FPIPE.CXX

/******************************Module*Header*******************************\ 
* Module Name: fpipe.cxx
*
* Flex pipes
*
* Copyright (c) 1994 Microsoft Corporation
*
\**************************************************************************/

/* Notes:

- All Draw routines start with current xc at the beginning, and create
a new one at the end. Since it is common to just have 2 xc's for
each prim, xcCur holds the current xc, and xcEnd is available
for the draw routine to use as the end xc.
They also reset xcCur when done
*/

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <sys/types.h>
#include <time.h>
#include <windows.h>

#include "sspipes.h"
#include "fpipe.h"
#include "eval.h"

// defCylNotch shows the absolute notch for the default cylinder,
// given a direction (notch is always along +x axis)

static GLint defCylNotch[NUM_DIRS] =
{ MINUS_Z, PLUS_Z, PLUS_X, PLUS_X, PLUS_X, MINUS_X };

static int GetRelativeDir( int lastDir, int notchVec, int newDir );

/**************************************************************************\
* FLEX_PIPE constructor
*
*
\**************************************************************************/

FLEX_PIPE::FLEX_PIPE( STATE *pState )
: PIPE( pState )
{
float circ;

// Create an EVAL object

nSlices = pState->nSlices;

// No XC's yet, they will be allocated at pipe Start()
xcCur = xcEnd = NULL;

// The EVAL will be used for all pEvals in the pipe, so should be
// set to hold max. possible # of pts for the pipe.
pEval = new EVAL( bTexture );

// Determine pipe tesselation
// For now, this is based on global tesselation factor

// Calculate evalDivSize, a reference value for the size of a UxV division.
// This is used later for calculating texture coords.
circ = CIRCUMFERENCE( pState->radius );
evalDivSize = circ / (float) nSlices;
}

/**************************************************************************\
* ~FLEX_PIPE
*
\**************************************************************************/

FLEX_PIPE::~FLEX_PIPE( )
{
delete pEval;

// delete any XC's
if( xcCur != NULL ) {
if( xcEnd == xcCur )
xcEnd = NULL; // xcCur and xcEnd can point to same xc !
delete xcCur;
xcCur = NULL;
}

if( xcEnd != NULL ) {
delete xcEnd;
xcEnd = NULL;
}
}

/**************************************************************************\
* REGULAR_FLEX_PIPE constructor
*
\**************************************************************************/

REGULAR_FLEX_PIPE::REGULAR_FLEX_PIPE( STATE *state )
: FLEX_PIPE( state )
{
static float turnFactorRange = 0.1f;
type = TYPE_FLEX_REGULAR;

// figure out turning factor range (0 for min bends, 1 for max bends)
float avgTurn = ss_fRand( 0.11f, 0.81f );
// set min and max turn factors, and clamp to 0..1
turnFactorMin =
SS_CLAMP_TO_RANGE( avgTurn - turnFactorRange, 0.0f, 1.0f );
turnFactorMax =
SS_CLAMP_TO_RANGE( avgTurn + turnFactorRange, 0.0f, 1.0f );

// choose straight weighting
// mf:for now, same as npipe - if stays same, put in pipe
if( ! ss_iRand( 20 ) )
weightStraight = ss_iRand2( MAX_WEIGHT_STRAIGHT/4, MAX_WEIGHT_STRAIGHT );
else
weightStraight = ss_iRand( 4 );
}

/**************************************************************************\
* TURNING_FLEX_PIPE constructor
*
\**************************************************************************/

TURNING_FLEX_PIPE::TURNING_FLEX_PIPE( STATE *state )
: FLEX_PIPE( state )
{
type = TYPE_FLEX_TURNING;
}

/******************************Public*Routine******************************\
* SetTexIndex
*
* Set the texture index for this pipe, and calculate texture state dependent
* on texRep values
\**************************************************************************/

void
FLEX_PIPE::SetTexParams( TEXTURE *pTex, IPOINT2D *pTexRep )
{
if( bTexture ) {
GLfloat t_size;
float circ;

t_start = (GLfloat) pTexRep->y * 1.0f;
t_end = 0.0f;

// calc height (t_size) of one rep of texture around circumference
circ = CIRCUMFERENCE( radius );
t_size = circ / pTexRep->y;

