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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
+<title>NeL: NL3D::CZone class Reference</title>
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+</head><body>
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+<h1>NL3D::CZone Class Reference</h1><code>#include &lt;<a class="el" href="a06760.html">zone.h</a>&gt;</code>
+<p>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+A landscape zone. There is 2 ways for building a zone:<ul>
+<li>use <a class="el" href="a03730.html#NL3D_1_1CZonea4">build()</a>. (then you can use serial to save the zone, don't need to <a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a> the zone).</li><li>use <a class="el" href="a03730.html#NL3D_1_1CZonea33">serial()</a> for loading this zone.</li></ul>
+<p>
+Before a zone may be rendered, it must be <a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a>-ed, to compile and bind patch, to make vertices etc...<p>
+NB: you must call <a class="el" href="a03730.html#NL3D_1_1CZonea29">release()</a> before deleting a compiled zone. (else assert in destruction). <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
+Nevrax France </dd></dl>
+<dl compact><dt><b>Date:</b></dt><dd>2000 </dd></dl>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00297">297</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea0">applyHeightField</a> (const <a class="el" href="a02702.html">CLandscape</a> &amp;landScape)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea1">averageTesselationVertices</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea2">build</a> (const <a class="el" href="a03730.html">CZone</a> &amp;zone)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea3">build</a> (<a class="el" href="a04558.html#a9">uint16</a> zoneId, const std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;patchs, const std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt; &amp;borderVertices, <a class="el" href="a04558.html#a11">uint32</a> numVertices=0)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea4">build</a> (const <a class="el" href="a03738.html">CZoneInfo</a> &amp;zoneInfo, <a class="el" href="a04558.html#a11">uint32</a> numVertices=0)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea5">changePatchTextureAndColor</a> (<a class="el" href="a04558.html#a14">sint</a> numPatch, const std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt; *tiles, const std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt; *colors)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea6">clip</a> (const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;pyramid)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Clip a zone. To know if must be rendered etc... A zone is IN if in BACK of at least one plane of the pyramid. <a href="#NL3D_1_1CZonea6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea7">compile</a> (<a class="el" href="a02702.html">CLandscape</a> *landscape, <a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea8">compiled</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea9">copyTilesFlags</a> (<a class="el" href="a04558.html#a14">sint</a> destPatchId, const <a class="el" href="a03057.html">CPatch</a> *srcPatch)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea10">CZone</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor. <a href="#NL3D_1_1CZonea10"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea11">debugBinds</a> (FILE *f=stdout)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea12">excludePatchFromRefineAll</a> (<a class="el" href="a04558.html#a15">uint</a> patch, bool exclude)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is especially for Pacs. exlude a patch to be <a class="el" href="a03730.html#NL3D_1_1CZonea27">refineAll()</a>ed. <a href="#NL3D_1_1CZonea12"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea13">forceMergeAtTileLevel</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">For changing TileMaxSubdivision. force tesselation to be under tile. <a href="#NL3D_1_1CZonea13"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02702.html">CLandscape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea14">getLandscape</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03057.html">CPatch</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea16">getPatch</a> (<a class="el" href="a04558.html#a14">sint</a> patch) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea17">getPatchBias</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02291.html">CBSphere</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea18">getPatchBSphere</a> (<a class="el" href="a04558.html#a15">uint</a> patch) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt; &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea19">getPatchColor</a> (<a class="el" href="a04558.html#a14">sint</a> numPatch) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03731.html">CPatchConnect</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea20">getPatchConnect</a> (<a class="el" href="a04558.html#a14">sint</a> patch) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea21">getPatchScale</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt; &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea22">getPatchTexture</a> (<a class="el" href="a04558.html#a14">sint</a> numPatch) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02157.html">CAABBoxExt</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea23">getZoneBB</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a9">uint16</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea24">getZoneId</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea25">isPatchRenderClipped</a> (<a class="el" href="a04558.html#a15">uint</a> patch) const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Is the patch clipped (ie not visible). crash if bad Id. <a href="#NL3D_1_1CZonea25"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea26">preRender</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">PreRender a zone (if needed). <a href="#NL3D_1_1CZonea26"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea27">refineAll</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">force Refine a zone. <a href="#NL3D_1_1CZonea27"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea28">refreshTesselationGeometry</a> (<a class="el" href="a04558.html#a14">sint</a> numPatch)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea29">release</a> (<a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea30">resetRenderFarAndDeleteVBFV</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea31">retrieve</a> (std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;patchs, std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt; &amp;borderVertices)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea32">retrieve</a> (<a class="el" href="a03738.html">CZoneInfo</a> &amp;zoneInfo)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea33">serial</a> (<a class="el" href="a02270.html">NLMISC::IStream</a> &amp;f)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea34">setTileColor</a> (bool monochrome, float factor)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea35">setupColorsFromTileFlags</a> (const <a class="el" href="a03337.html">NLMISC::CRGBA</a> colors[4])</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea36">~CZone</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Destructor. <a href="#NL3D_1_1CZonea36"></a><br><br></td></tr>
