SpatialED.TarquinExtrudeBuilder

00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
01057
01058
01059
01060
01061
01062
01063
01064
01065
01066
01067
01068
01069
01070
01071
01072
01073
01074
01075
01076
01077
01078
01079
01080
01081
01082
01083
01084
01085
01086
01087
01088
01089
01090
01091
01092
01093
01094
01095
01096
01097
01098
01099
01100
01101
01102
01103
01104
01105
01106
01107
01108
01109
01110
01111
01112
01113
01114
01115
01116
01117
01118
01119
01120
01121
01122
01123
01124
01125
01126
01127
01128
01129
01130
01131
01132
01133
01134
01135
01136
01137
01138
01139
01140
01141
01142
01143
01144
01145
01146
01147
01148
01149
01150
01151
01152
01153
01154
01155
01156
01157
01158
01159
01160
01161
01162
01163
01164
01165
01166
01167
01168
01169
01170
01171
01172
01173
01174
01175
01176
01177
01178
01179
01180
01181
01182
01183
01184
01185
01186
01187
01188
01189
01190
01191
01192
01193
01194
01195
01196
01197
01198
01199
01200
01201
01202
01203
01204
01205
01206
//=============================================================================
// Spatial Fear
// Class: TarquinExtrudeBuilder
// Description: extrudes a shape to a path, version 080.
//
// Author: Tarquin
// + Used with permission for packaging with SpatialED v2.1
//=============================================================================
class TarquinExtrudeBuilder
	expands BrushBuilder;
/*
DOCU notes
notes: if you are going to use Origin as a Shape point,  use it first.
same for path
*/
const ArraySize = 16 ;
// sadly this doesnt work how I'd like it to
// in case of future fixes, places that refer to the input array sizes labeled thus: ##arraysize##

var() vector ShapePoints[16] , PathPoints[16] ;
var() float ShapeFactor , PathFactor ;
enum EExtrudeType
{
	EX_Translational,
	EX_Tangential,
	EX_ThirdWay
};
var() EExtrudeType ExtrudeType ;
enum EShapeSource
{
	SO_Vectors,
	SO_pSquare,
	SO_pCircle,
	SO_MrPointy
};
//	SO_2DS
var() EShapeSource ShapeSource ;
enum EPathSource
{
	SO_Vect_Abs,
	SO_Vect_Rel
};
var() EPathSource PathSource ;
var() float PresetMetrics[6];
var() bool ClosedPath ;
var() bool MergeCoplanars ;
// var() bool ReversePolys ; // this option no longer needed tx to DirectionDetector
var() bool SheetPolys ;
var() bool InvisibleFinal ;
var() vector Randomiser ;
var() vector RandomiserCaps ;
var() enum EMaths
{
	MA_Matrix,
	MA_Quaternion
} Maths ;
var() name GroupName ;
var() enum ECommands
{
	C_None,
	C_ShowShape,
	C_ShowJoints,
	C_ResetShape,
	C_ResetPath,
	C_ScaleShape,
	C_MoveShape,
	C_RotShape,
	C_ConvPath,
	C_MakeArc,
	C_MakeMirror
} _COMMAND ;
var() float _Parameters[3] ;

var bool LevelsOnly ; // this is no longer set by the user

enum ECommandReturn
{
	CR_Stop,
	CR_BuildStop,
	CR_Continue
};

const UUCircle 		= 65536.0f ;
const ZeroVect 		= vect(0,0,0);
const SheetPolyFlags = 0x00000108 ;

// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ structs
struct Matrix3x3
{
	var() float a11,a12,a13,a21,a22,a23,a31,a32,a33;
};
struct Quat
{
	var() float W,X,Y,Z;
};
// ---------------------------------------------------------- quaternion functions
final operator(16) quat * ( quat Q1 , quat Q2 )
{
	local vector V1 , V2 , Vp ;
	local quat Qp ;
	V1 = eVect( Q1.X , Q1.Y , Q1.Z ) ;
	V2 = eVect( Q2.X , Q2.Y , Q2.Z ) ;
	Qp.W = Q1.W * Q2.W - ( V1 dot V2 ) ;
	Vp = ( Q1.W * V2 ) + ( Q2.W * V1 ) - ( V1 cross V2 ) ;
	Qp.X = Vp.X ;
	Qp.Y = Vp.Y ;
	Qp.Z = Vp.Z ;
	return Qp ;
}
function quat RotationToQuat( vector Axis , float Theta )
{
	// Theta must be given in radians
	// Axis need not be normalised
	local quat Q ;
	local float L ;
	Axis = Normal( Axis );
	Q.W = cos( Theta / 2 ) ;
	Q.X = Axis.X * sin( Theta / 2 ) ;
	Q.Y = Axis.Y * sin( Theta / 2 ) ;
	Q.Z = Axis.Z * sin( Theta / 2 ) ;
	// NORMALISE
	L = Sqrt( Q.W**2 + Q.X ** 2 + Q.Y ** 2 + Q.Z**2 ) ;
	Q.W /= L ;
	Q.X /= L ;
	Q.Y /= L ;
	Q.Z /= L ;
	return Q ;
}
function matrix3x3 QuatToMatrix ( quat Q )
{
	local matrix3x3 M ;
	local float w,x,y,z ;
	w = Q.W ; x = Q.X ; y = Q.Y ; z = Q.Z ;
	M.a11 = 1 - ( 2 * y** 2 ) -  ( 2 * z** 2 ) ;
	M.a12 = 2*x*y - 2*z*w ;
	M.a13 = 2*x*z + 2*y*w ;

	M.a21 = 2*x*y + 2*z*w ;
	M.a22 = 1 - 2*x**2 -2*z**2 ;
	M.a23 = 2*y*z - 2*x*w ;

