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