+<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03408.html">NLMISC::CSmartPtr</a>&lt;<br>
+ <a class="el" href="a03732.html">CTessBaseVertex</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoney3">PBaseVertex</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::vector&lt; <a class="el" href="a03408.html">PBaseVertex</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoney4">TBaseVerticesVec</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoney5">TClipResult</a> { <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney0">ClipIn</a> = 0,
+<a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a> = 1,
+<a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a> = 2
+ }</td></tr>
+
+<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned0">buildBindInfo</a> (<a class="el" href="a04558.html#a15">uint</a> patchId, <a class="el" href="a04558.html#a15">uint</a> edge, <a class="el" href="a03730.html">CZone</a> *neighborZone, <a class="el" href="a03058.html">CPatch::CBindInfo</a> &amp;paBind)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned1">clipPatchs</a> (const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;pyramid)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned2">computeBBScaleBias</a> (const <a class="el" href="a02156.html">CAABBox</a> &amp;bb)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03408.html">PBaseVertex</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned3">getBaseVertex</a> (<a class="el" href="a04558.html#a14">sint</a> vert) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03057.html">CPatch</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned4">getPatch</a> (<a class="el" href="a04558.html#a14">sint</a> patch)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned5">patchOnBorder</a> (const <a class="el" href="a03731.html">CPatchConnect</a> &amp;pc) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned6">rebindBorder</a> (<a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones)</td></tr>
+
+<tr><td colspan=2><br><h2>Static Private Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoneh0">bindPatch</a> (<a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones, <a class="el" href="a03057.html">CPatch</a> &amp;pa, <a class="el" href="a03731.html">CPatchConnect</a> &amp;pc, bool rebind)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03057.html">CPatch</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoneh1">getZonePatch</a> (<a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones, <a class="el" href="a04558.html#a14">sint</a> zoneId, <a class="el" href="a04558.html#a14">sint</a> patch)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoneh2">unbindPatch</a> (<a class="el" href="a03057.html">CPatch</a> &amp;pa)</td></tr>
+
+<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02291.html">CBSphere</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02272.html">NLMISC::CBitSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02272.html">NLMISC::CBitSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03095.html">CPointLightNamedArray</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03730.html#NL3D_1_1CZoney4">TBaseVerticesVec</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner7">Compiled</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02702.html">CLandscape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner8">Landscape</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a10">sint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner9">NumVertices</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03128.html">CVector</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner10">PatchBias</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03731.html">CPatchConnect</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03057.html">CPatch</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner12">Patchs</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner13">PatchScale</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02157.html">CAABBoxExt</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a9">uint16</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a></td></tr>
+
+<tr><td colspan=2><br><h2>Friends</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>class&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonen0">CLandscape</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>class&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonen1">CPatch</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>class&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonen2">CTessFace</a></td></tr>
+
+</table>
+<hr><h2>Member Typedef Documentation</h2>
+<a class="anchor" name="NL3D_1_1CZoney3" doxytag="NL3D::CZone::PBaseVertex" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="a03408.html">NLMISC::CSmartPtr</a>&lt;<a class="el" href="a03732.html">CTessBaseVertex</a>&gt; <a class="el" href="a03408.html">NL3D::CZone::PBaseVertex</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00551">551</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06760.html#l00606">getBaseVertex()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoney4" doxytag="NL3D::CZone::TBaseVerticesVec" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::vector&lt;<a class="el" href="a03408.html">PBaseVertex</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoney4">NL3D::CZone::TBaseVerticesVec</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00552">552</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Enumeration Documentation</h2>
+<a class="anchor" name="NL3D_1_1CZoney5" doxytag="NL3D::CZone::TClipResult" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum <a class="el" href="a03730.html#NL3D_1_1CZoney5">NL3D::CZone::TClipResult</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>Enumeration values: </b></dt><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CZoney5NL3D_1_1CZoney0" doxytag="ClipIn" ></a>ClipIn</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CZoney5NL3D_1_1CZoney1" doxytag="ClipOut" ></a>ClipOut</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CZoney5NL3D_1_1CZoney2" doxytag="ClipSide" ></a>ClipSide</em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00596">596</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+<div class="fragment"><pre>00596 {<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney0">ClipIn</a>= 0, <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>= 1, <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>= 2};
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1CZonea10" doxytag="NL3D::CZone::CZone" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CZone::CZone </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Constructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00083">83</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>, <a class="el" href="a06760.html#l00595">ClipResult</a>, and <a class="el" href="a06760.html#l00562">Compiled</a>.
