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https://github.com/blendogames/quadrilateralcowboy.git
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94 lines
2.9 KiB
C
94 lines
2.9 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SURFACE_SWEPTSPLINE_H__
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#define __SURFACE_SWEPTSPLINE_H__
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/*
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===============================================================================
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Swept Spline surface.
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===============================================================================
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*/
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class idSurface_SweptSpline : public idSurface {
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public:
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idSurface_SweptSpline( void );
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~idSurface_SweptSpline( void );
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void SetSpline( idCurve_Spline<idVec4> *spline );
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void SetSweptSpline( idCurve_Spline<idVec4> *sweptSpline );
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void SetSweptCircle( const float radius );
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void Tessellate( const int splineSubdivisions, const int sweptSplineSubdivisions );
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void Clear( void );
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protected:
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idCurve_Spline<idVec4> *spline;
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idCurve_Spline<idVec4> *sweptSpline;
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void GetFrame( const idMat3 &previousFrame, const idVec3 dir, idMat3 &newFrame );
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};
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/*
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====================
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idSurface_SweptSpline::idSurface_SweptSpline
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====================
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*/
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ID_INLINE idSurface_SweptSpline::idSurface_SweptSpline( void ) {
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spline = NULL;
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sweptSpline = NULL;
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}
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/*
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====================
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idSurface_SweptSpline::~idSurface_SweptSpline
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====================
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*/
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ID_INLINE idSurface_SweptSpline::~idSurface_SweptSpline( void ) {
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delete spline;
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delete sweptSpline;
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}
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/*
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====================
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idSurface_SweptSpline::Clear
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====================
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*/
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ID_INLINE void idSurface_SweptSpline::Clear( void ) {
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idSurface::Clear();
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delete spline;
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spline = NULL;
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delete sweptSpline;
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sweptSpline = NULL;
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}
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#endif /* !__SURFACE_SWEPTSPLINE_H__ */
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