#VRML V2.0 utf8

PROTO SuperExtrusion
#
# works at least with SGI Cosmo Player 2.1.5, cc3dglut 4.3
#
# A VRML Proto to account the data of a SuperExtrusion shape with scripting 
# (slow)
# Copyright (C) 2003 J. "MUFTI" Scheurich
#
# Developed from NodeNurbsSurface.cpp of the vrml97 editor dune 
# Copyright (C) 1999 Stephen F. White
#
# exampe use
#
# EXTERNPROTO SuperExtrusion
#    [
#    exposedField SFFloat a 
#    exposedField SFFloat b 
#    exposedField SFFloat m 
#    exposedField SFFloat n1 
#    exposedField SFFloat n2 
#    exposedField SFFloat n3 
#    exposedField SFFloat border 
#    exposedField SFFloat bottomBorder 
#    field SFFloat creaseAngle 
#    exposedField SFInt32 superTessellation 
#    exposedField SFInt32 spineTessellation 
#    exposedField MFVec3f controlPoint    
#    exposedField MFFloat weight          
#    field        MFFloat knot           
#    field        SFInt32 order          
#    field        SFBool  beginCap
#    field        SFBool  endCap
#    exposedField MFVec2f scale
#    ]
# [
# "SuperExtrusionPROTO.wrl"
# ]
# 
# Transform 
#   {
#   children 
#     [
#     Shape 
#       {
#       appearance       Appearance 
# 	{
# 	material 	Material 
# 	  {
# 	  }
# 	}
#       geometry       SuperExtrusion 
# 	{
# 	a 1
# 	b 1
# 	m 3
# 	n1 0.100000
# 	n2 1.700000
# 	n3 1.700000
# 	border 3.089998
# 	spineTessellation 32
# 	controlPoint 
# 	  [
# 	  0 0 0 
# 	  0.895434 0.871842 0 
# 	  0 2 0 
# 	  0.938359 2.971822 0 
# 	  -2.918766e-2 3.925251 0.251201 
# 	  ]
# 	weight 
# 	  [
# 	  1 
# 	  1 
# 	  1 
# 	  1 
# 	  1 
# 	  ]
# 	knot 
# 	  [
# 	  0 
# 	  0 
# 	  0 
# 	  1 
# 	  2 
# 	  3 
# 	  3 
# 	  3 
# 	  ]
# 	beginCap FALSE
# 	endCap FALSE
# 	scale 
# 	  [
# 	  0.200000 0.200000 
# 	  1 1 
# 	  0.300000 0.300000 
# 	  1 1 
# 	  0.200000 0.200000 
# 	  ]
# 	}
#       }
#     ]
#   }
# 
# This program 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 2 of the License, or
# (at your option) any later version.
#
# This program 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 this program (see the file "COPYING" for details); if 
# not, write to the Free Software Foundation, Inc., 675 Mass Ave, 
# Cambridge, MA 02139, USA.
#
   [
   exposedField SFFloat a 1
   exposedField SFFloat b 1
   exposedField SFFloat m 0
   exposedField SFFloat n1 1
   exposedField SFFloat n2 1
   exposedField SFFloat n3 1
   exposedField SFFloat border 3.14159265358979323846
   exposedField SFFloat bottomBorder -3.14159265358979323846
   field SFFloat creaseAngle 0.78539816339744830962
   exposedField SFInt32 superTessellation 0
   exposedField SFInt32 spineTessellation 0    # (-&infin;,&infin;)
   exposedField MFVec3f controlPoint    []     # (&infin;,&infin;)
   exposedField MFFloat weight          []     # (0,&infin;)
   field        MFFloat knot           []     # (-&infin;,&infin;)
   field        SFInt32 order          3      # [2,&infin;) 
   field        SFBool  beginCap       TRUE
   field        SFBool  endCap         TRUE
   exposedField MFVec2f scale          [ 1 1 ]
   ]
{