+<p>
+<div class="fragment"><pre>00084 {
+00085 <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>= 0;
+00086 <a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>= <span class="keyword">false</span>;
+00087 <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>= NULL;
+00088 <a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>;
+00089 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea36" doxytag="NL3D::CZone::~CZone" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CZone::~<a class="el" href="a03730.html">CZone</a> </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Destructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00091">91</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00562">Compiled</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
+<p>
+<div class="fragment"><pre>00092 {
+00093 <span class="comment">// release() must have been called.</span>
+00094 <a class="code" href="a04199.html#a6">nlassert</a>(!Compiled);
+00095 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1CZonea0" doxytag="NL3D::CZone::applyHeightField" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::applyHeightField </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a02702.html">CLandscape</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>landScape</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+apply a landscape heightfield on a zone (modification of Z control points values). NB: this is done in Landscape addZone(), before <a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a>. <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>landScape</em>&nbsp;</td><td>the landscape which gives Z delta values, for a x,y point.</td></tr>
+ </table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01452">1452</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a05384.html#l00215">NLMISC::CAABBox::extend()</a>, <a class="el" href="a05862.html#l02698">NL3D::CLandscape::getHeightFieldDeltaZ()</a>, <a class="el" href="a05479.html#l00081">NL3D::CBezierPatch::Interiors</a>, <a class="el" href="a06156.html#l00329">NL3D::CPatch::Interiors</a>, <a class="el" href="a06156.html#l00108">NL3D::CVector3s::pack()</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, <a class="el" href="a05385.html#l00067">NLMISC::CAABBox::setHalfSize()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05479.html#l00079">NL3D::CBezierPatch::Tangents</a>, <a class="el" href="a06156.html#l00328">NL3D::CPatch::Tangents</a>, <a class="el" href="a06156.html#l00121">NL3D::CVector3s::unpack()</a>, <a class="el" href="a05479.html#l00077">NL3D::CBezierPatch::Vertices</a>, <a class="el" href="a06156.html#l00327">NL3D::CPatch::Vertices</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>.
+<p>
+Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>.
+<p>
+<div class="fragment"><pre>01453 {
+01454 <a class="code" href="a04558.html#a14">sint</a> i,j;
+01455 vector&lt;CBezierPatch&gt; patchs;
+01456
+01457 <span class="comment">// no patch, do nothing.</span>
+01458 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()==0)
+01459 <span class="keywordflow">return</span>;
+01460
+01461 <span class="comment">// 0. Unpack patchs to Bezier Patchs.</span>
+01462 <span class="comment">//===================================</span>
+01463 patchs.resize(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+01464 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
+01465 {
+01466 CBezierPatch &amp;p= patchs[j];
+01467 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+01468
+01469 <span class="comment">// re-Build the uncompressed bezier patch.</span>
+01470 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+01471 pa.Vertices[i].unpack(p.Vertices[i], PatchBias, PatchScale);
+01472 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
+01473 pa.Tangents[i].unpack(p.Tangents[i], PatchBias, PatchScale);
+01474 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+01475 pa.Interiors[i].unpack(p.Interiors[i], PatchBias, PatchScale);
+01476 }
+01477
+01478 <span class="comment">// 1. apply heightfield on bezier patchs.</span>
+01479 <span class="comment">//===================================</span>
+01480 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
+01481 {
+01482 CBezierPatch &amp;p= patchs[j];
+01483
+01484 <span class="comment">// apply delta.</span>
+01485 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+01486 p.Vertices[i]+= landScape.getHeightFieldDeltaZ(p.Vertices[i].x, p.Vertices[i].y);
+01487 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
+01488 p.Tangents[i]+= landScape.getHeightFieldDeltaZ(p.Tangents[i].x, p.Tangents[i].y);
+01489 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+01490 p.Interiors[i]+= landScape.getHeightFieldDeltaZ(p.Interiors[i].x, p.Interiors[i].y);
+01491 }
+01492
+01493
+01494 <span class="comment">// 2. Re-compute Patch Scale/Bias, and Zone BBox.</span>
+01495 <span class="comment">//===================================</span>
+01496 CAABBox bb;
+01497 bb.setCenter(patchs[0].Vertices[0]);
+01498 bb.setHalfSize(CVector::Null);
+01499 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
+01500 {
+01501 <span class="comment">// extend bbox.</span>
+01502 <span class="keyword">const</span> CBezierPatch &amp;p= patchs[j];
+01503 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+01504 bb.extend(p.Vertices[i]);
+01505 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
+01506 bb.extend(p.Tangents[i]);
+01507 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+01508 bb.extend(p.Interiors[i]);
+01509 }
+01510 <span class="comment">// Compute BBox, and Patch Scale Bias, according to Noise.</span>
+01511 <a class="code" href="a03730.html#NL3D_1_1CZoned2">computeBBScaleBias</a>(bb);
+01512
+01513
+01514 <span class="comment">// 3. Re-pack patchs.</span>
+01515 <span class="comment">//===================================</span>
+01516 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
+01517 {
+01518 CBezierPatch &amp;p= patchs[j];
+01519 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+01520
+01521 <span class="comment">// Build the packed patch.</span>
+01522 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+01523 pa.Vertices[i].pack(p.Vertices[i], PatchBias, PatchScale);
+01524 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
+01525 pa.Tangents[i].pack(p.Tangents[i], PatchBias, PatchScale);
+01526 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+01527 pa.Interiors[i].pack(p.Interiors[i], PatchBias, PatchScale);
+01528 }
+01529 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea1" doxytag="NL3D::CZone::averageTesselationVertices" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::averageTesselationVertices </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This is especially for Pacs. see <a class="el" href="a02702.html">CLandscape</a> desc.
