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162
Torque/SDK/engine/dgl/splineUtil.cc
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162
Torque/SDK/engine/dgl/splineUtil.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "dgl/splineUtil.h"
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#include "platform/platformGL.h"
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namespace SplineUtil{
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//------------------------------------------------------------------------------
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// Draws strip of specified width along spline. Polys on strip segments are
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// front-facing (billboarded)
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//------------------------------------------------------------------------------
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void drawSplineBeam( const Point3F& camPos, U32 numSegments,
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F32 width, SplinePatch &spline, F32 uvOffset, F32 numTexRep )
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{
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Point3F beginPoint, endPoint;
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spline.calc( 0.0, beginPoint );
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spline.calc( 1.0, endPoint );
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F32 approxBeamLength = (beginPoint - endPoint).len();
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F32 texRepFactor = approxBeamLength * numTexRep;
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glBegin(GL_TRIANGLE_STRIP);
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for( int i=0; i<numSegments; i++ )
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{
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F32 t = ((F32)i) / ((F32)(numSegments - 1));
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Point3F curPoint;
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spline.calc( t, curPoint );
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Point3F segmentDir;
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// handle last segment case
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Point3F nextPoint;
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if( i == (numSegments - 1) )
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{
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F32 modT = ((F32)(numSegments - 1)) / ((F32)numSegments);
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spline.calc( modT, nextPoint );
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segmentDir = curPoint - nextPoint;
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}
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else
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{
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F32 modT = t + (1.0 / numSegments);
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spline.calc( modT, nextPoint );
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segmentDir = nextPoint - curPoint;
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}
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if( segmentDir.isZero() ) continue;
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segmentDir.normalize();
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Point3F dirFromCam = curPoint - camPos;
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Point3F crossVec;
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mCross(dirFromCam, segmentDir, &crossVec);
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crossVec.normalize();
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crossVec *= width * 0.5;
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F32 u = uvOffset + texRepFactor * t;
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glTexCoord2f( u, 0.0 );
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glVertex3fv( curPoint + crossVec );
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glTexCoord2f( u, 1.0 );
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glVertex3fv( curPoint - crossVec );
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}
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glEnd();
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}
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//------------------------------------------------------------------------------
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// Draws strip of specified width along spline. Polys on strip segments are
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// front-facing (billboarded)
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//------------------------------------------------------------------------------
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void drawSplineBeam( SplineBeamInfo &sbi )
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{
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if( !sbi.camPos || !sbi.spline ) return;
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Point3F beginPoint, endPoint;
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sbi.spline->calc( 0.0, beginPoint );
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sbi.spline->calc( 1.0, endPoint );
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F32 approxBeamLength = (beginPoint - endPoint).len();
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F32 texRepFactor = approxBeamLength * sbi.numTexRep;
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glBegin(GL_TRIANGLE_STRIP);
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for( int i=0; i<sbi.numSegments; i++ )
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{
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F32 t = ((F32)i) / ((F32)(sbi.numSegments - 1));
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Point3F curPoint;
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sbi.spline->calc( t, curPoint );
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Point3F segmentDir;
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// handle last segment case
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Point3F nextPoint;
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if( i == (sbi.numSegments - 1) )
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{
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F32 modT = ((F32)(sbi.numSegments - 1)) / ((F32)sbi.numSegments);
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sbi.spline->calc( modT, nextPoint );
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segmentDir = curPoint - nextPoint;
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}
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else
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{
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F32 modT = t + (1.0 / sbi.numSegments);
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sbi.spline->calc( modT, nextPoint );
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segmentDir = nextPoint - curPoint;
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}
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if( segmentDir.isZero() ) continue;
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segmentDir.normalize();
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Point3F dirFromCam = curPoint - *sbi.camPos;
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Point3F crossVec;
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mCross(dirFromCam, segmentDir, &crossVec);
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crossVec.normalize();
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crossVec *= sbi.width * 0.5;
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F32 u = sbi.uvOffset + texRepFactor * t;
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if( i== 0 && sbi.zeroAlphaStart )
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{
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glColor4f( sbi.color.red, sbi.color.green, sbi.color.blue, 0.0 );
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}
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else
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{
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glColor4fv( sbi.color );
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}
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glTexCoord2f( u, 0.0 );
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glVertex3fv( curPoint + crossVec );
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glTexCoord2f( u, 1.0 );
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glVertex3fv( curPoint - crossVec );
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}
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glEnd();
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}
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} // end SplineUtil namespace
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