/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 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. =========================================================================== */ #pragma hdrstop #include "../precompiled.h" /* ==================== idSurface_SweptSpline::SetSpline ==================== */ void idSurface_SweptSpline::SetSpline( idCurve_Spline *spline ) { if ( this->spline ) { delete this->spline; } this->spline = spline; } /* ==================== idSurface_SweptSpline::SetSweptSpline ==================== */ void idSurface_SweptSpline::SetSweptSpline( idCurve_Spline *sweptSpline ) { if ( this->sweptSpline ) { delete this->sweptSpline; } this->sweptSpline = sweptSpline; } /* ==================== idSurface_SweptSpline::SetSweptCircle Sets the swept spline to a NURBS circle. ==================== */ void idSurface_SweptSpline::SetSweptCircle( const float radius ) { idCurve_NURBS *nurbs = new (TAG_IDLIB_SURFACE) idCurve_NURBS(); nurbs->Clear(); nurbs->AddValue( 0.0f, idVec4( radius, radius, 0.0f, 0.00f ) ); nurbs->AddValue( 100.0f, idVec4( -radius, radius, 0.0f, 0.25f ) ); nurbs->AddValue( 200.0f, idVec4( -radius, -radius, 0.0f, 0.50f ) ); nurbs->AddValue( 300.0f, idVec4( radius, -radius, 0.0f, 0.75f ) ); nurbs->SetBoundaryType( idCurve_NURBS::BT_CLOSED ); nurbs->SetCloseTime( 100.0f ); if ( sweptSpline ) { delete sweptSpline; } sweptSpline = nurbs; } /* ==================== idSurface_SweptSpline::GetFrame ==================== */ void idSurface_SweptSpline::GetFrame( const idMat3 &previousFrame, const idVec3 dir, idMat3 &newFrame ) { float wx, wy, wz; float xx, yy, yz; float xy, xz, zz; float x2, y2, z2; float a, c, s, x, y, z; idVec3 d, v; idMat3 axis; d = dir; d.Normalize(); v = d.Cross( previousFrame[2] ); v.Normalize(); a = idMath::ACos( previousFrame[2] * d ) * 0.5f; c = idMath::Cos( a ); s = idMath::Sqrt( 1.0f - c * c ); x = v[0] * s; y = v[1] * s; z = v[2] * s; x2 = x + x; y2 = y + y; z2 = z + z; xx = x * x2; xy = x * y2; xz = x * z2; yy = y * y2; yz = y * z2; zz = z * z2; wx = c * x2; wy = c * y2; wz = c * z2; axis[0][0] = 1.0f - ( yy + zz ); axis[0][1] = xy - wz; axis[0][2] = xz + wy; axis[1][0] = xy + wz; axis[1][1] = 1.0f - ( xx + zz ); axis[1][2] = yz - wx; axis[2][0] = xz - wy; axis[2][1] = yz + wx; axis[2][2] = 1.0f - ( xx + yy ); newFrame = previousFrame * axis; newFrame[2] = dir; newFrame[2].Normalize(); newFrame[1].Cross( newFrame[ 2 ], newFrame[ 0 ] ); newFrame[1].Normalize(); newFrame[0].Cross( newFrame[ 1 ], newFrame[ 2 ] ); newFrame[0].Normalize(); } /* ==================== idSurface_SweptSpline::Tessellate tesselate the surface ==================== */ void idSurface_SweptSpline::Tessellate( const int splineSubdivisions, const int sweptSplineSubdivisions ) { int i, j, offset, baseOffset, splineDiv, sweptSplineDiv; int i0, i1, j0, j1; float totalTime, t; idVec4 splinePos, splineD1; idMat3 splineMat; if ( !spline || !sweptSpline ) { idSurface::Clear(); return; } verts.SetNum( splineSubdivisions * sweptSplineSubdivisions ); // calculate the points and first derivatives for the swept spline totalTime = sweptSpline->GetTime( sweptSpline->GetNumValues() - 1 ) - sweptSpline->GetTime( 0 ) + sweptSpline->GetCloseTime(); sweptSplineDiv = sweptSpline->GetBoundaryType() == idCurve_Spline::BT_CLOSED ? sweptSplineSubdivisions : sweptSplineSubdivisions - 1; baseOffset = (splineSubdivisions-1) * sweptSplineSubdivisions; for ( i = 0; i < sweptSplineSubdivisions; i++ ) { t = totalTime * i / sweptSplineDiv; splinePos = sweptSpline->GetCurrentValue( t ); splineD1 = sweptSpline->GetCurrentFirstDerivative( t ); verts[baseOffset+i].xyz = splinePos.ToVec3(); verts[baseOffset+i].SetTexCoordS( splinePos.w ); verts[baseOffset+i].SetTangent( splineD1.ToVec3() ); } // sweep the spline totalTime = spline->GetTime( spline->GetNumValues() - 1 ) - spline->GetTime( 0 ) + spline->GetCloseTime(); splineDiv = spline->GetBoundaryType() == idCurve_Spline::BT_CLOSED ? splineSubdivisions : splineSubdivisions - 1; splineMat.Identity(); idVec3 tempNormal; for ( i = 0; i < splineSubdivisions; i++ ) { t = totalTime * i / splineDiv; splinePos = spline->GetCurrentValue( t ); splineD1 = spline->GetCurrentFirstDerivative( t ); GetFrame( splineMat, splineD1.ToVec3(), splineMat ); offset = i * sweptSplineSubdivisions; for ( j = 0; j < sweptSplineSubdivisions; j++ ) { idDrawVert *v = &verts[offset+j]; v->xyz = splinePos.ToVec3() + verts[baseOffset+j].xyz * splineMat; v->SetTexCoord( verts[baseOffset+j].GetTexCoord().x, splinePos.w ); v->SetTangent( verts[baseOffset+j].GetTangent() * splineMat ); v->SetBiTangent( splineD1.ToVec3() ); tempNormal = v->GetBiTangent().Cross( v->GetTangent() ); tempNormal.Normalize(); v->SetNormal( tempNormal ); v->color[0] = v->color[1] = v->color[2] = v->color[3] = 0; } } indexes.SetNum( splineDiv * sweptSplineDiv * 2 * 3 ); // create indexes for the triangles for ( offset = i = 0; i < splineDiv; i++ ) { i0 = (i+0) * sweptSplineSubdivisions; i1 = (i+1) % splineSubdivisions * sweptSplineSubdivisions; for ( j = 0; j < sweptSplineDiv; j++ ) { j0 = (j+0); j1 = (j+1) % sweptSplineSubdivisions; indexes[offset++] = i0 + j0; indexes[offset++] = i0 + j1; indexes[offset++] = i1 + j1; indexes[offset++] = i1 + j1; indexes[offset++] = i1 + j0; indexes[offset++] = i0 + j0; } } GenerateEdgeIndexes(); }