+<p>
+Definition at line <a class="el" href="a06758.html#l01157">1157</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06155.html#l01505">NL3D::CPatch::averageTesselationVertices()</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>01158 {
+01159 <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
+01160
+01161 <span class="comment">// Fuck stlport....</span>
+01162 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()==0)
+01163 <span class="keywordflow">return</span>;
+01164
+01165 <span class="comment">// averageTesselationVertices of ALL patchs.</span>
+01166 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> *pPatch= &amp;(*<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.begin());
+01167 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> n=(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();n&gt;0;n--, pPatch++)
+01168 {
+01169 pPatch-&gt;averageTesselationVertices();
+01170 }
+01171 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoneh0" doxytag="NL3D::CZone::bindPatch" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::bindPatch </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>loadedZones</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03057.html">CPatch</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pa</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03731.html">CPatchConnect</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pc</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>rebind</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00776">776</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00108">NL3D::CPatchInfo::CBindInfo::Edge</a>, <a class="el" href="a06156.html#l00322">NL3D::CPatch::CBindInfo::Edge</a>, <a class="el" href="a06155.html#l02213">NL3D::CPatch::getBindNeighbor()</a>, <a class="el" href="a06760.html#l00106">NL3D::CPatchInfo::CBindInfo::Next</a>, <a class="el" href="a06156.html#l00321">NL3D::CPatch::CBindInfo::Next</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06156.html#l00312">NL3D::CPatch::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>, <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>, <a class="el" href="a06156.html#l00309">NL3D::CPatch::CBindInfo::Zone</a>, and <a class="el" href="a06760.html#l00104">NL3D::CPatchInfo::CBindInfo::ZoneId</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00499">compile()</a>, and <a class="el" href="a06758.html#l00686">rebindBorder()</a>.
+<p>
+<div class="fragment"><pre>00777 {
+00778 CPatch::CBindInfo edges[4];
+00779
+00780 <span class="comment">// Fill all edges.</span>
+00781 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;4;i++)
+00782 {
+00783 CPatchInfo::CBindInfo &amp;pcBind= pc.BindEdges[i];
+00784 CPatch::CBindInfo &amp;paBind= edges[i];
+00785
+00786 <a class="code" href="a04199.html#a6">nlassert</a>(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
+00787 paBind.NPatchs= pcBind.NPatchs;
+00788
+00789
+00790 <span class="comment">// Find the zone.</span>
+00791 TZoneMap::iterator itZoneMap;
+00792 <span class="comment">// If no neighbor, or if zone neighbor not loaded.</span>
+00793 <span class="keywordflow">if</span>( paBind.NPatchs==0 || (itZoneMap=loadedZones.find(pcBind.ZoneId)) == loadedZones.end() )
+00794 paBind.Zone= NULL;
+00795 <span class="keywordflow">else</span>
+00796 paBind.Zone= itZoneMap-&gt;second;
+00797
+00798
+00799 <span class="comment">// Special case of a small patch connected to a bigger.</span>
+00800 <span class="keywordflow">if</span>(paBind.NPatchs==5)
+00801 {
+00802 paBind.Edge[0]= pcBind.Edge[0];
+00803 paBind.Next[0]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[0]);
+00804 <span class="comment">// If not loaded, don't bind to this edge.</span>
+00805 <span class="keywordflow">if</span>(!paBind.Next[0])
+00806 paBind.NPatchs=0;
+00807 <span class="keywordflow">else</span>
+00808 {
+00809 <span class="comment">// Get the BindInfo on me stored in our neighbor bigger CPatch</span>
+00810 CPatch::CBindInfo nbOnMe;
+00811 paBind.Next[0]-&gt;getBindNeighbor(paBind.Edge[0], nbOnMe);
+00812 <span class="comment">// if this patch has not already been binded on me, nbOnMe.Zone==NULL</span>
+00813 <span class="keywordflow">if</span>( nbOnMe.Zone == NULL )
+00814 {
+00815 <span class="comment">// Simple case: do nothing: don't need to rebind() to the bigger patch since </span>
+00816 <span class="comment">// himself is not bound</span>
+00817 paBind.NPatchs=0;
+00818 paBind.Zone= NULL;
+00819 }
+00820 <span class="keywordflow">else</span>
+00821 {
+00822 <span class="comment">// pa.bind() will do the job.</span>
+00823 <span class="comment">// Leave it flagged with NPatchs==5.</span>
+00824 <span class="keywordflow">continue</span>;
+00825 }
+00826 }
+00827 }
+00828
+00829
+00830 <span class="comment">// Bind 1/1 and 1/2,1/4</span>
+00831 <span class="keywordflow">if</span>(paBind.NPatchs&gt;=1)
+00832 {
+00833 paBind.Edge[0]= pcBind.Edge[0];
+00834 paBind.Next[0]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[0]);
+00835 <span class="comment">// If not loaded, don't bind to this edge.</span>
+00836 <span class="keywordflow">if</span>(!paBind.Next[0])
+00837 paBind.NPatchs=0;
+00838 }
+00839 <span class="keywordflow">if</span>(paBind.NPatchs&gt;=2)
+00840 {
+00841 paBind.Edge[1]= pcBind.Edge[1];
+00842 paBind.Next[1]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[1]);
+00843 <span class="comment">// If not loaded, don't bind to this edge.</span>
+00844 <span class="keywordflow">if</span>(!paBind.Next[1])
+00845 paBind.NPatchs=0;
+00846 }
+00847 <span class="keywordflow">if</span>(paBind.NPatchs&gt;=4)
+00848 {
+00849 paBind.Edge[2]= pcBind.Edge[2];
+00850 paBind.Edge[3]= pcBind.Edge[3];
+00851 paBind.Next[2]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[2]);
+00852 paBind.Next[3]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[3]);
+00853 <span class="comment">// If not loaded, don't bind to this edge.</span>
+00854 <span class="keywordflow">if</span>(!paBind.Next[2] || !paBind.Next[3])
+00855 paBind.NPatchs=0;
+00856 }
+00857 }
+00858
+00859 <span class="comment">// First, unbind.</span>
+00860 pa.unbind();
+00861
+00862 <span class="comment">// Then bind.</span>
+00863 pa.bind(edges, rebind);
+00864 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea2" doxytag="NL3D::CZone::build" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::build </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03730.html">CZone</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>zone</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build a copy of a zone. This method do a copy of zone (should be builded but maybe not compiled).<p>
+NB: cannot build on a compiled zone. must release the zone before....