// now calc corresponding width of the texture using its x/y ratio
s_length = t_size / pTex->origAspectRatio;
s_start = s_end = 0.0f;
// this means we are 'standardizing' the texture size and proportions
// on pipe of radius 1.0 for entire program. Might want to recalc this on
// a per-pipe basis ?
}
}

/**************************************************************************\
* ChooseXCProfile
*
* Initialize extruded pipe scheme. This uses a randomly constructed XC, but it
* remains constant throughout the pipe
*
\**************************************************************************/

void
FLEX_PIPE::ChooseXCProfile()
{
static float turnFactorRange = 0.1f;
float baseRadius = pState->radius;

// initialize evaluator elements:

pEval->numSections = EVAL_XC_CIRC_SECTION_COUNT;
pEval->uOrder = EVAL_ARC_ORDER;
// watch this - maybe should ROUND_UP uDiv
// set uDiv per section (assumed uDiv multiple of numSections)
pEval->uDiv = nSlices / pEval->numSections;

// Setup XC's

// The xc profile remains constant throughout in this case,
// so we only need one xc.

// Choose between elliptical or random cross-sections. Since elliptical
// looks a little better, make it more likely
if( ss_iRand(4) ) // 3/4 of the time
xcCur = new ELLIPTICAL_XC( ss_fRand(1.2f, 2.0f) * baseRadius,
baseRadius );
else
xcCur = new RANDOM4ARC_XC( ss_fRand(1.5f, 2.0f) * baseRadius );
}


/**************************************************************************\
* REGULAR_FLEX_PIPE::Start
*
* Does startup of extruded-XC pipe drawing scheme
*
\**************************************************************************/

void
REGULAR_FLEX_PIPE::Start()
{
NODE_ARRAY *nodes = pState->nodes;
int newDir;

// Set start position

if( !SetStartPos() ) {
status = PIPE_OUT_OF_NODES;
return;
}

// set material

ChooseMaterial();

// set XC profile

ChooseXCProfile();

// push matrix with zTrans and scene rotation

glPushMatrix();

// Translate to current position
TranslateToCurrentPosition();

// set random lastDir
lastDir = ss_iRand( NUM_DIRS );

// get a new node to draw to
newDir = ChooseNewDirection();

if( newDir == DIR_NONE ) {
// draw like one of those tea-pouring thingies...
status = PIPE_STUCK;
DrawTeapot();
glPopMatrix();
return;
} else
status = PIPE_ACTIVE;

align_plusz( newDir ); // get us pointed in right direction

// draw start cap, which will end right at current node
DrawCap( START_CAP );

// set initial notch vector, which is just the default notch, since
// we didn't have to spin the start cap around z
notchVec = defCylNotch[newDir];

zTrans = - pState->view.divSize; // distance back from new node

UpdateCurrentPosition( newDir );

lastDir = newDir;
}

/**************************************************************************\
* TURNING_FLEX_PIPE::Start
*
* Does startup of turning extruded-XC pipe drawing scheme
*
\**************************************************************************/

void
TURNING_FLEX_PIPE::Start( )
{
NODE_ARRAY *nodes = pState->nodes;

// Set start position

if( !SetStartPos() ) {
status = PIPE_OUT_OF_NODES;
return;
}

// Set material

ChooseMaterial();

// Set XC profile

ChooseXCProfile();

// Push matrix with zTrans and scene rotation

glPushMatrix();

// Translate to current position
TranslateToCurrentPosition();

// lastDir has to be set to something valid, in case we get stuck right
// away, cuz Draw() will be called anyways on next iteration, whereupon
// it finds out it really is stuck, AFTER calling ChooseNewTurnDirection,
// which requires valid lastDir. (mf: fix this)
lastDir = ss_iRand( NUM_DIRS );

// Pick a starting direction by finding a neihgbouring empty node
int newDir = nodes->FindClearestDirection( &curPos );
// We don't 'choose' it, or mark it as taken, because ChooseNewDirection
// will always check it anyways


if( newDir == DIR_NONE ) {
// we can't go anywhere
// draw like one of those tea-pouring thingies...
status = PIPE_STUCK;
DrawTeapot();
glPopMatrix();
return;
} else
status = PIPE_ACTIVE;

align_plusz( newDir ); // get us pointed in right direction

// Draw start cap, which will end right at current node
DrawCap( START_CAP );

