Esempio n. 1
0
void EllipseObject::BuildShape(TimeValue t, BezierShape& ashape) {

	// Start the validity interval at forever and whittle it down.
	ivalid = FOREVER;
	float length;
	float width;
	pblock->GetValue(PB_LENGTH, t, length, ivalid);
	pblock->GetValue(PB_WIDTH, t, width, ivalid);
	LimitValue( length, MIN_LENGTH, MAX_LENGTH );
	LimitValue( width, MIN_WIDTH, MAX_WIDTH );

	// Delete the existing shape and create a new spline in it
	ashape.NewShape();

	// Get parameters from SimpleSpline and place them in the BezierShape
	int steps;
	BOOL optimize,adaptive;
	ipblock->GetValue(IPB_STEPS, t, steps, ivalid);
	ipblock->GetValue(IPB_OPTIMIZE, t, optimize, ivalid);
	ipblock->GetValue(IPB_ADAPTIVE, t, adaptive, ivalid);
	ashape.steps = adaptive ? -1 : steps;
	ashape.optimize = optimize;

	float radius, xmult, ymult;
	if(length < width) {
		radius = width;
		xmult = 1.0f;
		ymult = length / width;
		}
	else
	if(width < length) {
		radius = length;
		xmult = width / length;
		ymult = 1.0f;
		}
	else {
		radius = length;
		xmult = ymult = 1.0f;
		}
	MakeCircle(ashape, radius / 2.0f, xmult, ymult);
	ashape.UpdateSels();	// Make sure it readies the selection set info
	ashape.InvalidateGeomCache();
	}
Esempio n. 2
0
void DonutObject::BuildShape(TimeValue t, BezierShape& ashape) {
	// Start the validity interval at forever and whittle it down.
	ivalid = FOREVER;
	float radius1;
	float radius2;

	pblock->GetValue(PB_RADIUS1, t, radius1, ivalid);
	
	if(mPipe)
	{
		float thickness;
		pblock->GetValue(PB_THICKNESS, t, thickness, ivalid);
		radius2 = radius1-thickness;
	}
	else
	{
	pblock->GetValue(PB_RADIUS2, t, radius2, ivalid);
	}
		
	LimitValue( radius1, MIN_RADIUS, MAX_RADIUS );
	LimitValue( radius2, MIN_RADIUS, MAX_RADIUS );

	ashape.NewShape();

	// Get parameters from SimpleSpline and place them in the BezierShape
	int steps;
	BOOL optimize,adaptive;
	ipblock->GetValue(IPB_STEPS, t, steps, ivalid);
	ipblock->GetValue(IPB_OPTIMIZE, t, optimize, ivalid);
	ipblock->GetValue(IPB_ADAPTIVE, t, adaptive, ivalid);
	ashape.steps = adaptive ? -1 : steps;
	ashape.optimize = optimize;

	MakeCircle(ashape,radius1);
	MakeCircle(ashape,radius2);
	ashape.UpdateSels();	// Make sure it readies the selection set info
	ashape.InvalidateGeomCache();
	}
Esempio n. 3
0
void RectangleObject::BuildShape(TimeValue t, BezierShape& ashape) {

	// Start the validity interval at forever and whittle it down.
	ivalid = FOREVER;
	float length,fillet;
	float width;
	pblock->GetValue(PB_LENGTH, t, length, ivalid);
	pblock->GetValue(PB_WIDTH, t, width, ivalid);
	pblock->GetValue(PB_FILLET, t, fillet, ivalid);
	LimitValue( length, MIN_LENGTH, MAX_LENGTH );
	LimitValue( width, MIN_WIDTH, MAX_WIDTH );
	LimitValue( fillet, MIN_WIDTH, MAX_WIDTH );
	// Delete the existing shape and create a new spline in it
	ashape.NewShape();

	// Get parameters from SimpleSpline and place them in the BezierShape
	int steps;
	BOOL optimize,adaptive;
	ipblock->GetValue(IPB_STEPS, t, steps, ivalid);
	ipblock->GetValue(IPB_OPTIMIZE, t, optimize, ivalid);
	ipblock->GetValue(IPB_ADAPTIVE, t, adaptive, ivalid);
	ashape.steps = adaptive ? -1 : steps;
	ashape.optimize = optimize;