+<p>
+Definition at line <a class="el" href="a06758.html#l00365">365</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00581">_PatchOldRenderClipped</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a06760.html#l00586">_PointLightArray</a>, <a class="el" href="a06760.html#l00572">BorderVertices</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00568">NumVertices</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06760.html#l00576">Patchs</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a05484.html#l00081">NLMISC::CBitSet::resize()</a>, <a class="el" href="a05484.html#l00117">NLMISC::CBitSet::setAll()</a>, <a class="el" href="a06760.html#l00563">ZoneBB</a>, and <a class="el" href="a06760.html#l00561">ZoneId</a>.
+<p>
+<div class="fragment"><pre>00366 {
+00367 <a class="code" href="a04199.html#a6">nlassert</a>(!Compiled);
+00368
+00369 <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>= zone.ZoneId;
+00370 <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>= zone.BorderVertices;
+00371
+00372 <span class="comment">// Compute the bbox and the bias/scale.</span>
+00373 <span class="comment">//=====================================</span>
+00374 <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>= zone.ZoneBB;
+00375 <a class="code" href="a03730.html#NL3D_1_1CZoner13">PatchScale</a>= zone.PatchScale;
+00376 <a class="code" href="a03730.html#NL3D_1_1CZoner10">PatchBias</a>= zone.PatchBias;
+00377
+00378
+00379 <span class="comment">// Compute/compress Patchs.</span>
+00380 <span class="comment">//=========================</span>
+00381 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>= zone.Patchs;
+00382 <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>= zone.PatchConnects;
+00383
+00384 <span class="comment">// Init the Clip Arrays</span>
+00385 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+00386 <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+00387 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
+00388 <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
+00389
+00390
+00391 <span class="comment">// copy pointLights.</span>
+00392 <span class="comment">//=========================</span>
+00393 <a class="code" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a>= zone._PointLightArray;
+00394
+00395
+00396 <a class="code" href="a03730.html#NL3D_1_1CZoner9">NumVertices</a>= zone.NumVertices;
+00397 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea3" doxytag="NL3D::CZone::build" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::build </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a9">uint16</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>zoneId</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>patchs</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>borderVertices</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>numVertices</em> = 0</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build a zone. Deprecated. Should use build(CZoneInfo &amp;) instead. see this method
+<p>
+Definition at line <a class="el" href="a06758.html#l00112">112</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00274">NL3D::CZoneInfo::BorderVertices</a>, <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06760.html#l00269">NL3D::CZoneInfo::Patchs</a>, <a class="el" href="a05981.html#l00098">uint16</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a06760.html#l00267">NL3D::CZoneInfo::ZoneId</a>.