// Set initial notch vector, which is just the default notch, since
// we didn't have to spin the start cap around z
notchVec = defCylNotch[newDir];

zTrans = 0.0f; // right at current node

lastDir = newDir;
}

/**************************************************************************\
* REGULAR_FLEX_PIPE::Draw
*
* Draws the pipe using a constant random xc that is extruded
*
* Minimum turn radius can vary, since xc is not symmetrical across any
* of its axes. Therefore here we draw using a pipe/elbow sequence, so we
* know what direction we're going in before drawing the elbow. The current
* node is the one we will draw thru next time. Typically, the actual end
* of the pipe is way back of this node, almost at the previous node, due
* to the variable turn radius
*
\**************************************************************************/

void
REGULAR_FLEX_PIPE::Draw( )
{
float turnRadius, minTurnRadius;
float pipeLen, maxPipeLen, minPipeLen;
int newDir, relDir;
float maxXCExtent;
NODE_ARRAY *nodes = pState->nodes;
float divSize = pState->view.divSize;

// get new direction

newDir = ChooseNewDirection();
if( newDir == DIR_NONE ) {
status = PIPE_STUCK;
DrawCap( END_CAP );
glPopMatrix();
return;
}

// draw pipe, and if turning, joint

if( newDir != lastDir ) { // turning! - we have to draw joint

// get relative turn, to figure turn radius

relDir = GetRelativeDir( lastDir, notchVec, newDir );
minTurnRadius = xcCur->MinTurnRadius( relDir );

// now calc maximum straight section we can draw before turning
// zTrans is current pos'n of end of pipe, from current node ??
// zTrans is current pos'n of end of pipe, from last node

maxPipeLen = (-zTrans) - minTurnRadius;

// there is also a minimum requirement for the length of the straight
// section, cuz if we turn too soon with a large turn radius, we
// will swing up too close to the next node, and won't be able to
// make one or more of the 4 possible turns from that point

maxXCExtent = xcCur->MaxExtent(); // in case need it again
minPipeLen = maxXCExtent - (divSize + zTrans);
if( minPipeLen < 0.0f )
minPipeLen = 0.0f;

// Choose length of straight section
// (we are translating from turnFactor to 'straightFactor' here)
pipeLen = minPipeLen +
ss_fRand( 1.0f - turnFactorMax, 1.0f - turnFactorMin ) *
(maxPipeLen - minPipeLen);

// turn radius is whatever's left over:
turnRadius = maxPipeLen - pipeLen + minTurnRadius;

// draw straight section
DrawExtrudedXCObject( pipeLen );
zTrans += pipeLen; // not necessary for now, since elbow no use

// draw elbow
// this updates axes, notchVec to position at end of elbow
DrawXCElbow( newDir, turnRadius );

zTrans = -(divSize - turnRadius); // distance back from node
}
else { // no turn
// draw a straight pipe through the current node
// length can vary according to the turnFactors (e.g. for high turn
// factors draw a short pipe, so next turn can be as big as possible)

minPipeLen = -zTrans; // brings us just up to last node
maxPipeLen = minPipeLen + divSize - xcCur->MaxExtent();
// brings us as close as possible to new node

pipeLen = minPipeLen +
ss_fRand( 1.0f - turnFactorMax, 1.0f - turnFactorMin ) *
(maxPipeLen - minPipeLen);

// draw pipe
DrawExtrudedXCObject( pipeLen );
zTrans += (-divSize + pipeLen);
}

UpdateCurrentPosition( newDir );

lastDir = newDir;
}

/**************************************************************************\
* DrawTurningXCPipe
*
* Draws the pipe using only turns
*
* - Go straight if no turns available
*
\**************************************************************************/

void
TURNING_FLEX_PIPE::Draw()
{
float turnRadius;
int newDir;
NODE_ARRAY *nodes = pState->nodes;
float divSize = pState->view.divSize;

// get new direction

// pipe may have gotten stuck on Start...(we don't check for this)

newDir = nodes->ChooseNewTurnDirection( &curPos, lastDir );
if( newDir == DIR_NONE ) {
status = PIPE_STUCK;
DrawCap( END_CAP );
glPopMatrix();
return;
}

if( newDir == DIR_STRAIGHT ) {
// No turns available - draw straight section and hope for turns
// on next iteration
DrawExtrudedXCObject( divSize );
UpdateCurrentPosition( lastDir );
// ! we have to mark node as taken for this case, since
// ChooseNewTurnDirection doesn't know whether we're taking the
// straight option or not
nodes->NodeVisited( &curPos );
} else {
// draw turning pipe