	M.a31 = 2*x*z - 2*y*w ;
	M.a32 = 2*y*z + 2*x*w ;
	M.a33 = 1 - 2*x**2 - 2*y**2 ;
	/*
	1 - 2Y  - 2Z    2XY - 2ZW      2XZ + 2YW 
	2XY + 2ZW       1 - 2X  - 2Z   2YZ - 2XW
	2XZ - 2YW       2YZ + 2XW      1 - 2X  - 2Y
	*/
	return M ;
}
// ---------------------------------------------------------- matrix functions
function Matrix3x3 defMatrix9f( float a11,float a12,float a13, float a21,float a22,float a23,float a31,float a32,float a33 )
{
	local Matrix3x3 theMatrix ;
	theMatrix.a11 = a11 ;
	theMatrix.a12 = a12 ;
	theMatrix.a13 = a13;
	theMatrix.a21 = a21 ;
	theMatrix.a22 = a22 ;
	theMatrix.a23 = a23 ;
	theMatrix.a31 = a31 ;
	theMatrix.a32 = a32 ;
	theMatrix.a33 = a33 ;
	return theMatrix ;
}
static final operator(16) vector * ( Matrix3x3 M , vector v )
{
	local vector Mv , R1 , R2 , R3 ;
	R1.x	= M.a11 ;	R1.y	= M.a12 ;	R1.z	= M.a13 ;
	R2.x	= M.a21 ;	R2.y	= M.a22 ;	R2.z	= M.a23 ;
	R3.x	= M.a31 ;	R3.y	= M.a32 ;	R3.z	= M.a33 ;

	Mv.x 	= R1 dot v ;
	Mv.y 	= R2 dot v ;
	Mv.z 	= R3 dot v ;
	return Mv ;
}
// ---------------------------------------------------------- Basis functions
function coords DipBasisRelative( float Theta, float Phi , coords inBasis )
{
	// this is bad!
	local Matrix3x3 DipMatrix ;
	local coords transBasis ;
	DipMatrix = defMatrix9f(  sin2(Phi) 			+ cos2(Phi)*cos(Theta) ,
											-sin(Phi)*cos(Phi)  	+ cos(Phi)*sin(Phi)*cos(Theta) ,
											sin(Theta)*cos(Phi) ,
											-cos(Phi)*sin(Phi) 	+ sin(Phi)*cos(Phi)*cos(Theta) ,
											cos2(Phi)				+ sin2(Phi)*cos(Theta) ,
											sin(Theta)*sin(Phi) ,
											-sin(Theta)*cos(phi) ,
											-sin(Theta)*sin(Phi) ,
											cos(Theta) 
										);
	transBasis.Xaxis	= DipMatrix * inBasis.Xaxis ;
	transBasis.Yaxis	= DipMatrix * inBasis.Yaxis ;
	transBasis.Zaxis	= DipMatrix * inBasis.Zaxis ;
	return transBasis ;
}
function coords DipBasis( float Theta, float Phi )
{
	// dip of Theta about an axis that makes an angle phi with X axis.
	local coords theBasis ;
	theBasis.Xaxis.x	= sin2(Phi) 			+ cos2(Phi)*cos(Theta) ;
	theBasis.Xaxis.y	= -cos(Phi)*sin(Phi) 	+ sin(Phi)*cos(Phi)*cos(Theta) ;
	theBasis.Xaxis.z	= -sin(Theta)*cos(phi)		;

	theBasis.Yaxis.x	= -sin(Phi)*cos(Phi)  	+ cos(Phi)*sin(Phi)*cos(Theta) ;
	theBasis.Yaxis.y	= cos2(Phi)				+ sin2(Phi)*cos(Theta) ;
	theBasis.Yaxis.z	= -sin(Theta)*sin(Phi)		;
	// not currently used but here anyway
	theBasis.Zaxis.x 	= sin(Theta)*cos(Phi) ;
	theBasis.Zaxis.y 	= sin(Theta)*sin(Phi) ;
	theBasis.Zaxis.z 	= cos(Theta) ;
	return theBasis ;
}
function vector changeBasis( vector r , vector e1B , vector e2B, vector e3B )
{
	// GIVEN: elementary vectors of B given in B'
	// GIVEN: vector in B to interpret in B'
	// Q is coord trans. matrix from B to B'
	// columns of Q are [eB]B' which is our input.
	// [r]B' = Q * [r]B
	local Matrix3x3 Q ;
	Q = defMatrix9f( 	e1B.x , e2B.x, e3B.x,
						e1B.y , e2B.y, e3B.y,
						e1B.z , e2B.z, e3B.z );
	return Q * r ;
}
function coords defCoords( vector O , vector i , vector j , vector k )
{
	local coords theCoords ;
	theCoords.Origin = O ;
	theCoords.XAxis = i ;
	theCoords.YAxis = j ;
	theCoords.ZAxis = k ;
	return theCoords ;
}
// ---------------------------------------------------------- Plane functions
// struct Vector var() config float X, Y, Z;
// struct Plane extends Vector var() config float W;
function plane defPlane4f( float x ,  float y ,  float z ,  float w )
{
	local plane planePi ;
	planePi.x 	= x ;
	planePi.y 	= y ;
	planePi.z 	= z ;
	planePi.w 	= w ;
	return PlanePi ;
}
function plane defPlanevf( vector n ,  float w )
{
	n = Normal( n ); // hats the vector, so this can receive any vector.
	// I don't plan on using this with nonzero w. 
	//bear in mind that when determining w, n must be hatted
	return defPlane4f( n.x, n.y, n.z,w ) ;
}
function vector PlaneNormal( plane planePi )
{
	//	return vect( planePi.x , planePi.y , planePi.z ); why wont this work?
	local vector n ;
	n.x = planePi.x ;
	n.y = planePi.y ;
	n.z = planePi.z ;
	return n ;
}
function vector ProjectToPlane( vector r , vector v , plane planePi )
{
	// returns r projected onto Pi in direction v. v need not be normalized.
	local float mu ;
	if( PlaneNormal( planePi ) dot v == 0 )
		return r ; // bad case: v is parallel to Pi
	mu = ( planePI.w - ( PlaneNormal( planePi ) dot r ) ) / ( PlaneNormal( planePi ) dot v ) ;
	return r + ( mu * v ) ;
}
// ---------------------------------------------------------- preset builders
function vector eVect( float x , float y , float z )
{