+<p>
+<div class="fragment"><pre>00113 {
+00114 CZoneInfo zinfo;
+00115 zinfo.ZoneId= zoneId;
+00116 zinfo.Patchs= patchs;
+00117 zinfo.BorderVertices= borderVertices;
+00118
+00119 <a class="code" href="a03730.html#NL3D_1_1CZonea4">build</a>(zinfo, numVertices);
+00120 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea4" doxytag="NL3D::CZone::build" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::build </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03738.html">CZoneInfo</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>zoneInfo</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>numVertices</em> = 0</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build a zone. This method do:<ul>
+<li>compress the patchs coordinates.</li><li>build the patchs of the zone, but doesn't <a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a> them.</li><li>compress Lumels.</li><li>sort PointLights by name, and hence remap TileLightInfluences coordinates.</li></ul>
+<p>
+NB: cannot build on a compiled zone. must release the zone before....<p>
+<dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>numVertices</em>&nbsp;</td><td>maximize the numgber of vertices used by this zone with this value.</td></tr>
+ </table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00122">122</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00581">_PatchOldRenderClipped</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a06760.html#l00126">NL3D::CPatchInfo::BaseVertices</a>, <a class="el" href="a06760.html#l00306">NL3D::CZone::CPatchConnect::BaseVertices</a>, <a class="el" href="a06760.html#l00236">NL3D::CPatchInfo::BindEdges</a>, <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00274">NL3D::CZoneInfo::BorderVertices</a>, <a class="el" href="a06186.html#l00071">NL3D::CPointLightNamedArray::build()</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a06760.html#l00124">NL3D::CPatchInfo::ErrorSize</a>, <a class="el" href="a06760.html#l00305">NL3D::CZone::CPatchConnect::ErrorSize</a>, <a class="el" href="a05384.html#l00215">NLMISC::CAABBox::extend()</a>, <a class="el" href="a06760.html#l00130">NL3D::CPatchInfo::Flags</a>, <a class="el" href="a06156.html#l00840">NL3D::CPatch::Flags</a>, <a class="el" href="a06758.html#l00067">NL3D::CPatchInfo::getCornerSmoothFlag()</a>, <a class="el" href="a06187.html#l00063">NL3D::CPointLightNamedArray::getPointLights()</a>, <a class="el" href="a06156.html#l00329">NL3D::CPatch::Interiors</a>, <a class="el" href="a05479.html#l00081">NL3D::CBezierPatch::Interiors</a>, <a class="el" href="a06545.html#l00060">NL3D::CTileLightInfluence::Light</a>, <a class="el" href="a06760.html#l00161">NL3D::CPatchInfo::Lumels</a>, <a class="el" href="a06156.html#l00060">NL_LUMEL_BY_TILE</a>, <a class="el" href="a06156.html#l00057">NL_PATCH_SMOOTH_FLAG_MASK</a>, <a class="el" href="a06156.html#l00056">NL_PATCH_SMOOTH_FLAG_SHIFT</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00134">NL3D::CPatchInfo::NoiseRotation</a>, <a class="el" href="a06156.html#l00352">NL3D::CPatch::NoiseRotation</a>, <a class="el" href="a06760.html#l00122">NL3D::CPatchInfo::OrderS</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderS</a>, <a class="el" href="a06760.html#l00122">NL3D::CPatchInfo::OrderT</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderT</a>, <a class="el" href="a06156.html#l00108">NL3D::CVector3s::pack()</a>, <a class="el" href="a06157.html#l01267">NL3D::CPatch::packShadowMap()</a>, <a class="el" href="a06760.html#l00120">NL3D::CPatchInfo::Patch</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06760.html#l00269">NL3D::CZoneInfo::Patchs</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a06760.html#l00279">NL3D::CZoneInfo::PointLights</a>, <a class="el" href="a06157.html#l01384">NL3D::CPatch::resetCompressedLumels()</a>, <a class="el" href="a06157.html#l01529">NL3D::CPatch::resetTileLightInfluences()</a>, <a class="el" href="a05484.html#l00081">NLMISC::CBitSet::resize()</a>, <a class="el" href="a05484.html#l00117">NLMISC::CBitSet::setAll()</a>, <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, <a class="el" href="a06158.html#l00951">NL3D::CPatch::setCornerSmoothFlag()</a>, <a class="el" href="a05385.html#l00067">NLMISC::CAABBox::setHalfSize()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06156.html#l00328">NL3D::CPatch::Tangents</a>, <a class="el" href="a05479.html#l00079">NL3D::CBezierPatch::Tangents</a>, <a class="el" href="a06760.html#l00155">NL3D::CPatchInfo::TileColors</a>, <a class="el" href="a06156.html#l00343">NL3D::CPatch::TileColors</a>, <a class="el" href="a06156.html#l00346">NL3D::CPatch::TileLightInfluences</a>, <a class="el" href="a06760.html#l00171">NL3D::CPatchInfo::TileLightInfluences</a>, <a class="el" href="a06760.html#l00149">NL3D::CPatchInfo::Tiles</a>, <a class="el" href="a06156.html#l00340">NL3D::CPatch::Tiles</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00098">uint16</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a06156.html#l00327">NL3D::CPatch::Vertices</a>, <a class="el" href="a05479.html#l00077">NL3D::CBezierPatch::Vertices</a>, and <a class="el" href="a06760.html#l00267">NL3D::CZoneInfo::ZoneId</a>.
+<p>
+Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06758.html#l00112">build()</a>, and <a class="el" href="a06768.html#l00920">NL3D::CZoneLighter::light()</a>.