// since xc is always located right at current node, turn radius
// stays constant at one node division

turnRadius = divSize;

DrawXCElbow( newDir, turnRadius );

// (zTrans stays at 0)

// need to update 2 nodes
UpdateCurrentPosition( lastDir );
UpdateCurrentPosition( newDir );

lastDir = newDir;
}
}

/**************************************************************************\
* DrawXCElbow
*
* Draw elbow from current position through new direction
*
* - Extends current xc around bend
* - Radius of bend is provided - this is distance from xc center to hinge
* point, along newDir. e.g. for 'normal pipes', radius=vc->radius
*
\**************************************************************************/

void
FLEX_PIPE::DrawXCElbow( int newDir, float radius )
{
int relDir; // 'relative' direction of turn
float length;

length = (2.0f * PI * radius) / 4.0f; // average length of elbow

// calc vDiv, texture params based on length
CalcEvalLengthParams( length );

pEval->vOrder = EVAL_ARC_ORDER;

// convert absolute dir to relative dir
relDir = GetRelativeDir( lastDir, notchVec, newDir );

// draw it - call simple bend function

pEval->ProcessXCPrimBendSimple( xcCur, relDir, radius );

// set transf. matrix to new position by translating/rotating/translating
// ! Based on simple elbow
glTranslatef( 0.0f, 0.0f, radius );
switch( relDir ) {
case PLUS_X:
glRotatef( 90.0f, 0.0f, 1.0f, 0.0f );
break;
case MINUS_X:
glRotatef( -90.0f, 0.0f, 1.0f, 0.0f );
break;
case PLUS_Y:
glRotatef( -90.0f, 1.0f, 0.0f, 0.0f );
break;
case MINUS_Y:
glRotatef( 90.0f, 1.0f, 0.0f, 0.0f );
break;
}
glTranslatef( 0.0f, 0.0f, radius );

// update notch vector using old function
notchVec = notchTurn[lastDir][newDir][notchVec];
}

/**************************************************************************\
* DrawExtrudedXCObject
*
* Draws object generated by extruding the current xc
*
* Object starts at xc at origin in z=0 plane, and grows along +z axis
*
\**************************************************************************/

void
FLEX_PIPE::DrawExtrudedXCObject( float length )
{
// calc vDiv, and texture coord stuff based on length
// this also calcs pEval texture ctrl pt arrray now
CalcEvalLengthParams( length );

// we can fill in some more stuff:
pEval->vOrder = EVAL_CYLINDER_ORDER;


// draw it

pEval->ProcessXCPrimLinear( xcCur, xcCur, length );

// update state draw axes position
glTranslatef( 0.0f, 0.0f, length );
}

/**************************************************************************\
* DrawXCCap
*
* Cap the start of the pipe
*
* Needs newDir, so it can orient itself.
* Cap ends at current position with approppriate profile, starts a distance
* 'z' back along newDir.
* Profile is a singularity at start point.
*
\**************************************************************************/

void
FLEX_PIPE::DrawCap( int type )
{
float radius;
XC *xc = xcCur;
BOOL bOpening = (type == START_CAP) ? TRUE : FALSE;
float length;

// set radius as average of the bounding box min/max's
radius = ((xc->xRight - xc->xLeft) + (xc->yTop - xc->yBottom)) / 4.0f;

length = (2.0f * PI * radius) / 4.0f; // average length of arc

// calc vDiv, and texture coord stuff based on length
CalcEvalLengthParams( length );

// we can fill in some more stuff:
pEval->vOrder = EVAL_ARC_ORDER;

// draw it

pEval->ProcessXCPrimSingularity( xc, radius, bOpening );
}

/**************************************************************************\
* CalcEvalLengthParams
*
* Calculate pEval values that depend on the length of the extruded object
*
* - calculate vDiv, s_start, s_end, and the texture control net array
*
\**************************************************************************/

void
FLEX_PIPE::CalcEvalLengthParams( float length )
{
pEval->vDiv = (int ) SS_ROUND_UP( length / evalDivSize );

// calc texture start and end coords

if( bTexture ) {
GLfloat s_delta;

