rep of texture around circumference
circ = CIRCUMFERENCE( m_radius );
m_tSize = circ / pTexRep->y;
// now calc corresponding width of the texture using its x/y ratio
m_sLength = m_tSize / pTex->origAspectRatio;
m_sStart = m_sEnd = 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 ?
}
}
//-----------------------------------------------------------------------------
// Name: ChooseXCProfile
// Desc: Initialize extruded pipe scheme. This uses a randomly constructed
// XC, but it remains constant throughout the pipe
//-----------------------------------------------------------------------------
void FLEX_PIPE::ChooseXCProfile()
{
static float turnFactorRange = 0.1f;
float baseRadius = m_pState->m_radius;
// initialize evaluator elements:
m_pEval->m_numSections = EVAL_XC_CIRC_SECTION_COUNT;
m_pEval->m_uOrder = EVAL_ARC_ORDER;
//mf: watch this - maybe should ROUND_UP uDiv
// set uDiv per section (assumed uDiv multiple of numSections)
m_pEval->m_uDiv = m_nSlices / m_pEval->m_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( CPipesScreensaver::iRand(4) ) // 3/4 of the time
m_xcCur = new ELLIPTICAL_XC( CPipesScreensaver::fRand(1.2f, 2.0f) * baseRadius,
baseRadius );
else
m_xcCur = new RANDOM4ARC_XC( CPipesScreensaver::fRand(1.5f, 2.0f) * baseRadius );
}
//-----------------------------------------------------------------------------
// Name: REGULAR_FLEX_PIPE::Start
// Desc: Does startup of extruded-XC pipe drawing scheme
//-----------------------------------------------------------------------------
void REGULAR_FLEX_PIPE::Start()
{
NODE_ARRAY* nodes = m_pState->m_nodes;
int newDir;
// Set start position
if( !SetStartPos() )
{
m_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
m_lastDir = CPipesScreensaver::iRand( NUM_DIRS );
// get a new node to draw to
newDir = ChooseNewDirection();
if( newDir == DIR_NONE )
{
// draw like one of those tea-pouring thingies...
m_status = PIPE_STUCK;
// glPopMatrix();
return;
}
else
{
m_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
m_notchVec = defCylNotch[newDir];
m_zTrans = - m_pState->m_view.m_divSize; // distance back from new node
UpdateCurrentPosition( newDir );
m_lastDir = newDir;
}
//-----------------------------------------------------------------------------
// Name: TURNING_FLEX_PIPE::Start
// Desc: Does startup of turning extruded-XC pipe drawing scheme
//-----------------------------------------------------------------------------
void TURNING_FLEX_PIPE::Start( )
{
NODE_ARRAY* nodes = m_pState->m_nodes;
// Set start position
if( !SetStartPos() )
{
m_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)
m_lastDir = CPipesScreensaver::iRand( NUM_DIRS );
// Pick a starting direction by finding a neihgbouring empty node
int newDir = nodes->FindClearestDirection( &m_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...
m_status = PIPE_STUCK;
// glPopMatrix();
return;
}
else
{
m_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
m_notchVec = defCylNotch[newDir];
m_zTrans = 0.0f; // right at current node
m_lastDir = newDir;
}
//-----------------------------------------------------------------------------
// Name: REGULAR_FLEX_PIPE::Draw
// Desc: 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
//-----------------------------------------------------------------------------
void REGULAR_FLEX_PIPE::Draw()
{
float turnRadius, minTurnRadius;
float pipeLen, maxPipeLen, minPipeLen;
int newDir, relDir;
float maxXCExtent;
NODE_ARRAY* nodes = m_pState->m_nodes;
float divSize = m_pState->m_view.m_divSize;
// get new direction
newDir = ChooseNewDirection();
if( newDir == DIR_NONE )
{
m_status = PIPE_STUCK;
DrawCap( END_CAP );
// glPopMatrix();
return;
}
// draw pipe, and if turning, joint
if( newDir != m_lastDir )
{
// turning! - we have to draw joint
// get relative turn, to figure turn radius
relDir = GetRelativeDir( m_lastDir, m_notchVec, newDir );
minTurnRadius = m_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 = (-m_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 = m_xcCur->MaxExtent(); // in case need it again
minPipeLen = maxXCExtent - (divSize + m_zTrans);
if( minPipeLen < 0.0f )
minPipeLen = 0.0f;
// Choose length of straight section
// (we are translating from turnFactor to 'straightFactor' here)
pipeLen = minPipeLen +
CPipesScreensaver::fRand( 1.0f - m_turnFactorMax, 1.0f - m_turnFactorMin ) *
(maxPipeLen - minPipeLen);
// turn radius is whatever's left over:
turnRadius = maxPipeLen - pipeLen + minTurnRadius;
// draw straight section
DrawExtrudedXCObject( pipeLen );
m_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 );
m_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 = -m_zTrans; // brings us just up to last node
maxPipeLen = minPipeLen + divSize - m_xcCur->MaxExtent();
// brings us as close as possible to new node
pipeLen = minPipeLen +
CPipesScreensaver::fRand( 1.0f - m_turnFactorMax, 1.0f - m_turnFactorMin ) *
(maxPipeLen - minPipeLen);
// draw pipe
DrawExtrudedXCObject( pipeLen );
m_zTrans += (-divSize + pipeLen);
}
UpdateCurrentPosition( newDir );
m_lastDir = newDir;
}
//-----------------------------------------------------------------------------
// Name: DrawTurningXCPipe
// Desc: Draws the pipe using only turns
// - Go straight if no turns available
//-----------------------------------------------------------------------------
void TURNING_FLEX_PIPE::Draw()
{
float turnRadius;
int newDir;
NODE_ARRAY *nodes = m_pState->m_nodes;
float divSize = m_pState->m_view.m_divSize;
// get new direction
//mf: pipe may have gotten stuck on Start...(we don't check for this)
newDir = nodes->ChooseNewTurnDirection( &m_curPos, m_lastDir );
if( newDir == DIR_NONE )
{
m_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( m_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( &m_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( m_lastDir );
UpdateCurrentPosition( newDir );
m_lastDir = newDir;
}
}
//-----------------------------------------------------------------------------
// Name: DrawXCElbow
// Desc: 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
//-----------------------------------------------------------------------------
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 );
m_pEval->m_vOrder = EVAL_ARC_ORDER;
// convert absolute dir to relative dir
relDir = GetRelativeDir( m_lastDir, m_notchVec, newDir );
// draw it - call simple bend function
m_pEval->ProcessXCPrimBendSimple( m_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
m_notchVec = notchTurn[m_lastDir][newDir][m_notchVec];
}
//-----------------------------------------------------------------------------
// 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] );
}