/******************************Module*Header*******************************\ * Module Name: eval.cxx * * Evaluator stuff * * Copyright (c) 1994 Microsoft Corporation * \**************************************************************************/ #include #include #include #include #include #include #include #include #include #include #include "sscommon.h" #include "sspipes.h" #include "eval.h" //#define EVAL_DBG 1 typedef enum { X_PLANE = 0, Y_PLANE, Z_PLANE }; #define EVAL_VSIZE 3 // vertex size in floats #define TMAJOR_ORDER 2 #define TMINOR_ORDER 2 #define VDIM 3 #define TDIM 2 //forwards #if EVAL_DBG static void DrawPoints( int num, POINT3D *pts ); #endif static void RotatePointSet( POINT3D *inPts, int numPts, float angle, int dir, float radius, POINT3D *outPts ); static void ExtrudePointSetDir( POINT3D *inPts, int numPts, float *acPts, int dir, POINT3D *outPts ); /**************************************************************************\ * EVAL * * Evaluator constructor * \**************************************************************************/ EVAL::EVAL( BOOL bTex ) { bTexture = bTex; // Allocate points buffer //mf: might want to use less than max in some cases int size = MAX_USECTIONS * MAX_UORDER * MAX_VORDER * sizeof(POINT3D); pts = (POINT3D *) LocalAlloc( LMEM_FIXED, size ); SS_ASSERT( pts != NULL, "EVAL constructor\n" ); // Alloc texture points buffer if( bTexture ) { size = MAX_USECTIONS * TEX_ORDER * TEX_ORDER * sizeof(TEX_POINT2D); texPts = (TEX_POINT2D *) LocalAlloc( LMEM_FIXED, size ); SS_ASSERT( texPts != NULL, "EVAL constructor\n" ); } ResetEvaluator( bTexture ); } /**************************************************************************\ * ~EVAL * * Evaluator destructor * * Frees up memory * \**************************************************************************/ EVAL::~EVAL( ) { LocalFree( pts ); if( bTexture ) LocalFree( texPts ); } /**************************************************************************\ * Reset * * Reset evaluator to generate 3d vertices and vertex normals * \**************************************************************************/ void ResetEvaluator( BOOL bTexture ) { if( bTexture ) { glEnable( GL_MAP2_TEXTURE_COORD_2 ); } glEnable( GL_MAP2_VERTEX_3 ); glEnable( GL_AUTO_NORMAL ); glFrontFace( GL_CW ); // cuz //mf: !!! if mixing Normal and Flex, have to watch out for this, cuz normal // needs CCW } /**************************************************************************\ * SetTextureControlPoints * * Set texture control point net * * This sets up 'numSections' sets of texture coordinate control points, based * on starting and ending s and t values. * * s coords run along pipe direction, t coords run around circumference * * History * July 17, 95 : [marcfo] * - Wrote it * \**************************************************************************/ void EVAL::SetTextureControlPoints( float s_start, float s_end, float t_start, float t_end ) { int i; TEX_POINT2D *ptexPts = texPts; GLfloat t_delta = (t_end - t_start) / numSections; GLfloat t = t_start; // calc ctrl pts for each quadrant for( i = 0; i < numSections; i++, ptexPts += (TDIM*TDIM) ) { // s, t coords ptexPts[0].t = ptexPts[2].t = t; t += t_delta; ptexPts[1].t = ptexPts[3].t = t; ptexPts[0].s = ptexPts[1].s = s_start; ptexPts[2].s = ptexPts[3].s = s_end; } } /**************************************************************************\ * SetVertexCtrlPtsXCTranslate * * Builds 3D control eval control net from 2 xcObjs displaced along the * z-axis by 'length'. * * First xc used to generate points in z=0 plane. * Second xc generates points in z=length plane. * ! Replicates the last point around each u. * * July 27, 95 : [marcfo] * - Wrote it * \**************************************************************************/ void EVAL::SetVertexCtrlPtsXCTranslate( POINT3D *pts, float length, XC *xcStart, XC *xcEnd ) { int i; POINT2D *ptsStart, *ptsEnd; POINT3D *pts1, *pts2; int numPts = xcStart->numPts; numPts++; // due to last point replication ptsStart = xcStart->pts; ptsEnd = xcEnd->pts; pts1 = pts; pts2 = pts + numPts; for( i = 0; i < (numPts-1); i++, pts1++, pts2++ ) { // copy over x,y from each xc *( (POINT2D *) pts1) = *ptsStart++; *( (POINT2D *) pts2) = *ptsEnd++; // set z for each pts1->z = 0.0f; pts2->z = length; } // Replicate last point in each u-band *pts1 = *pts; *pts2 = *(pts + numPts); } /**************************************************************************\ * ProcessXCPrimLinear * * Processes a prim according