// Don't let s_end overflow : it should stay in range (0..1.0)
if( s_end > 1.0f )
s_end -= (int) s_end;

s_start = s_end;
s_delta = (length / s_length );
s_end = s_start + s_delta;

// the texture ctrl point array can be calc'd here - it is always
// a simple 2x2 array for each section
pEval->SetTextureControlPoints( s_start, s_end, t_start, t_end );
}
}

/**************************************************************************\
*
* GetRelativeDir
*
* Calculates relative direction of turn from lastDir, notchVec, newDir
*
* - Use look up table for now.
* - Relative direction is from xy-plane, and can be +x,-x,+y,-y
* - In current orientation, +z is along lastDir, +x along notchVec
\**************************************************************************/

// this array tells you relative turn
// format: relDir[lastDir][notchVec][newDir]
static int relDir[NUM_DIRS][NUM_DIRS][NUM_DIRS] = {
// +x -x +y -y +z -z (newDir)
// lastDir = +x
iXX, iXX, iXX, iXX, iXX, iXX,
iXX, iXX, iXX, iXX, iXX, iXX,
iXX, iXX, PLUS_X, MINUS_X,PLUS_Y, MINUS_Y,
iXX, iXX, MINUS_X,PLUS_X, MINUS_Y,PLUS_Y,
iXX, iXX, MINUS_Y,PLUS_Y, PLUS_X, MINUS_X,
iXX, iXX, PLUS_Y, MINUS_Y,MINUS_X,PLUS_X,
// lastDir = -x
iXX, iXX, iXX, iXX, iXX, iXX,
iXX, iXX, iXX, iXX, iXX, iXX,
iXX, iXX, PLUS_X, MINUS_X,MINUS_Y,PLUS_Y,
iXX, iXX, MINUS_X,PLUS_X, PLUS_Y, MINUS_Y,
iXX, iXX, PLUS_Y, MINUS_Y,PLUS_X, MINUS_X,
iXX, iXX, MINUS_Y,PLUS_Y, MINUS_X,PLUS_X,
// lastDir = +y
PLUS_X, MINUS_X,iXX, iXX, MINUS_Y,PLUS_Y,
MINUS_X,PLUS_X, iXX, iXX, PLUS_Y, MINUS_Y,
iXX, iXX, iXX, iXX, iXX, iXX,
iXX, iXX, iXX, iXX, iXX, iXX,
PLUS_Y, MINUS_Y,iXX, iXX, PLUS_X, MINUS_X,
MINUS_Y,PLUS_Y, iXX, iXX, MINUS_X,PLUS_X,
// lastDir = -y
PLUS_X, MINUS_X,iXX, iXX, PLUS_Y, MINUS_Y,
MINUS_X,PLUS_X, iXX, iXX, MINUS_Y,PLUS_Y,
iXX, iXX, iXX, iXX, iXX, iXX,
iXX, iXX, iXX, iXX, iXX, iXX,
MINUS_Y,PLUS_Y, iXX, iXX, PLUS_X, MINUS_X,
PLUS_Y, MINUS_Y,iXX, iXX, MINUS_X,PLUS_X,

// lastDir = +z
PLUS_X, MINUS_X,PLUS_Y, MINUS_Y,iXX, iXX,
MINUS_X,PLUS_X, MINUS_Y,PLUS_Y, iXX, iXX,
MINUS_Y,PLUS_Y, PLUS_X, MINUS_X,iXX, iXX,
PLUS_Y, MINUS_Y,MINUS_X,PLUS_X, iXX, iXX,
iXX, iXX, iXX, iXX, iXX, iXX,
iXX, iXX, iXX, iXX, iXX, iXX,
// lastDir = -z
PLUS_X, MINUS_X,MINUS_Y,PLUS_Y, iXX, iXX,
MINUS_X,PLUS_X, PLUS_Y, MINUS_Y,iXX, iXX,
PLUS_Y, MINUS_Y,PLUS_X, MINUS_X,iXX, iXX,
MINUS_Y,PLUS_Y, MINUS_X,PLUS_X, iXX, iXX,
iXX, iXX, iXX, iXX, iXX, iXX,
iXX, iXX, iXX, iXX, iXX, iXX
};

static int
GetRelativeDir( int lastDir, int notchVec, int newDir )
{
return( relDir[lastDir][notchVec][newDir] );
}