	// for some reason vect() wont work when setting an array element
	local vector v ;
	v.x = x ;
	v.y = y ;
	v.z = z ;
	return v ;
}
function bool PutPreset_Square( out int Ns )
{
	local float a , b , rx , ry ;
	a	= PresetMetrics[0] ;
	b	= PresetMetrics[1] ;
	rx	= PresetMetrics[2] ;
	ry	= PresetMetrics[3] ;
	/*
	a = ShapePoints[0].x ;
	b = ShapePoints[0].y ;
	rx = ShapePoints[1].x ;
	ry = ShapePoints[1].y ;
	*/
	if( a == 0 )
		a = 1 ;
	if( b == 0 )
		b = 1 ;
	ResetShape();
	ShapePoints[0] = eVect( rx, 		ry, 		0 );
	ShapePoints[1] = eVect( rx + a , 	ry, 		0 );
	ShapePoints[2] = eVect( rx + a , 	ry + b , 	0 );
	ShapePoints[3] = eVect( rx, 		ry + b , 	0 );
	Ns = 4 ;
	return true;
}
function bool PutPreset_Circle( out int Ns )
{
	local int i , Ofs , Sides , SidesUsed , iPush , iPartial ;
	local float rx, ry , r ;
	Sides 		= int( PresetMetrics[0] ) ;
	SidesUsed	= int( PresetMetrics[1] ) ;
	if( Sides == 0 )
		Sides = 8 ; // set default
	if( SidesUsed == 0 || SidesUsed >= Sides )
		SidesUsed = Sides ; // set to complete circle
	else
		iPartial = 1 ; // set to partial
	rx			= PresetMetrics[2] ;
	ry			= PresetMetrics[3] ;
	Ofs			= int( bool ( PresetMetrics[4] ) ) ;
	r = 1 ;
	if( Ofs == 1 )
		r /= cos(pi/Sides);
	if( !ClosedPath && SidesUsed > Sides/2 && SidesUsed != Sides )
	{
		BadParameters("Partial circle may not be concave unless the path is looped.");
		return false ;
	}
	ResetShape();
	if( !( SidesUsed == Sides || SidesUsed == Sides/2 ) )
	{
		// if neither full circle nor half circle, centre is needed
		iPush = 1 ;
		ShapePoints[0] = ZeroVect ; 
	}
	for( i = 0 ; i < SidesUsed + iPartial ; i++ )
	{
		ShapePoints[i + iPush ].x = rx + r * cos( (2*i + Ofs)*pi / Sides ) ;
		ShapePoints[i + iPush ].y = ry + r * sin( (2*i + Ofs)*pi / Sides ) ;
	}
	Ns = SidesUsed + iPartial + iPush ;
	return true;
}
function ResetShape()
{
	local int i;
	for( i=0 ; i < ArraySize ; i++ )
		ShapePoints[i] = vect(0,0,0);
	return;
}
// ---------------------------------------------------------- vertex builders
function Vertex3fC( float a , float b , float c , coords Axes )
{
	Vertexv( (Axes.Origin) +a*(Axes.XAxis) +b*(Axes.YAxis) + c* (Axes.ZAxis) );
}
// ---------------------------------------------------------- function Sgn( x )


function float Sgn( float theValue )
{
if( theValue == 0 )
	return 0;
return theValue / Abs(theValue);
}
// ---------------------------------------------------------- function modulo
static final operator(18) float mod  ( float A, float B )
{
	if( A % B >= 0 )
		return A % B ;
	else
		return ( A % B ) + B ;
}
// ---------------------------------------------------------- function Acos( x )
function float Acos( float x )
{
	// x = cos( Alpha )  ,  returns 0 <= cos^-1 <= pi
	if( Abs( x ) > 1 )
	{
		log("error in Acos");
		return 0 ;
	}
	if( x == 0 )
		return pi/2 ;
	if( x < 0 )
		return pi - Atan( Sqrt( 1 - Square( x ) ) / -x ) ; // feed -x into acos formula, but irrelevant inside Square!
	if( x == -1 )
		return pi ;
	return Atan( Sqrt( 1 - Square( x ) ) / x );
}
// ---------------------------------------------------------- square trigs
function float sin2( float Alpha )
{
	return Square( sin ( Alpha ));
}
function float cos2( float Alpha )
{
	return Square( cos ( Alpha ));
}
// ---------------------------------------------------------- angle unit conversions
function float Rad2Deg( float theAngle )
{
	return theAngle * 180.0f / pi ;
}
function float Deg2Rad( float theAngle )
{
	return theAngle * pi / 180.0f ;
}
// ---------------------------------------------------------- 
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ tweedlet DressTube version 1.1
// DRESS TUBE and dependencies: builds polys in a tube, option Complete, option Looped
// requires Coplanar tweedlet to be present 
// NB levels is number of HOOPS, ie vertex rings, NOT panel rings
// this tweedlet by tarquin 3/3/01
function bool SafePoly4i( int Direction , int p0 , int p1 , int p2 , int p3 , 
		optional name ItemName, optional int PolyFlags )
{
	if( isCoplanar4v(getVertex(p0),getVertex(p1),getVertex(p2),getVertex(p3)) )
		Poly4i( Direction , p0 , p1 , p2 , p3 , ItemName, PolyFlags );
	else
	{
		Poly3i( Direction , p0 , p1 , p2 , ItemName, PolyFlags );
		Poly3i( Direction , p2 , p3 , p0 , ItemName, PolyFlags );
	}
}
function DressTube( int Ofs , int LevelOfs , int Panels, int Levels ,
	bool Looped , bool Closed , bool Triangulated , int sgn ,
	optional name ItemName , optional int PolyFlags )
{
	// NB Levels is the number of vertex rings rather than number of poly stages.
	// Sides is the number of poly panels required.
	local int i , j , iPartial , iNonLooped , TrackJump  ;
	iPartial = int( ! Closed ) ;
	iNonLooped = int ( ! Looped );
	TrackJump = Panels + iPartial + LevelOfs ;//closed: points=spaces, open: points = spaces+1
	for( j = 0 ; j < Levels - iNonLooped ; j++ )
	{
		for( i = 0 ; i < Panels ; i++ )
			if( !Triangulated )
			{
				SafePoly4i( sgn ,
					Ofs + j*TrackJump 						+ ( (i + 1)%(Panels+iPartial) ) ,
					Ofs + ( ( j+1 ) % Levels )*TrackJump 	+ ( (i + 1)%(Panels+iPartial) ) ,
					Ofs + ( ( j+1 ) % Levels )*TrackJump 	+ i ,
					Ofs + j*TrackJump 						+ i ,
					ItemName , PolyFlags );
			}
			else
			{
				Poly3i( sgn ,
					Ofs + j*TrackJump						+ ( (i + 1)%(Panels+iPartial) ) ,
					Ofs + ( ( j+1 ) % Levels )*TrackJump 	+ ( (i + 1)%(Panels+iPartial) ) ,
					Ofs + j*TrackJump 								+ i ,
					ItemName , PolyFlags );
				Poly3i( sgn ,
					Ofs + ( ( j+1 ) % Levels )*TrackJump 	+ ( (i + 1)%(Panels+iPartial) ) ,
					Ofs + ( ( j+1 ) % Levels )*TrackJump 	+ i ,
					Ofs + j*TrackJump 						+ i ,
					ItemName , PolyFlags );
			}
	}
	return;
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ end tweedlet
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PolyLogging tweedlet. Tarquin 3/3/01
function LogPoly4i( int Direction , int p0 , int p1 , int p2 , int p3 , 
		optional name ItemName, optional int PolyFlags )
{
	Poly4i( Direction , p0 , p1 , p2 , p3 , ItemName, PolyFlags );
	log("poly:" $ String(p0) $","$ String(p1) $","$ String(p2) $","$ String(p3) );
}
function LogPoly3i( int Direction , int p0 , int p1 , int p2 ,  
		optional name ItemName, optional int PolyFlags )
{
	Poly3i( Direction , p0 , p1 , p2 , ItemName, PolyFlags );
	log("poly:" $ String(p0) $","$ String(p1) $","$ String(p2) );
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ end tweedlet
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ isCoplanar tweedlet. tarquin 3/3/01
function bool isCoplanar4v( vector r0, vector r1, vector r2, vector r3 )
{
	local vector a, b, c ;
	a = r1 - r0 ;
	b = r2 - r0 ;
	c = r3 - r0 ;
	if( ( a cross b ) dot c == 0 )
		return true;
}
function bool isCoplanar4i( int i0, int i1, int i2, int i3 )
{
	return isCoplanar4v(getVertex(i0),getVertex(i1),getVertex(i2),getVertex(i3));
}
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ end tweedlet
// $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ wacky temp: builds a pointy arrow // newer ver than Rotator class
function BuildPointy( coords theBasis )
{
	local int n , i , j ;
	local float s ;
	n = GetVertexCount();
	s = ShapeFactor ; // accessing outside. ooh, la! bad OO programming!
	//theBasis.Xaxis *= 128.0f ;
	//theBasis.Yaxis *= 128.0f ;
	//theBasis.Zaxis *=  128.0f ;