+<p>
+<div class="fragment"><pre>00123 {
+00124 <a class="code" href="a04558.html#a14">sint</a> i,j;
+00125 <a class="code" href="a04199.html#a6">nlassert</a>(!Compiled);
+00126
+00127 <span class="comment">// Ref inupt</span>
+00128 <a class="code" href="a04558.html#a9">uint16</a> zoneId= zoneInfo.ZoneId;
+00129 <span class="keyword">const</span> std::vector&lt;CPatchInfo&gt; &amp;patchs= zoneInfo.Patchs;
+00130 <span class="keyword">const</span> std::vector&lt;CBorderVertex&gt; &amp;borderVertices= zoneInfo.BorderVertices;
+00131
+00132
+00133 <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>= zoneId;
+00134 <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>= borderVertices;
+00135
+00136 <span class="comment">// Compute the bbox and the bias/scale.</span>
+00137 <span class="comment">//=====================================</span>
+00138 CAABBox bb;
+00139 <span class="keywordflow">if</span>(patchs.size())
+00140 bb.setCenter(patchs[0].Patch.Vertices[0]);
+00141 bb.setHalfSize(CVector::Null);
+00142 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
+00143 {
+00144 <span class="keyword">const</span> CBezierPatch &amp;p= patchs[j].Patch;
+00145 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00146 bb.extend(p.Vertices[i]);
+00147 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
+00148 bb.extend(p.Tangents[i]);
+00149 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00150 bb.extend(p.Interiors[i]);
+00151 }
+00152 <span class="comment">// Compute BBox, and Patch Scale Bias, according to Noise.</span>
+00153 <a class="code" href="a03730.html#NL3D_1_1CZoned2">computeBBScaleBias</a>(bb);
+00154
+00155
+00156 <span class="comment">// Compute/compress Patchs.</span>
+00157 <span class="comment">//=========================</span>
+00158 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.resize(patchs.size());
+00159 <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>.resize(patchs.size());
+00160 <a class="code" href="a04558.html#a14">sint</a> maxVertex=-1;
+00161 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
+00162 {
+00163 <span class="keyword">const</span> CPatchInfo &amp;pi= patchs[j];
+00164 <span class="keyword">const</span> CBezierPatch &amp;p= pi.Patch;
+00165 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+00166 CPatchConnect &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
+00167
+00168 <span class="comment">// Smoothing flags</span>
+00169 pa.Flags&amp;=~<a class="code" href="a04733.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>;
+00170 pa.Flags|=<a class="code" href="a04733.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>&amp;(pi.Flags&lt;&lt;<a class="code" href="a04733.html#a4">NL_PATCH_SMOOTH_FLAG_SHIFT</a>);
+00171
+00172
+00173 <span class="comment">// Noise Data</span>
+00174 <span class="comment">// copy noise rotation.</span>
+00175 pa.NoiseRotation= pi.NoiseRotation;
+00176 <span class="comment">// copy all noise smoothing info.</span>
+00177 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00178 {
+00179 pa.setCornerSmoothFlag(i, pi.getCornerSmoothFlag(i));
+00180 }
+00181
+00182 <span class="comment">// Copy order of the patch</span>
+00183 pa.OrderS= pi.OrderS;
+00184 pa.OrderT= pi.OrderT;
+00185
+00186 <span class="comment">// Build the patch.</span>
+00187 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00188 pa.Vertices[i].pack(p.Vertices[i], PatchBias, PatchScale);
+00189 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
+00190 pa.Tangents[i].pack(p.Tangents[i], PatchBias, PatchScale);
+00191 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00192 pa.Interiors[i].pack(p.Interiors[i], PatchBias, PatchScale);
+00193 pa.Tiles= pi.Tiles;
+00194 pa.TileColors= pi.TileColors;
+00195 <span class="comment">/* Copy TileLightInfluences. It is possible that pi.TileLightInfluences.size()!= 0</span>
+00196 <span class="comment"> and pi.TileLightInfluences.size()!= (uint)(pi.OrderS/2+1)*(pi.OrderT/2+1)</span>
+00197 <span class="comment"> Because of a preceding bug where pa.OrderS and pa.OrderT were not initialized before the </span>
+00198 <span class="comment"> pa.resetTileLightInfluences();</span>
+00199 <span class="comment"> */</span>
+00200 <span class="keywordflow">if</span>( pi.TileLightInfluences.size()!= (<a class="code" href="a04558.html#a15">uint</a>)(pi.OrderS/2+1)*(pi.OrderT/2+1) )
+00201 {
+00202 pa.resetTileLightInfluences();
+00203 }
+00204 <span class="keywordflow">else</span>
+00205 {
+00206 pa.TileLightInfluences= pi.TileLightInfluences;
+00207 }
+00208
+00209 <span class="comment">// Number of lumels in this patch</span>
+00210 <a class="code" href="a04558.html#a15">uint</a> lumelCount=(pi.OrderS*<a class="code" href="a04733.html#a7">NL_LUMEL_BY_TILE</a>)*(pi.OrderT*<a class="code" href="a04733.html#a7">NL_LUMEL_BY_TILE</a>);
+00211
+00212 <span class="comment">// Lumel empty ?</span>
+00213 <span class="keywordflow">if</span> (pi.Lumels.size ()==lumelCount)
+00214 {
+00215 <span class="comment">// Pack the lumel map</span>
+00216 pa.packShadowMap (&amp;pi.Lumels[0]);
+00217 }
+00218 <span class="keywordflow">else</span>
+00219 {
+00220 <span class="comment">// Reset lightmap</span>
+00221 pa.resetCompressedLumels ();
+00222 }
+00223