    DEF Extrusion1 Extrusion
      {
      creaseAngle IS creaseAngle
      solid FALSE
      convex FALSE
      beginCap IS beginCap
      endCap IS endCap
      }
    
    Switch 
      {
      choice 
        [
        Shape 
          {
          appearance       Appearance 
            {
            textureTransform DEF A_CONTAINER TextureTransform 
              {
              rotation IS a
              }
            }
          }
        ]
      }
    
    Switch 
      {
      choice 
        [
        Shape 
          {
          appearance       Appearance 
            {
            textureTransform DEF B_CONTAINER TextureTransform 
              {
              rotation IS b
              }
            }
          }
        ]
      }
    
    Switch 
      {
      choice 
        [
        Shape 
          {
          appearance       Appearance 
            {
            textureTransform DEF M_CONTAINER TextureTransform 
              {
              rotation IS m
              }
            }
          }
        ]
      }
    
    Switch 
      {
      choice 
        [
        Shape 
          {
          appearance       Appearance 
            {
            textureTransform DEF N1_CONTAINER TextureTransform 
              {
              rotation IS n1
              }
            }
          }
        ]
      }
    
    Switch 
      {
      choice 
        [
        Shape 
          {
          appearance       Appearance 
            {
            textureTransform DEF N2_CONTAINER TextureTransform 
              {
              rotation IS n2
              }
            }
          }
        ]
      }
    
    Switch 
      {
      choice 
        [
        Shape 
          {
          appearance       Appearance 
            {
            textureTransform DEF N3_CONTAINER TextureTransform 
              {
              rotation IS n3
              }
            }
          }
        ]
      }

    Switch 
      {
      choice 
        [
        Shape 
          {
          appearance       Appearance 
            {
            textureTransform DEF BORDER_CONTAINER TextureTransform 
              {
              rotation IS border
              }
            }
          }
        ]
      }

    Switch 
      {
      choice 
        [
        Shape 
          {
          appearance       Appearance 
            {
            textureTransform DEF BOTTOM_BORDER_CONTAINER TextureTransform 
              {
              rotation IS bottomBorder
              }
            }
          }
        ]
      }
    
    Switch 
      {
      choice 
        [
        Shape 
          {
          geometry PointSet 
	    {
            coord DEF NURBS_CONTROLPOINT_CONTAINER 
              Coordinate { point IS controlPoint } 
	    }
          }
        ]
      }
       
    DEF SUPER_TESSELLATION_CONTAINER Switch 
      {
      whichChoice IS superTessellation
      }
    
    DEF NURBS_WEIGHT_CONTAINER ScalarInterpolator
      {
      # same number of key and keyvalue....
      key IS weight
      keyValue IS weight
      }

    DEF Script1 Script 
      {
      eventOut MFVec2f crossSection_out
      eventOut MFVec3f spine_out
      field SFFloat a 1
      field SFFloat b 1
      field SFFloat m 0
      field SFFloat n1 1
      field SFFloat n2 1
      field SFFloat n3 1

      field MFFloat r1 []
      field MFFloat c1 []
      field MFFloat s1 []

      eventIn SFFloat a_in
      eventIn SFFloat b_in
      eventIn SFFloat m_in
      eventIn SFFloat n1_in
      eventIn SFFloat n2_in
      eventIn SFFloat n3_in

      field SFFloat border 3.14159265358979323846
      eventIn SFFloat border_in

      field SFFloat bottomBorder 3.14159265358979323846
      eventIn SFFloat bottomBorder_in

      eventIn SFInt32 spineTessellation_in 
      field SFInt32 spineTessellation 0
      eventIn SFInt32 superTessellation_in 
      field SFInt32 superTessellation 0

      field SFNode aContainer USE A_CONTAINER
      field SFNode bContainer USE B_CONTAINER
      field SFNode mContainer USE M_CONTAINER
      field SFNode n1Container USE N1_CONTAINER
      field SFNode n2Container USE N2_CONTAINER
      field SFNode n3Container USE N3_CONTAINER

      field SFNode borderContainer USE BORDER_CONTAINER

      field SFNode superTessContainer USE SUPER_TESSELLATION_CONTAINER
      url 
        [
        "javascript:
    