	// Vertexv( ZeroVect ); BAD BAD BAD!!!! zero WITHIN the basis!
	//Vertex3fC( float a , float b , float c , coords Axes )
	Vertex3fC( 0,0,0, theBasis );
	for( j = -1 ; j<2 ; j+= 2 )
	{
		for( i = -3 ; i<=3 ; i+= 2 )
			Vertex3fC( i*s , j*s , 0 , theBasis );
		for( i = -1 ; i<=1 ; i+= 2 )
			Vertex3fC( i*s , j*3*s , 0 , theBasis );
		Vertex3fC( 3*s , j*2.5*s , 0 , theBasis ); // X arrow #7,14
	}
	Vertex3fC( 0 , 5*s , 0 , theBasis ); // tip Y #15
	Vertex3fC( 9*s ,0 , 0 , theBasis ); // tip X #16

	Poly5i( 1 , n+0 , n+9 , n+8 , n+1 , n+2 , 'negX' , SheetPolyFlags );
	Poly5i( 1 , n+0 , n+2 , n+5 , n+6 , n+3 , 'negY' , SheetPolyFlags );
	Poly5i( 1 , n+0 , n+3 , n+4 , n+11 , n+10 , 'posX' , SheetPolyFlags );
	Poly5i( 1 , n+0 , n+10 , n+13 , n+12 , n+9 , 'posY' , SheetPolyFlags );

	Poly3i( 1 , n+12 , n+13 , n+15 , 'tipY' , SheetPolyFlags );
	Poly5i( 1 , n+4 , n+7 , n+16 , n+14 , n+11 , 'tipX' , SheetPolyFlags );
	return;
}
function Poly5i( int Direction , int p0 , int p1 , int p2 , int p3 , int p4 ,
		optional name ItemName, optional int PolyFlags )
{
	PolyBegin( Direction , ItemName , PolyFlags );
			Polyi( p0 );
			Polyi( p1 );
			Polyi( p2 );
			Polyi( p3 );
			Polyi( p4 );
	PolyEnd();
	return;
}
// $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ 
// ****************************************************** COMMAND MODULE
function ECommandReturn CommandModule()
{
	local int i ;
	/*
	CR_Stop, 		: finish with no build
	CR_BuildStop,	: finish with build
	CR_Continue		: continue with main brush code
	*/
	if( _COMMAND == C_ResetShape )
	{
		ResetShape() ;
		_COMMAND = C_None ; // reset module
		return CR_Stop ;
	}
	if( _COMMAND == C_ResetPath )
	{
		for( i=0 ; i<ArraySize ; i++ )
			PathPoints[i] = vect(0,0,0);
		_COMMAND = C_None ; // reset module
		return CR_Stop ;
	}
	if( _COMMAND == C_ShowJoints )
	{
		LevelsOnly = true ;
		// leave the module at this option
		return CR_Continue ; // continue with brush build as normal
	}
	if( _COMMAND == C_ScaleShape )
	{
		if( _Parameters[0] != 0 )
			for( i=0 ; i<ArraySize ; i++ )
				ShapePoints[i].x *= _Parameters[0] ;
		if( _Parameters[1] != 0 )
			for( i=0 ; i<ArraySize ; i++ )
				ShapePoints[i].y *= _Parameters[1] ;
		/*
		if( PresetMetrics[2] != 0 )
			for( i=0 ; i<ArraySize ; i++ )
				ShapePoints[i].z *= _Parameters[2] ;
		*/
		CommandShowShape( NumNonZeroElements( ShapePoints ) ) ; // show the shape
		_COMMAND = C_None ; // reset module
		return CR_BuildStop ;
	}
	if( _COMMAND == C_MoveShape )
	{
		for( i=0 ; i<ArraySize ; i++ )
		{
			ShapePoints[i].x += _Parameters[0] ;
			ShapePoints[i].y += _Parameters[1] ;
		}
		CommandShowShape( NumNonZeroElements( ShapePoints ) ) ; // show the shape
		_COMMAND = C_None ; // reset module
		return CR_BuildStop ;
	}
	if( _COMMAND == C_RotShape )
	{
		for( i=0 ; i<ArraySize ; i++ )
			ShapePoints[i] = eVect( 
				ShapePoints[i].x * cos( Deg2Rad( _Parameters[0] ) )
					- ShapePoints[i].y * sin( Deg2Rad( _Parameters[0] ) ) ,
				ShapePoints[i].x * sin( Deg2Rad( _Parameters[0] ) )
					+ ShapePoints[i].y * cos( Deg2Rad( _Parameters[0] ) ) ,
				0 ) ;
		CommandShowShape( NumNonZeroElements( ShapePoints ) ) ; // show the shape
		_COMMAND = C_None ; // reset module
		return CR_BuildStop ;
	}
	if( _COMMAND == C_ConvPath )
	{
		if( PathSource == SO_Vect_Rel )
		{
			// note: first point is considered absolute
			// further points are relative successively
			for( i = 1 ; i < NumNonZeroElements(PathPoints) ; i++ )
				PathPoints[i] = PathPoints[i] + PathPoints[i-1] ;
			PathSource = SO_Vect_Abs ;
		}
		else if( PathSource == SO_Vect_Abs )
		{
			// note: first point is considered absolute
			// further points are relative successively
			for( i = NumNonZeroElements(PathPoints) - 1 ; i > 0 ; i-- )
				PathPoints[i] = PathPoints[i] - PathPoints[i-1] ;
			// note we go backwards to avoid overwriting what we need to read
			PathSource = SO_Vect_Rel ;
		}
		else
			log("C_ConvertPath did not understand the value of PathSource");
		_COMMAND = C_None ; // reset module
		return CR_Stop ;
	}
	if( _COMMAND == C_MakeArc )
	{
		_COMMAND = C_None ; // reset module
		return CommandMakeArc(); // pass up the return value
	}
	if( _COMMAND == C_MakeMirror )
	{
		CommandMakeMirror() ;
		_COMMAND = C_None ; // reset module
		return CR_Continue ;
	}
	