to evaluator data * * - Only valid for colinear xc's (along z) * - XC's may be identical (extrusion). If not identical, may have * discontinuities at each end. * - Converts 2D XC pts to 3D pts * * July 27, 95 : [marcfo] * - Wrote it * \**************************************************************************/ void EVAL::ProcessXCPrimLinear( XC *xcStart, XC *xcEnd, float length ) { if( length <= 0.0f ) // nuttin' to do return; // Build a vertex control net from 2 xcObj's a distance 'length' apart // this will displace the end xcObj a distance 'length' down the z-axis SetVertexCtrlPtsXCTranslate( pts, length, xcStart, xcEnd ); Evaluate( ); } /**************************************************************************\ * ProcessXCPrimBendSimple * * Processes a prim by bending along dir from xcCur * * - dir is relative from xc in x-y plane * - adds C2 continuity at ends * * July 27, 95 : [marcfo] * - Wrote it * \**************************************************************************/ void EVAL::ProcessXCPrimBendSimple( XC *xcCur, int dir, float radius ) { POINT3D *ptsSrc, *ptsDst; static float acPts[MAX_XC_PTS+1]; int ptSetStride = xcCur->numPts + 1; // pt stride for output pts buffer // We will be creating 4 cross-sectional control point sets here. // Convert 2D pts in xcCur to 3D pts at z=0 for 1st point set xcCur->ConvertPtsZ( pts, 0.0f ); // Calc 4th point set by rotating 1st set as per dir ptsDst = pts + 3*ptSetStride; RotatePointSet( pts, ptSetStride, 90.0f, dir, radius, ptsDst ); // angles != 90, hard, cuz not easy to extrude 3rd set from 4th // Next, have to figure out ac values. Need to extend each xc's points // into bend to generate ac net. For circular bend (and later for general // case elliptical bend), need to know ac distance from xc for each point. // This is based on the point's turn radius - a function of its distance // from the 'hinge' of the turn. // Can take advantage of symmetry here. Figure for one xc, good for 2nd. // This assumes 90 deg turn. (also,last point replicated) xcCur->CalcArcACValues90( dir, radius, acPts ); // 2) extrude each point's ac from xcCur (extrusion in +z) // apply values to 1st to get 2nd // MINUS_Z, cuz subtracts *back* from dir ExtrudePointSetDir( pts, ptSetStride, acPts, MINUS_Z, pts + ptSetStride ); // 3) extrude each point's ac from xcEnd (extrusion in -dir) ptsSrc = pts + 3*ptSetStride; ptsDst = pts + 2*ptSetStride; ExtrudePointSetDir( ptsSrc, ptSetStride, acPts, dir, ptsDst ); Evaluate(); } /**************************************************************************\ * eval_ProcessXCPrimSingularity * * Processes a prim by joining singularity to an xc * * - Used for closing or opening the pipe * - If bOpening is true, starts with singularity, otherwise ends with one * - the xc side is always in z=0 plane * - singularity side is radius on either side of xc * - adds C2 continuity at ends (perpendicular to +z at singularity end) * * July 29, 95 : [marcfo] * - Wrote it * \**************************************************************************/ void EVAL::ProcessXCPrimSingularity( XC *xcCur, float length, BOOL bOpening ) { POINT3D *ptsSing, *ptsXC; static float acPts[MAX_XC_PTS+1]; float zSing; // z-value at singularity int ptSetStride = xcCur->numPts + 1; // pt stride for output pts buffer int i; XC xcSing(xcCur); // create singularity xc - which is an extremely scaled-down version // of xcCur (this prevents any end-artifacts, unless of course we were // to zoom it ultra-large). xcSing.Scale( .0005f ); // We will be creating 4 cross-sectional control point sets here. // mf: 4 is like hard coded; what about for different xc component levels ? if( bOpening ) { ptsSing = pts; ptsXC = pts + 3*ptSetStride; } else { ptsSing = pts + 3*ptSetStride; ptsXC = pts; } // Convert 2D pts in xcCur to 3D pts at 'xc' point set xcCur->ConvertPtsZ( ptsXC, 0.0f ); // Set z-value for singularity point set zSing = bOpening ? -length : length; xcSing.ConvertPtsZ( ptsSing, zSing ); // The arc control for each point is based on a radius value that is // each xc point's distance from the xc center xcCur->CalcArcACValuesByDistance( acPts ); // Calculate point set near xc if( bOpening ) ExtrudePointSetDir( ptsXC, ptSetStride, acPts, PLUS_Z, ptsXC - ptSetStride ); else ExtrudePointSetDir( ptsXC, ptSetStride, acPts, MINUS_Z, ptsXC + ptSetStride ); // Point set near singularity is harder, as the points must generate // a curve between the singularity and each xc point // No, easier, just scale each point by universal