84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
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/******************************Module*Header*******************************\
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* Module Name: logobj.hxx
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*
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* Copyright (c) 1997 Microsoft Corporation
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*
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\**************************************************************************/
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#ifndef __logobj_hxx__
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#define __logobj_hxx__
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#include "mtk.hxx"
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#if 1
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#define OBJECT_WIDTH 2.6f
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#else
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#define OBJECT_WIDTH 3.535f // so object is 256 pixels wide, looks good
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//#define OBJECT_WIDTH 1.7675f // object 128 pixels : ugly
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#endif
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#define FRAME_SIZE (0.05f * OBJECT_WIDTH)
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#define FRAME_DEPTH 0.1f
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class LOG_OBJECT {
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public:
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FSIZE fImageSize; // size of image part of object
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float fCurContextWidth; // current width of context part of object
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float fMaxContextWidth; // max width of context part of object
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FSIZE fFrameSize; // size of frame around object (offset value)
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float fFrameDepth;
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TEXTURE *pTex;
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LOG_OBJECT();
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~LOG_OBJECT();
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void ShowContext( BOOL bShow );
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void ShowFrame( BOOL bShow );
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void SetDest( float x, float y, float z );
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void SetDest( POINT3D *pDest );
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void OffsetDest( float x, float y, float z );
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void SetContextSize( float fPortion );
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void SetImageSize( FSIZE *pSize );
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void SetTexture( TEXTURE *pTexture );
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void GetDest( POINT3D *pDest );
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void GetRect( GLIRECT *pRect );
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int GetIter() { return iter; };
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// void GetPos( POINT3D *curpos );
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void Translate();
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void Rotate();
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BOOL NextFlyIteration();
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void Draw();
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void Draw( BOOL bUpdateWinRect );
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void ResetMotion();
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void SetDampedFlyMotion( float deviation );
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void SetDampedFlyMotion( float deviation, POINT3D *pOffset );
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void CalcWinRect();
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private:
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void CalcWinRect( BOOL bTransform );
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void CalcCoords();
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void CalcFrameCoords();
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void CalcTexCoords();
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void CalcFrameNormals();
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void DrawFace();
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void DrawFrame();
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float dest[3]; // destination position (current if offset = 0)
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float offset[3]; // offset from destination
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float rotAxis[3];
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float ang;
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int iter; // fly iterations
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GLIRECT rect; // Bounds rectangle (GL coords : bl=origin)
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BOOL bShowContext;
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BOOL bFramed;
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POINT3D point[8]; // current coords of object (object space)
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POINT3D frameNormal[4]; // normals for the frame
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TEX_POINT2D texPoint[4]; // tex coords for front face texture
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};
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#endif // __logobj_hxx__
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