	// just in case....
	BadParameters("command option not recognized");
	return CR_Stop ;
}
function CommandShowShape( int Ns )
{
	local int i ;
	BeginBrush( false , GroupName );
	PolyBegin( 1 , 'Sheet' , SheetPolyFlags );
		for( i=0 ; i< Ns ; i++ )
		{
			VertexV( ShapeFactor * ShapePoints[i] );
			Polyi( i );
		}
	PolyEnd();
	return ;
}
function ECommandReturn CommandMakeArc()
{
	local vector StartRadius , EndRadius , Origin , StartApothem, EndApothem ;
	local int n , i , Sides, Ofs ;
	local float Alpha  ;
	// _Parameters[0] = Sides
	// _Parameters[1] = SidesUsed
	// _Parameters[2] = Align
	n = NumNonZeroElements(PathPoints) ;
	if( n < 3 )
	{
		BadParameters("Must have at least 3 path points to define an arc.");
		return CR_Stop ;
	}
	if( _Parameters[0] != 0 )
		Sides = _Parameters[0] ;
	else
		Sides = 8 ;
	Alpha = 2*pi / Sides ;
	if( _Parameters[1] == 0 )
	{
		BadParameters("MakeArc command: set the value of _Parameters[1] to the number of sides.");
		return CR_Stop ;
	}
	// *** make radii vectors
	if( PathSource == SO_Vect_Rel )
	{
		StartRadius = -PathPoints[ n-2 ] ;
		EndRadius	= PathPoints[ n-1 ] ;
	}
	else if( PathSource == SO_Vect_Abs )
	{
		StartRadius	= PathPoints[ n-3 ] - PathPoints[ n-2 ] ;
		EndRadius	= PathPoints[ n-1 ] - PathPoints[ n-2 ] ;
	}
	else return CR_Stop ; // in case of future expansion of pathsource

	Origin = PathPoints[ n-2 ] ;
	// deal with offset
	if( _Parameters[2] != 0 )
	{
		Ofs = 1 ;
		StartApothem 	= StartRadius ;
		EndApothem 		= EndRadius ;
		StartRadius 	/= cos(pi/Sides) ;
		EndRadius 		/= cos(pi/Sides) ;
	}
	for( i=1 ; i < _Parameters[1] + 1 ; i++ )
	{
		PathPoints[ n-3 + i ] = StartRadius*cos(i*Alpha - Ofs*Alpha*0.5) 
					+ EndRadius*sin(i*Alpha - Ofs*Alpha*0.5) 
					+ Origin ;	
		log("i:" $ i $ ", pp: " $ String(n-3+i) );
	}
	if( ofs == 1 )
		PathPoints[ n-3 + i ] = StartApothem*cos( (i-1)*Alpha ) 
					+ EndApothem*sin((i-1)*Alpha ) 
					+ Origin ;	

	return CR_Continue ;
}
function CommandMakeMirror()
{
	local int i , n , Ofs ;
	local vector MirrorNormal ;
	n 				= NumNonZeroElements(PathPoints) ;
	// check n large enough perhaps? should be at least 3
	if( PathSource == SO_Vect_Rel )
		MirrorNormal 	= Normal( PathPoints[n-1] ) ;
	else
		MirrorNormal	= Normal( PathPoints[n-1] - PathPoints[n-2] );
	// apply parameters
	if( _Parameters[0] == 0 )
		Ofs = 1 ;
	else if( _Parameters[0] == 2 )
		{
			if( PathSource == SO_Vect_Rel )
				PathPoints[n-1] *= 2 ; // rel case
			else
				PathPoints[n-1] += PathPoints[n-1] - PathPoints[n-2] ; 
		}

	// odd case first. last joint goes thru the mirror, is the normal.
	// whether odd or even, we write the same # of points.
	for( i=0 ; i<n-2 ; i++)
	{
		PathPoints[n+i-Ofs] = 2*(PathPoints[n-2-i] dot MirrorNormal)*MirrorNormal - PathPoints[n-2-i] ;
		log("writing PP:" $ String(n+i) );
	}
	if( PathSource == SO_Vect_Abs )
	{
		for( i=n-Ofs ; i < n + n - 3 - Ofs ; i++ )
			PathPoints[i] = PathPoints[i-1] + PathPoints[i] - PathPoints[i+1] ;
		// note that this loop above ^^ may not execute at all if n=3 -- this is desired effect.
		PathPoints[n+n-3-Ofs] = PathPoints[n+n-4-Ofs] + PathPoints[n+n-3-Ofs] ;
	}
	return ;
}
// ****************************************************** shape direction // ##arraysize##
function int GetShapeDirection(int Ns)
{
	local vector RelativePoints[16];
	local rotator VectorAngles[16] ;
	local float RelativeAngles[16] , AngleSum ;
	local int i ;

