/* =========================================================================== 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. =========================================================================== */ #ifndef __SURFACE_SWEPTSPLINE_H__ #define __SURFACE_SWEPTSPLINE_H__ /* =============================================================================== Swept Spline surface. =============================================================================== */ class idSurface_SweptSpline : public idSurface { public: idSurface_SweptSpline(); ~idSurface_SweptSpline(); void SetSpline( idCurve_Spline *spline ); void SetSweptSpline( idCurve_Spline *sweptSpline ); void SetSweptCircle( const float radius ); void Tessellate( const int splineSubdivisions, const int sweptSplineSubdivisions ); void Clear(); protected: idCurve_Spline *spline; idCurve_Spline *sweptSpline; void GetFrame( const idMat3 &previousFrame, const idVec3 dir, idMat3 &newFrame ); }; /* ==================== idSurface_SweptSpline::idSurface_SweptSpline ==================== */ ID_INLINE idSurface_SweptSpline::idSurface_SweptSpline() { spline = NULL; sweptSpline = NULL; } /* ==================== idSurface_SweptSpline::~idSurface_SweptSpline ==================== */ ID_INLINE idSurface_SweptSpline::~idSurface_SweptSpline() { delete spline; delete sweptSpline; } /* ==================== idSurface_SweptSpline::Clear ==================== */ ID_INLINE void idSurface_SweptSpline::Clear() { idSurface::Clear(); delete spline; spline = NULL; delete sweptSpline; sweptSpline = NULL; } #endif /* !__SURFACE_SWEPTSPLINE_H__ */