	Spline3D *spline = ashape.NewSpline();

	// Now add all the necessary points
	// We'll add 'em as auto corners initially, have the spline package compute some vectors (because
	// I'm basically lazy and it does a great job, besides) then turn 'em into bezier corners!
	float l2 = length / 2.0f;
	float w2 = width / 2.0f;
	Point3 p = Point3(w2, l2, 0.0f);
	int pts=4;
	if (fillet>0)
	{ pts=8;
	  float cf=fillet*CIRCLE_VECTOR_LENGTH;
	  Point3 wvec=Point3(fillet,0.0f,0.0f),lvec=Point3(0.0f,fillet,0.0f);
	  Point3 cwvec=Point3(cf,0.0f,0.0f),clvec=Point3(0.0f,cf,0.0f);
	  Point3 p3=p-lvec,p2;
	  spline->AddKnot(SplineKnot(KTYPE_BEZIER,LTYPE_CURVE,p3,p3-clvec,p3+clvec));
	  p=p-wvec;
	  spline->AddKnot(SplineKnot(KTYPE_BEZIER,LTYPE_CURVE,p,p+cwvec,p-cwvec));
	  p=Point3(-w2,l2,0.0f);p2=p+wvec;
	  spline->AddKnot(SplineKnot(KTYPE_BEZIER,LTYPE_CURVE,p2,p2+cwvec,p2-cwvec));
	  p=p-lvec;
	  spline->AddKnot(SplineKnot(KTYPE_BEZIER,LTYPE_CURVE,p,p+clvec,p-clvec));
	  p=Point3(-w2,-l2,0.0f);p3=p+lvec;
	  spline->AddKnot(SplineKnot(KTYPE_BEZIER,LTYPE_CURVE,p3,p3+clvec,p3-clvec));
	  p=p+wvec;
	  spline->AddKnot(SplineKnot(KTYPE_BEZIER,LTYPE_CURVE,p,p-cwvec,p+cwvec));
	  p = Point3(w2, -l2, 0.0f);p3=p-wvec;
	  spline->AddKnot(SplineKnot(KTYPE_BEZIER,LTYPE_CURVE,p3,p3-cwvec,p3+cwvec));
	  p=p+lvec;
	  spline->AddKnot(SplineKnot(KTYPE_BEZIER,LTYPE_CURVE,p,p-clvec,p+clvec));
	spline->SetClosed();
	spline->ComputeBezPoints();
	} 
	else
	{spline->AddKnot(SplineKnot(KTYPE_CORNER,LTYPE_CURVE,p,p,p));
	p = Point3(-w2, l2, 0.0f);
	spline->AddKnot(SplineKnot(KTYPE_CORNER,LTYPE_CURVE,p,p,p));
	p = Point3(-w2, -l2, 0.0f);
	spline->AddKnot(SplineKnot(KTYPE_CORNER,LTYPE_CURVE,p,p,p));
	p = Point3(w2, -l2, 0.0f);
	spline->AddKnot(SplineKnot(KTYPE_CORNER,LTYPE_CURVE,p,p,p));
	spline->SetClosed();
	spline->ComputeBezPoints();
	for(int i = 0; i < 4; ++i)
		spline->SetKnotType(i, KTYPE_BEZIER_CORNER);
	}
	spline->SetClosed();
	spline->ComputeBezPoints();
	for(int i = 0; i < pts; ++i)
		spline->SetKnotType(i, KTYPE_BEZIER_CORNER);
	ashape.UpdateSels();	// Make sure it readies the selection set info
	ashape.InvalidateGeomCache();
	}
Esempio n. 4
0
BOOL TrueTypeImport::CreateCharacterShape(LPTTPOLYGONHEADER lpHeader, int size, BezierShape &shape, int fontShapeVersion) {
    LPTTPOLYGONHEADER lpStart;
    LPTTPOLYCURVE lpCurve;
    WORD i = 0;
	POINTFX work;
//DebugPrint(_T("Start of letter\n"));
    lpStart = lpHeader;
    while ((DWORD_PTR)lpHeader < (DWORD_PTR)(((LPSTR)lpStart) + size)) {
		if (lpHeader->dwType == TT_POLYGON_TYPE) {