	for( i=1 ; i< Ns+1 ; i++ )
	{
		RelativePoints[i%Ns] = ShapePoints[i%Ns] - ShapePoints[i-1] ;
		log("v[" $ i $ "]=" $ RelativePoints[i%Ns] );
	}
	for( i=0 ; i< Ns ; i++ )
	{
		VectorAngles[i] = rotator( RelativePoints[i] );
		log("abs angles: " $ VectorAngles[i] );
	}
	for( i=0 ; i< Ns ; i++ )
	{
		RelativeAngles[i] = VectorAngles[i].Yaw - VectorAngles[(i-1) mod Ns ].Yaw ;
		RelativeAngles[i] = RelativeAngles[i] mod UUCircle ;
		if( RelativeAngles[i] >= UUCircle /2 )
			RelativeAngles[i] -= UUCircle ; // note a 180 turn will never occur anyway
		log("rel angles: " $ RelativeAngles[i] );
	}
	// !!! check concave
	for( i=1 ; i< Ns ; i++ )
	{
		if( sgn( RelativeAngles[i-1] ) != sgn( RelativeAngles[i] ) )
			BadParameters("Your current shape is concave. " $
				"This may cause problems with an extruded non-looped brush or " $
				"a disc made with the ShowShape command. ");
	}
	for( i=0 ; i< Ns ; i++ )
	{
	AngleSum += RelativeAngles[i] ;
	}
	log("Angle Sum: " $ AngleSum );
	log("Angle Sum mod: " $ String( AngleSum % UUCircle ) );
	return int( sgn(AngleSum) ) ;
}
// ****************************************************** array sizer // ##arraysize##
function int NumNonZeroElements( vector VectorArray[16] )
{
	// strictly speaking, will never return zero. but 0,1,2 is bad anyway!
	local int i ;
	for( i = 1 ; i < ArraySize ; i++ )
		if( VectorArray[i] == vect( 0 , 0 , 0 ) )
			return  i ;
	return ArraySize ;
}
// ****************************************************** ThetaPhi
function GetAngles( out float Theta, out float Phi, coords theBasis , vector vectorW )
{
	local vector Wflat ;
	vectorW = Normal( vectorW ) ;
	if( vectorW dot theBasis.Zaxis == -1 )
		log("vector dips directly down: bad!");
	Theta = Acos( vectorW dot theBasis.Zaxis );

	Wflat = ProjectToPlane( vectorW ,  theBasis.Zaxis , defPlaneVF( theBasis.Zaxis , 0 ) );

	// !!!!!!!!!!!!!! Wflat is in Standard basis -- is this prob?

	// catch the special cas that Wproj = 0vector , in this case define Phi=0
	// this happens if W is parallel to z axis
	if( Theta == 0 )
		Phi = 0 ; // originally Wflat == ZeroVect but roundoff errors leave cases uncaught
	/*
	else if( Wflat dot theBasis.Xaxis == 0 )
	{
		// catches phi = 0 or 180 XXX -- is this still necessary?
		Phi = Sgn( Wflat dot theBasis.Yaxis ) * pi /2 ;
		log("Phi sgn:" $ Normal(Wflat) dot vect(0,1,0) );
	}
	*/
	else
	{
		Phi = Acos( Normal(Wflat) dot theBasis.Xaxis );
		if( Normal(Wflat) dot theBasis.Yaxis < 0 )
			Phi = -Phi ; // handles creation of negative Phi
	}
	log("W=" $ vectorW );
	log( "Wflat=" $ Wflat );
	log("[W]b =" 	$ String( vectorW dot theBasis.Xaxis ) $ "," 
					$ String( vectorW dot theBasis.Yaxis ) $ "," 
					$ String( vectorW dot theBasis.Zaxis ) );
	log("[Wf]b =" 	$ String( Wflat dot theBasis.Xaxis ) $ "," 
					$ String( Wflat dot theBasis.Yaxis ) $ "," 
					$ String( Wflat dot theBasis.Zaxis ) );
	log( "Wflat dot Xaxis=" $ String( Wflat dot theBasis.Xaxis ) );
	log("Theta,Phi:" $ Rad2Deg(Theta) $ ", " $ Rad2Deg(Phi) );
	return;
}
// ****************************************************** tangential build vertices ##arraysize##
function BuildTangential( vector vectorS[16], int Ns , vector vectorP[16] , int Np , bool Looped )
{
	// cover open case first, then modify for looped!
	local int i , j ;
	local float Theta, Phi ;
	local vector segmentL[16] ; // ##arraysize##
	local plane CrossSection[16] , Incident[16] ; // ##arraysize##
	local coords StandardBasis , Basis[16] , ProjBasis[16] ; // ##arraysize##
	local quat QuaternionRotation ;
	local matrix3x3 RotationMatrix ;

	StandardBasis =  defCoords( ZeroVect , vect(1,0,0) , vect(0,1,0) , vect(0,0,1) );
	// ----------------------------------------------------------- factor 
	for( i = 0 ; i<Np ; i++ )
		vectorP[i]	*= PathFactor ;
	for( i = 0 ; i<Ns ; i++ )
		vectorS[i]	*= ShapeFactor; // * ( FRand() / 2 + 0.5 ) ; 

	// ----------------------------------------------------------- define segments
	if( PathSource == SO_Vect_Rel )
	{
		// for relative vectorss: remap the path points
		// note: first point is considered absolute
		// further points are relative successively
		for( i = 1 ; i<Np ; i++ )
			vectorP[i] = vectorP[i] + vectorP[i-1] ;
	}
	for( i = 0 ; i<Np ; i++ )
	{
		// note we only need up to Np-1 in open case, but may as well build it whatever.
		segmentL[i]= vectorP[(i+1) % Np] - vectorP[i] ;
		CrossSection[i] = defPlanevf( segmentL[i] , 0 ) ; // the call will normalize 
	}
	// ----------------------------------------------------------- define incidence planes
	for( i = 0 ; i<Np ; i++ )
	{
		// IncPerp = Normal( segmentL[(i-1)%Np] ) + Normal( segmentL[i] ) ;
		Incident[i] = defPlanevf( Normal( segmentL[(i-1) mod Np] ) + Normal( segmentL[i] ),0 );
		// these planes bisect the angle between each path segment.
	}
	// ----------------------------------------------------------- rotate

	if( Maths == MA_Matrix )
	{
		// determine Theta, Phi for first basis:
		GetAngles( Theta, Phi, StandardBasis , segmentL[0] ) ;
		Basis[0] = DipBasisRelative( Theta, Phi , StandardBasis );
	