     // field SFInt32 superTessellation //
     // eventOut MFVec3f crossSection_out //
    
      function r(angle, a, b, m, n1, n2, n3)
         {
         var f=m*angle/4.0;
         var c=Math.cos(f);
         var s=Math.sin(f);
         return Math.pow(Math.pow(Math.abs(c/a),n2)+Math.pow(Math.abs(s/b),n3),-1.0/n1);
         }

      function account()
         {
         var superTess=(superTessellation==0)?33:superTessellation+1;
         var inc1=(border-bottomBorder)/(superTess-1);
         var angle1;
         var index;
         var a1=0;
         crossSection=new MFVec2f();
         angle1=bottomBorderbottomBorder;
         for (a1=0;a1<superTess;a1++)
            {
            r1[a1]=r(angle1,a,b,m,n1,n2,n3);
            c1[a1]=Math.cos(angle1);
            s1[a1]=Math.sin(angle1);
            angle1+=inc1;
            }
         index=0;
         for (a1=0;a1<superTess;a1++)
            {
            crossSection[index].x = r1[a1]*c1[a1];
            crossSection[index].y = r1[a1]*s1[a1];
            index++;
            }
         crossSection_out=crossSection;
         }

     
     function initialize()
        {
        a=aContainer.rotation;
        b=bContainer.rotation;
        m=mContainer.rotation;
        n1=n1Container.rotation;
        n2=n2Container.rotation;
        n3=n3Container.rotation;
        border=borderContainer.rotation;
        superTessellation=superTessContainer.whichChoice;
        account();
        }
    
     function a_in(value)
        {
        a = value;
        account();
        }

     function b_in(value)
        {
        b = value;
        account();
        }

     function m_in(value)
        {
        m = value;
        account();
        }

     function n1_in(value)
        {
        n1 = value;
        account();
        }

     function n2_in(value)
        {
        n2 = value;
        account();
        }
    
     function n3_in(value)
        {
        n3 = value;
        account();
        }

     function border_in(value)
        {
        border = value;
        account();
        }

     function bottomBorder_in(value)
        {
        bottomBorder = value;
        account();
        }

     function superTessellation_in(value)
        {
        superTessellation = value;
        account();
        }
     "
        ]
      }

ROUTE A_CONTAINER.rotation TO Script1.a_in
ROUTE B_CONTAINER.rotation TO Script1.b_in
ROUTE M_CONTAINER.rotation TO Script1.m_in
ROUTE N1_CONTAINER.rotation TO Script1.n1_in
ROUTE N2_CONTAINER.rotation TO Script1.n2_in
ROUTE N3_CONTAINER.rotation TO Script1.n3_in

ROUTE BORDER_CONTAINER.rotation TO Script1.border_in
ROUTE BOTTOM_BORDER_CONTAINER.rotation TO Script1.bottomBorder_in
    
ROUTE SUPER_TESSELLATION_CONTAINER.whichChoice TO Script1.superTessellation_in
    
ROUTE Script1.crossSection_out TO Extrusion1.set_crossSection

Switch 
  {
  choice 
    [
    Shape 
      {
      geometry PointSet 
	{
        coord DEF NURBS_CONTROLPOINT_CONTAINER 
              Coordinate { point IS controlPoint } 
	}
      }
    DEF NURBS_TESSELLATION_CONTAINER Switch 
      {
      whichChoice IS spineTessellation
      }
    Shape 
      {
      geometry IndexedFaceSet 
	{
        texCoord DEF SCALE_CONTAINER 
              TextureCoordinate { point IS scale } 
	}
      }
    ]
  }

