/*
===========================================================================
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__ */