		for( i = 1 ; i<Np ; i++ )
		{	
			// determine Theta, Phi for this basis, relative to previous.
			log("-------- basis " $ i );
			GetAngles( Theta, Phi, Basis[i-1] , segmentL[i] );
			// within basis i-1:
			Basis[i] = DipBasis( Theta, Phi );
			// basis[i] is now expressed as coordinates in basis i-1
			Basis[i].Xaxis = changeBasis( Basis[i].Xaxis,Basis[i-1].Xaxis,Basis[i-1].Yaxis,Basis[i-1].Zaxis);
			Basis[i].Yaxis = changeBasis( Basis[i].Yaxis,Basis[i-1].Xaxis,Basis[i-1].Yaxis,Basis[i-1].Zaxis);
			Basis[i].Zaxis = changeBasis( Basis[i].Zaxis,Basis[i-1].Xaxis,Basis[i-1].Yaxis,Basis[i-1].Zaxis);
			// basis[i] is now reinterpreted in standard basis.
		}
	}
	else 
	{
		// --------------------------------------- rotate QUAT
		// dip of theta on an axis at phi
		// ^^^^^^^^ first basis
		GetAngles( Theta, Phi, StandardBasis , segmentL[0] ) ;
		QuaternionRotation = RotationToQuat( vect(0,0,1) cross segmentL[0] , Theta );
		Basis[0] = DipBasisRelative( Theta, Phi , StandardBasis );
		// ^^^^^^^^ other bases
		for( i=1 ; i<Np ; i++ )
		{
			if( ExtrudeType == EX_Tangential )
			{
				GetAngles( Theta, Phi, Basis[i-1] , segmentL[i] );
				// Axis = segmentL[i-1]	 cross segmentL[i] ;
				QuaternionRotation = QuaternionRotation 
					* RotationToQuat( segmentL[i-1] cross segmentL[i]  , Theta ) ;
				RotationMatrix = QuatToMatrix( QuaternionRotation ) ;
			}	
			else if( ExtrudeType == EX_ThirdWay )
			{
				// get our dip from Joint0 rather than Joint[previous]
				GetAngles( Theta, Phi, Basis[0] , segmentL[i] ); 
				// Q = QuaternionRotation * RotationToQuat( segmentL[0] cross segmentL[i]  , Theta )
				RotationMatrix = QuatToMatrix(
					QuaternionRotation * RotationToQuat( segmentL[0] cross segmentL[i]  , Theta ) ) ;
			}
			Basis[i].Xaxis = RotationMatrix * StandardBasis.Xaxis ;
			Basis[i].Yaxis = RotationMatrix * StandardBasis.Yaxis ;
			Basis[i].Zaxis = RotationMatrix * StandardBasis.Zaxis ;
		}
	}
	// ----------------------------------------------------------- project
	for( i = 0 ; i<Np ; i++ )

	{
		//make ProjectToPlane( vector r , vector v , plane planePi )
		// do the lot...
		projBasis[i].Xaxis = ProjectToPlane( Basis[i].Xaxis , Basis[i].Zaxis , Incident[i] );
		projBasis[i].Yaxis = ProjectToPlane( Basis[i].Yaxis , Basis[i].Zaxis , Incident[i] );
		projBasis[i].Zaxis = Basis[i].Zaxis ; // line below is plain silly!
		// projBasis[i].Zaxis = ProjectToPlane( Basis[i].Zaxis , Basis[i].Zaxis , Incident[i] );
	}
	if( !Looped )
	{
		projBasis[0] 			= Basis[0]; // doctor first PHI to same as PI -- dont project.
		projBasis[Np-1]			= Basis[Np-2]; // WATCH THIS! look at picture: must be one PI back!
		// ... and doctor the ends for nonLooped.
		log("first and last proj bases set for non-loop: 0, " $ String(Np-1) );
	}
	// ----------------------------------------------------------- LOG
	for( i = 0 ; i<Np ; i++ )
	{
		log("Basis X " 		$ i $ ": " $ String( Basis[i].Xaxis ) );
		log("Proj  X " 	$ i $ ": " $ String( projBasis[i].Xaxis ) );
	}
	// ----------------------------------------------------------- offset
	for( i = 0 ; i<Np ; i++ )
		projBasis[i].Origin 	= vectorP[i] ;
	// ----------------------------------------------------------- vertices
	// projBasis has been set and if nonLooped, the first and last have been suitably doctored.
	// make!
	if( ShapeSource == SO_MrPointy )
	{
		for( i=0 ; i<Np ; i++ )
		{
			log("pointy:" $ String(projBasis[i].Xaxis) );
			BuildPointy( projBasis[i] );
		}
	}
	else
	{
		for( j = 0 ; j < Np-int(InvisibleFinal) ; j++ )
		{
			for( i = 0 ; i < Ns ; i++ )
			{
				if( j == 0 || ( ClosedPath && j == Np-int(InvisibleFinal) - 1 ) )
					Vertex3fC( 
					vectorS[i].x * ( 1 + FRand() * RandomiserCaps.X ) ,
					vectorS[i].y * ( 1 + FRand() * RandomiserCaps.Y ) , 
					vectorS[i].z + ( FRand() * RandomiserCaps.Z ) * 
						( Vsize(segmentL[j])  ) ,
					projBasis[j] ); 
				else if( !ClosedPath && j == Np-int(InvisibleFinal) - 1 )
					Vertex3fC( 
					vectorS[i].x * ( 1 + FRand() * RandomiserCaps.X ) ,
					vectorS[i].y * ( 1 + FRand() * RandomiserCaps.Y ) , 
					vectorS[i].z + ( FRand() * RandomiserCaps.Z ) * 
						( Vsize(segmentL[j-1])  ) ,
					projBasis[j] ); 
				else
					Vertex3fC( 
					vectorS[i].x * ( 1 + FRand() * Randomiser.X ) ,
					vectorS[i].y * ( 1 + FRand() * Randomiser.Y ) , 
					vectorS[i].z + ( FRand() * Randomiser.Z * ( Vsize(segmentL[j-1]) + Vsize(segmentL[j]) )
						 ) ,
					projBasis[j] ); 
			}
		}
	}
	return;
}
// ****************************************************** build
function bool Build()
{
	local int i, j, PolyDirection ;
	local int NumShapePoints , NumPathPoints ;
	local bool PresetOK ;
	local ECommandReturn CommandReturn ;

	LevelsOnly = false ; 
	// bad hack, but otherwise it remembers the value from one build to the next!