DEF NURBS_SCRIPT Script 
  {
  directOutput TRUE  

  field SFNode controlPoint_container USE NURBS_CONTROLPOINT_CONTAINER
  eventIn MFVec3f controlPoint_in
  eventOut MFVec3f controlPoint_out 
  field MFVec3f controlPoint [] 

  field SFNode tessellation_container USE NURBS_TESSELLATION_CONTAINER
  eventIn SFInt32 tessellation_in 
  eventOut SFInt32 tessellation_out 
  field SFInt32 Tessellation 0

  field SFNode weight_container USE NURBS_WEIGHT_CONTAINER
  eventIn MFFloat weight_in
  eventOut MFFloat weight_out
  field MFFloat weight []

  field MFFloat knot IS knot
  field SFInt32 order IS order

  field MFFloat weights []
  eventOut MFVec3f tess
  field MFFloat w []
  field MFVec2f tc []

  field MFFloat basis []
  field MFFloat deriv []

  field SFVec3f S 0 0 0
  field SFVec3f u 0 0 0

  field SFVec3f n 0 0 0

  field MFFloat left []
  field MFFloat right []

  field SFInt32 dimension 0

  field SFNode scale_container USE SCALE_CONTAINER
  eventIn MFVec2f scale_in
  eventOut MFVec2f scale_out
  field MFVec2f scale [] 

  url 
    [
    "javascript:

    function findSpan(dimension, order, u, knots)
       {
       var low;
       var mid;
       var high;
       var n;

       n = dimension + order - 1;

       if (u >= knots[n]) {
	  return n - order;
       }
       low = order - 1;	high = n - order + 1;

       mid = (low + high) / 2;

       while (u < knots[mid] || u >= knots[mid+1]) {
	   if (u < knots[mid]) {
	      high = mid;
	   } else {
	      low = mid;
	   }
	   mid = (low+high)/2;
       }
       return Math.floor(mid);
    }

    function basisFuns(span, u, order, knots, basis, deriv)
       {
       var j;
       var saved;
       var dsaved;
       var r;
       var temp;

       basis[0] = 1.0;
       for (j = 1; j < order; j++) {
	   left[j] = u - knots[span+1-j];
	   right[j] = knots[span+j]-u;
	   saved = 0.0;
           dsaved = 0.0;
	   for (r = 0; r < j; r++) {
	       temp = basis[r] / (right[r+1] + left[j-r]);
	       basis[r] = saved + right[r+1] * temp;
	       deriv[r] = dsaved - j * temp;
	       saved = left[j-r] * temp;
	       dsaved = j * temp;
	   }
	   basis[j] = saved;
	   deriv[j] = dsaved;
       }
    }


    function linePoint(weight,u,ind)
       {
       var i;
       var j;

       var span;

       var base;

       var index;

       var w;
       var dw;

       var gain;
       var dgain;

       span = findSpan(dimension, order, u, knot);

       basisFuns(span, u, order, knot, basis, deriv);

       base = span-order+1;

       index = base;

       S=new SFVec3f(0.0, 0.0, 0.0);
       du=new SFVec3f(0.0, 0.0, 0.0);
       dv=new SFVec3f(0.0, 0.0, 0.0);
       w = 0.0;
       dw = 0.0;
       for (i = 0; i < order; i++) {
	       gain = basis[i];
	       dgain = deriv[i];
	       S.x += controlPoint[index].x * gain;
	       S.y += controlPoint[index].y * gain;
	       S.z += controlPoint[index].z * gain;
	       w += weight[index] * gain;
	       du.x += controlPoint[index].x * dgain;
	       du.y += controlPoint[index].y * dgain;
	       du.z += controlPoint[index].z * dgain;
	       dw += weight[index] * dgain;
	       index++;
       }
       S.x = S.x / w;
       S.y = S.y / w;
       S.z = S.z / w;
       n.x = (du.x - S.x * dw) / w;
       n.y = (du.y - S.y * dw) / w;
       n.z = (du.z - S.z * dw) / w;
       return S;
       }

    function makeLine()
       {
       var size;
       var i;
       var j;
       var index;
       var u;
       var inv;
       var inc;
       var uTess;        

