EVAL.H

#ifndef __eval_h__ 
#define __eval_h__

#include "sscommon.h"
#include "xc.h"

#define MAX_UORDER 5 // this is per section
#define MAX_VORDER 5
#define MAX_USECTIONS 4
#define MAX_XC_PTS (MAX_UORDER * MAX_USECTIONS)

#define TEX_ORDER 2
#define EVAL_ARC_ORDER 4
#define EVAL_CYLINDER_ORDER 2
#define EVAL_ELBOW_ORDER 4

// # of components (eg. arcs) to form a complete cross-section
#define EVAL_XC_CIRC_SECTION_COUNT 4

#define EVAL_XC_POINT_COUNT ( (EVAL_ARC_ORDER-1)*4 + 1 )

#define EVAL_CIRC_ARC_CONTROL 0.56f // for r=1

/**************************************************************************\
*
* EVAL class
*
* - Evaluator composed of one or more sections that are evaluated
* separately with OpenGL evaluators
*
\**************************************************************************/

class EVAL {
public:
EVAL( BOOL bTexture );
~EVAL();
int numSections; // number of cross-sectional sections
int uOrder, vOrder;
// assumed: all sections same order - uOrder is per
// section; sections share vertex and texture control points
int uDiv, vDiv; // figured out one level up ?
POINT3D *pts; // vertex control points
// - texture always order 2 for s and t (linear mapping)
BOOL bTexture;
TEX_POINT2D *texPts; // texture control points

void Evaluate(); // evaluate/render the object
void SetVertexCtrlPtsXCTranslate( POINT3D *pts, float length,
XC *xcStart, XC *xcEnd );
void SetTextureControlPoints( float s_start, float s_end,
float t_start, float t_end );
void ProcessXCPrimLinear( XC *xcStart, XC *xcEnd, float length );
void ProcessXCPrimBendSimple( XC *xcCur, int dir, float radius );
void ProcessXCPrimSingularity( XC *xcCur, float length,
BOOL bOpening );
};

extern void ResetEvaluator( BOOL bTexture );

#endif // __eval_h__