	// ################## CALL COMMAND MODULE
	if( _COMMAND != C_None && _COMMAND != C_ShowShape )
	{
		CommandReturn = CommandModule() ;
		/*
		CR_Stop, 		: finish with no build
		CR_BuildStop,	: finish with build
		CR_Continue		: continue with main brush code
		*/
		if( CommandReturn == CR_Stop )
		{
			// command module returns stop.
			return false ;
		}
		if( CommandReturn == CR_BuildStop )
		{
			// command module has built something.
			return EndBrush() ;
		}
		// command executed; we now continue with the brush
	}

	// ################## PRESETS
	PresetOK = true ;
	if( ShapeSource == SO_pSquare )
		PresetOK = PutPreset_Square( NumShapePoints );
	if( ShapeSource == SO_pCircle )
		PresetOK = PutPreset_Circle( NumShapePoints );
	if( !PresetOK )
		return false; 	// stop here if the preset has been given bad metrics
						// the preset has already called BadParams to explain.

	// ################## count shape points
	if( ShapeSource == SO_Vectors )
		NumShapePoints 	= NumNonZeroElements( ShapePoints ) ; // presets set Ns

	// ################## CALL COMMAND MODULE post
	if( _COMMAND == C_ShowShape )
	{
		if( ShapeSource == SO_MrPointy )
			return BadParameters("MrPointy doesn't like being revealed!" $
				"Choose another shape source.");
		// bad presets have already been caught. 
		// bad vector shapes are the user's prerogative
		CommandShowShape( NumShapePoints ) ;
		return EndBrush() ;
	}

	// ################## count path points
	NumPathPoints 	= NumNonZeroElements( PathPoints ) ;

	log("Num Shape=" $ String( NumShapePoints ) );
	log("Num Path=" $ String( NumPathPoints ) );

	// ################## check params
	if( ShapeSource != SO_MrPointy )
	{
		// note: sheet condition can be factored in by using value of 
		// int(SheetPolys) as a modifier of the inequality
		if( SheetPolys && NumShapePoints < 2 )
			return BadParameters("A sheet extrusion must have at least 2 shape points.");
		if( !SheetPolys && NumShapePoints < 3 )
			return BadParameters("Must have at least 3 shape points.");
	}
	if ( ClosedPath )
	{
		if( NumPathPoints < 3 )
			return BadParameters("A closed path must have at least 3 path points.");
		// invisible final check no also looped:
		if( InvisibleFinal )
			return BadParameters("A closed path can't have Invisible Final option set.");
	}	
	else
	{
		// factor in the InvisibleFinal, since if true we have one less effective path point
		if( NumPathPoints < 2 + int(InvisibleFinal)  )
			return BadParameters("Must have at least 2 path points.");
	}

	// check no points are identical in each array.
	for( i = 0 ; i < NumShapePoints ; i++ )
		for( j = 0 ; j < NumShapePoints ; j++ )
			if( ShapePoints[i] == ShapePoints[j] && i != j )
				return BadParameters("Shape points must be distinct.");
	if( PathSource != SO_Vect_Rel )
		for( i = 0 ; i < NumPathPoints ; i++ )
			for( j = 0 ; j < NumPathPoints ; j++ )
				if( PathPoints[i] == PathPoints[j] && i != j )
					return BadParameters("Path points must be distinct.");

	// ****************************************************** get shape direction
	// only run this if user-entered vectors are used
	if( ShapeSource == SO_Vectors ) 
		PolyDirection = GetShapeDirection( NumShapePoints );
	else
		PolyDirection = 1 ;
	// PolyDirection = ( -2 * int( ReversePolys ) ) + 1 ; // old system

	/*
	we proceed in hoops.
	take O to be anchor point of shape.
	*/

	BeginBrush( MergeCoplanars , GroupName );
	// ****************************************************** vertices
	if( ExtrudeType == EX_Translational )
	{
		for( j = 0 ; j < NumPathPoints ; j++ )
			for( i = 0 ; i < NumShapePoints ; i++ )
				VertexV( ( ShapeFactor * ShapePoints[i] ) + ( PathFactor * PathPoints[j] ) );
	}
	else if( ExtrudeType == EX_Tangential || ExtrudeType == EX_ThirdWay )
	{
		BuildTangential( ShapePoints , NumShapePoints , PathPoints , NumPathPoints , ClosedPath );
	}
	// ****************************************************** polys
	/*
	NOTE: we have no idea which way round its facing! quick check may be needed
	points: i + j , i + j + 1 , i + NumShapePoints + j + 1 ,  i + NumShapePoints + j
	*/
	// InvisibleFinal:
	// Bool to Int: Converts True to 1; False to 0. 
	if( ShapeSource != SO_MrPointy && LevelsOnly == False )
	{
		if( SheetPolys )
			DressTube( 0 , 0 ,  NumShapePoints , NumPathPoints-int(InvisibleFinal) ,
				ClosedPath , true , false , PolyDirection , 'sides', SheetPolyFlags );
		else
			DressTube( 0 , 0 ,  NumShapePoints , NumPathPoints-int(InvisibleFinal) ,
				ClosedPath , true , false , PolyDirection , 'sides' );
		// ----------- cap
		if( !ClosedPath && !SheetPolys )
		{
			for( j = 0 ; j < 2 ; j++ )
			{
				PolyBegin( (2*j - 1)*PolyDirection , 'cap' );
				for( i = 0 ; i < NumShapePoints ; i++ )
					Polyi( j*(NumPathPoints-1-int(InvisibleFinal))*NumShapePoints + i );
				PolyEnd();
			}
		}
	}
	if( ShapeSource != SO_MrPointy && LevelsOnly == true )
	{
		for( j=0 ; j < NumPathPoints ; j++ )
		{
			PolyBegin( 1 , 'level' , SheetPolyFlags );
			for( i=0 ; i < NumShapePoints ; i++ )
			{
				Polyi( j*NumShapePoints + i );
			}
			PolyEnd();
		}
	}
	log("vertices built:" $ String(getvertexcount() ));
	return EndBrush();
}
// (c) 28/5/2001 Tarquin (tarquindarkling@bigfoot.com)
// I assert that I am the author and copyright holder of this code, and retain full ownership rights of this code
// you may NOT re-use or alter or recompile this code without my express permission.

defaultproperties
{
     ShapeFactor=64.000000
     PathFactor=64.000000
     MergeCoplanars=True
     GroupName=Extrusion
     BitmapFilename="SFEDBBTarquinExtrude"
     ToolTip="Extrusion Builder"
}

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:46 PM
Created with UnCodeX