       var scale_next_index;
       var tess_inc;
       var scale_inc;
       var scale_diff_x;
       var scale_diff_y;

       index=0;

       weights = new MFFloat();
   
       dimension = controlPoint.length;

       if (dimension == 0) return;

       if (knot.length != order + dimension) {
           print('no NurbsCurve: knot.length!=order+dimension');
           return;
       }
   
       if (weight.length == 0) {
   	   weights = new MFFloat();
   	   for (i = 0; i < dimension; i++) {
   	        weights[i] = 1.0;
   	   }
       } else if (weight.length != dimension) {
           print('no NurbsCurve: weight.length!=dimension');
   	   return;
       }
   
       uTess=tessellation;

// from the orignal white_dune sources
//       if (uTess <= 0) uTess = 32;

// changed to increase performance
       if (uTess <= 0) uTess = 16;

       tess = new MFVec3f();

       size = (uTess + 1);
   
       inc = (knot[knot.length-1] - knot[0]) / uTess;
   
       index = 0;
       w = (weight.length == 0) ? weights : weight;
       for (i = 0, u = knot[0]; i <= uTess; i++, u += inc) {
   	   tess[index] = linePoint(w,u,index);
   	   index++;
       }
       // adjust scale values to the length of the spine (== tesselation)
       var s = new MFVec2f();
       if (scale.length > 0) {
          s[0].x = scale[0].x;
          s[0].y = scale[0].y;
          if (scale.length > 1) {
             tess_inc = 1.0 / (uTess);
             scale_inc = 1.0 / (scale.length - 1);
             scale_left = 0.0;
             scale_next_index = 1;
             for (i = 1; i <= uTess; i++) {
                  scale_diff_x = scale[scale_next_index].x - 
                                 scale[scale_next_index-1].x;
                  s[i].x = scale[scale_next_index-1].x + scale_diff_x * 
                           ((i * tess_inc - scale_left) / scale_inc);

                  scale_diff_y = scale[scale_next_index].y - 
                                 scale[scale_next_index-1].y;
                  s[i].y = scale[scale_next_index-1].y + scale_diff_y * 
                           ((i * tess_inc - scale_left) / scale_inc);

                  if ( (i * tess_inc) >= (scale_next_index * scale_inc)) {
                      scale_next_index++;
                      scale_left += scale_inc;
                  }
             }
          }
          scale_out = s;
       }
    }

    function initialize()
       {
       controlPoint=controlPoint_container.point;
       weight=weight_container.key;
       tessellation=tessellation_container.whichChoice;
       scale=scale_container.point;
       makeLine();
       }

    function controlPoint_in(value, time)
       {
       controlPoint=value;
       controlPoint_out=value;
       makeLine();
       }    

    function weight_in(value, time)
       {
       weight=value;
       weight_out=value;
       makeLine();
       }
    
    function tessellation_in(value, time)
       {
       tessellation=value;
       tessellation_out=value;
       makeLine();
       }

    function scale_in(value, time)
       {
       scale=value;
       makeLine();
       }
    "
   ]
   }

   ROUTE NURBS_CONTROLPOINT_CONTAINER.point TO NURBS_SCRIPT.controlPoint_in
   ROUTE NURBS_WEIGHT_CONTAINER.keyValue TO NURBS_SCRIPT.weight_in
   ROUTE NURBS_TESSELLATION_CONTAINER.whichChoice TO NURBS_SCRIPT.tessellation_in

   ROUTE NURBS_SCRIPT.controlPoint_out TO NURBS_CONTROLPOINT_CONTAINER.point
   ROUTE NURBS_SCRIPT.weight_out TO NURBS_WEIGHT_CONTAINER.keyValue
   ROUTE NURBS_SCRIPT.tessellation_out TO NURBS_TESSELLATION_CONTAINER.whichChoice

   ROUTE NURBS_SCRIPT.tess TO Extrusion1.set_spine
   ROUTE NURBS_SCRIPT.scale_out TO Extrusion1.set_scale
}