arc controller ! POINT3D *ptsDst = pts; ptsDst = bOpening ? ptsSing + ptSetStride : ptsSing - ptSetStride; for( i = 0; i < ptSetStride; i ++, ptsDst++ ) { ptsDst->x = EVAL_CIRC_ARC_CONTROL * ptsXC[i].x; ptsDst->y = EVAL_CIRC_ARC_CONTROL * ptsXC[i].y; ptsDst->z = zSing; } Evaluate(); } /**************************************************************************\ * Evaluate * * Evaluates the EVAL object * * - There may be 1 or more lengthwise sections around an xc * - u is minor, v major * - u,t run around circumference, v,s lengthwise * - Texture maps are 2x2 for each section * - ! uDiv is per section ! * * History * July 21, 95 : [marcfo] * - Wrote it * \**************************************************************************/ void EVAL::Evaluate( ) { int i; POINT3D *ppts = pts; TEX_POINT2D *ptexPts = texPts; // total # pts in cross-section: int xcPointCount = (uOrder-1)*numSections + 1; for( i = 0; i < numSections; i ++, ppts += (uOrder-1), ptexPts += (TEX_ORDER*TEX_ORDER) ) { // map texture coords if( bTexture ) { glMap2f(GL_MAP2_TEXTURE_COORD_2, 0.0f, 1.0f, TDIM, TEX_ORDER, 0.0f, 1.0f, TEX_ORDER*TDIM, TEX_ORDER, (GLfloat *) ptexPts ); } // map vertices glMap2f(GL_MAP2_VERTEX_3, 0.0f, 1.0f, VDIM, uOrder, 0.0f, 1.0f, xcPointCount*VDIM, vOrder, (GLfloat *) ppts ); // evaluate glMapGrid2f(uDiv, 0.0f, 1.0f, vDiv, 0.0f, 1.0f); glEvalMesh2( GL_FILL, 0, uDiv, 0, vDiv); } } #if EVAL_DBG /**************************************************************************\ * DrawPoints * * draw control points * \**************************************************************************/ static void DrawPoints( int num, POINT3D *pts ) { GLint i; // draw green pts for now glColor3f(0.0f, 1.0f, 0.0f); glPointSize(2); glBegin(GL_POINTS); for (i = 0; i < num; i++, pts++) { glVertex3fv( (GLfloat *) pts ); } glEnd(); } #endif /**************************************************************************\ * ExtrudePointSetDir * * Extrude a point set back from the current direction * * Generates C2 continuity at the supplied point set xc, by generating another * point set back of the first, using supplied subtraction values. * * July 28, 95 : [marcfo] * - Wrote it * \**************************************************************************/ static void ExtrudePointSetDir( POINT3D *inPts, int numPts, float *acPts, int dir, POINT3D *outPts ) { int i; float sign; int offset; switch( dir ) { case PLUS_X: offset = 0; sign = -1.0f; break; case MINUS_X: offset = 0; sign = 1.0f; break; case PLUS_Y: offset = 1; sign = -1.0f; break; case MINUS_Y: offset = 1; sign = 1.0f; break; case PLUS_Z: offset = 2; sign = -1.0f; break; case MINUS_Z: offset = 2; sign = 1.0f; break; } for( i = 0; i < numPts; i++, inPts++, outPts++, acPts++ ) { *outPts = *inPts; ((float *)outPts)[offset] = ((float *)inPts)[offset] + (sign * (*acPts)); } } /**************************************************************************\ * RotatePointSet * * Rotate point set by angle, according to dir and radius * * - Put points in supplied outPts buffer * * July 28, 95 : [marcfo] * - Wrote it * \**************************************************************************/ static void RotatePointSet( POINT3D *inPts, int numPts, float angle, int dir, float radius, POINT3D *outPts ) { MATRIX matrix1, matrix2, matrix3; int i; POINT3D rot = {0.0f}; POINT3D anchor = {0.0f}; /* dir rot +x 90 y -x -90 y +y -90 x -y 90 x */ // convert angle to radians //mf: as noted in objects.c, we have to take negative angle to make // it work in familiar 'CCW rotation is positive' mode. The ss_* rotate // routines must work in the 'CW is +'ve' mode, as axis pointing at you. angle = SS_DEG_TO_RAD(-angle); // set axis rotation and anchor point switch( dir ) { case PLUS_X: rot.y = angle; anchor.x = radius; break; case MINUS_X: rot.y = -angle; anchor.x = -radius; break; case PLUS_Y: rot.x = -angle; anchor.y = radius; break; case MINUS_Y: rot.x = angle; anchor.y = -radius; break; } // translate anchor point to origin ss_matrixIdent( &matrix1 ); ss_matrixTranslate( &matrix1, -anchor.x, -anchor.y, -anchor.z ); // rotate ss_matrixIdent( &matrix2 ); ss_matrixRotate( &matrix2, (double) rot.x, rot.y, rot.z ); // concat these 2 ss_matrixMult( &matrix3, &matrix2, &matrix1 ); // translate back ss_matrixIdent( &matrix2 ); ss_matrixTranslate( &matrix2, anchor.x, anchor.y, anchor.z ); // concat these 2 ss_matrixMult( &matrix1, &matrix2, &matrix3 ); for( i = 0; i < numPts; i ++, outPts++, inPts++ ) { ss_xformPoint( outPts, inPts, &matrix1 ); } }