		    // Get to first curve.
	    	lpCurve = (LPTTPOLYCURVE) (lpHeader + 1);
//		    iFirstCurve = cTotal;
//DebugPrint(_T("Poly start\n"));

		    while ((DWORD_PTR)lpCurve < (DWORD_PTR)(((LPSTR)lpHeader) + lpHeader->cb)) {
				if (lpCurve->wType == TT_PRIM_LINE)	{
				    work = *(LPPOINTFX)((LPSTR)lpCurve - sizeof(POINTFX));
					Point3 p0(FloatFromFixed(work.x), FloatFromFixed(work.y), 0.0f);
				    for (i = 0; i < lpCurve->cpfx; i++) {
						work = lpCurve->apfx[i];
						Point3 p1(FloatFromFixed(work.x), FloatFromFixed(work.y), 0.0f);
						bezier(shape, p0.x, p0.y, p0.x, p0.y, p1.x, p1.y, p1.x, p1.y);
						p0 = p1;
				    	}
					}
				else
				if (lpCurve->wType == TT_PRIM_QSPLINE)	{
				    //**********************************************
				    // Format assumption:
				    //   The bytes immediately preceding a POLYCURVE
				    //   structure contain a valid POINTFX.
				    //
				    //   If this is first curve, this points to the 
				    //      pfxStart of the POLYGONHEADER.
				    //   Otherwise, this points to the last point of
				    //      the previous POLYCURVE.
				    //
				    //	 In either case, this is representative of the
				    //      previous curve's last point.
				    //**********************************************
				    work = *(LPPOINTFX)((LPSTR)lpCurve - sizeof(POINTFX));
					Point3 p0(FloatFromFixed(work.x), FloatFromFixed(work.y), 0.0f);
				    Point3 p1, p2, p3, pa, pb;
				    for (i = 0; i < lpCurve->cpfx;) {
						// This point is off the curve -- Hold onto it
						work = lpCurve->apfx[i++];
						pa = Point3(FloatFromFixed(work.x), FloatFromFixed(work.y), 0.0f);

						// Calculate the C point.
						if (i == (lpCurve->cpfx - 1))  {
							// It's the last point, and therefore on the curve.
							// We need to compute the bezier handles between it and p0...
							work = lpCurve->apfx[i++];
							p3 = Point3(FloatFromFixed(work.x), FloatFromFixed(work.y), 0.0f);
							}     
						else  {
							// It's not the last point -- Need to compute midpoint to get
							// a point on the curve
 							work = lpCurve->apfx[i];	// Don't inc i -- We'll use it next time around!
							Point3 pb(FloatFromFixed(work.x), FloatFromFixed(work.y), 0.0f);
							p3 = (pa + pb) / 2.0f;
							}

						// Also compute the appropriate handles...
						if(fontShapeVersion == 1) {		// Release 1.x-compatible
							p1 = (p0 + pa) / 2.0f;
							p2 = (pa + p3) / 2.0f;
							}
						else{
							p1 = (p0 + 2.0f * pa) / 3.0f;	// Release 2
							p2 = (p3 + 2.0f * pa) / 3.0f;
							}

						// Let's add it to the output bezier!
						bezier(shape, p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);

						// New A point for next slice of spline.
						p0 = p3;
						}
					}
				else
					; // error, error, error

				// Move on to next curve.
				lpCurve = (LPTTPOLYCURVE)&(lpCurve->apfx[i]);
		    	}
//DebugPrint(_T("Poly end\n"));

			if(curSpline) {
				curSpline->SetClosed();
				curSpline = NULL;
				}

		    // Move on to next polygon.
	    	lpHeader = (LPTTPOLYGONHEADER)(((LPSTR)lpHeader) + lpHeader->cb);
			}
		else
			; // error, error, error
		}
//DebugPrint(_T("End of letter\n"));

	// Make sure any splines are closed and reset
	if(curSpline) {
		curSpline->SetClosed();
		curSpline = NULL;
		}

	// Update the selection set info -- Just to be safe
	shape.UpdateSels();
	
	return TRUE;
	}