+00224 <a class="code" href="a04199.html#a6">nlassert</a>(pa.Tiles.size()== (<a class="code" href="a04558.html#a15">uint</a>)pi.OrderS*pi.OrderT);
+00225 <a class="code" href="a04199.html#a6">nlassert</a>(pa.TileColors.size()== (<a class="code" href="a04558.html#a15">uint</a>)(pi.OrderS+1)*(pi.OrderT+1));
+00226
+00227 <span class="comment">// Build the patchConnect.</span>
+00228 pc.ErrorSize= pi.ErrorSize;
+00229 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00230 {
+00231 pc.BaseVertices[i]= pi.BaseVertices[i];
+00232 maxVertex= max((<a class="code" href="a04558.html#a14">sint</a>)pc.BaseVertices[i], maxVertex);
+00233 }
+00234 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00235 pc.BindEdges[i]= pi.BindEdges[i];
+00236 }
+00237
+00238 <a class="code" href="a03730.html#NL3D_1_1CZoner9">NumVertices</a>= maxVertex+1;
+00239 <a class="code" href="a03730.html#NL3D_1_1CZoner9">NumVertices</a>= max((<a class="code" href="a04558.html#a11">uint32</a>)NumVertices, numVertices);
+00240
+00241 <span class="comment">// Init the Clip Arrays</span>
+00242 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(Patchs.size());
+00243 <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(Patchs.size());
+00244 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
+00245 <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
+00246
+00247 <span class="comment">// Copy PointLights.</span>
+00248 <span class="comment">//=========================</span>
+00249 <span class="comment">// build array, lights are sorted</span>
+00250 std::vector&lt;uint&gt; plRemap;
+00251 <a class="code" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a>.build(zoneInfo.PointLights, plRemap);
+00252 <span class="comment">// Check TileLightInfluences integrity, and remap PointLight Indices.</span>
+00253 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
+00254 {
+00255 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= Patchs[j];
+00256 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> k= 0; k&lt;pa.TileLightInfluences.size(); k++)
+00257 {
+00258 CTileLightInfluence &amp;tli= pa.TileLightInfluences[k];
+00259 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a05373.html#a2">l</a>=0; <a class="code" href="a05373.html#a2">l</a>&lt;CTileLightInfluence::NumLightPerCorner; <a class="code" href="a05373.html#a2">l</a>++)
+00260 {
+00261 <span class="comment">// If NULL light, break and continue to next TileLightInfluence.</span>
+00262 <span class="keywordflow">if</span>(tli.Light[<a class="code" href="a05373.html#a2">l</a>]== 0xFF)
+00263 <span class="keywordflow">break</span>;
+00264 <span class="keywordflow">else</span>
+00265 {
+00266 <span class="comment">// Check good index.</span>
+00267 <a class="code" href="a04199.html#a6">nlassert</a>(tli.Light[l] &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a>.getPointLights().size());
+00268 <span class="comment">// Remap index, because of light sorting.</span>
+00269 tli.Light[<a class="code" href="a05373.html#a2">l</a>]= plRemap[tli.Light[<a class="code" href="a05373.html#a2">l</a>]];
+00270 }
+00271
+00272 }
+00273 }
+00274 }
+00275 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoned0" doxytag="NL3D::CZone::buildBindInfo" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::buildBindInfo </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>patchId</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>edge</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03730.html">CZone</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>neighborZone</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03058.html">CPatch::CBindInfo</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>paBind</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00718">718</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00108">NL3D::CPatchInfo::CBindInfo::Edge</a>, <a class="el" href="a06156.html#l00322">NL3D::CPatch::CBindInfo::Edge</a>, <a class="el" href="a06760.html#l00499">getPatch()</a>, <a class="el" href="a06760.html#l00507">getPatchConnect()</a>, <a class="el" href="a06156.html#l00318">NL3D::CPatch::CBindInfo::MultipleBindId</a>, <a class="el" href="a06156.html#l00316">NL3D::CPatch::CBindInfo::MultipleBindNum</a>, <a class="el" href="a06760.html#l00106">NL3D::CPatchInfo::CBindInfo::Next</a>, <a class="el" href="a06156.html#l00321">NL3D::CPatch::CBindInfo::Next</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06156.html#l00312">NL3D::CPatch::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a06156.html#l00309">NL3D::CPatch::CBindInfo::Zone</a>.
+<p>
+Referenced by <a class="el" href="a06155.html#l02213">NL3D::CPatch::getBindNeighbor()</a>.
+<p>
+<div class="fragment"><pre>00719 {
+00720 <a class="code" href="a04199.html#a6">nlassert</a>(patchId &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+00721 <a class="code" href="a04199.html#a6">nlassert</a>(neighborZone);
+00722
+00723 CPatchConnect &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[patchId];
+00724
+00725
+00726 <span class="comment">// Get the bind info of this patch to his neighbor on "edge".</span>
+00727 CPatchInfo::CBindInfo &amp;pcBind= pc.BindEdges[edge];
+00728 <a class="code" href="a04199.html#a6">nlassert</a>(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
+00729
+00730
+00731 <span class="comment">// copy zone ptr.</span>
+00732 paBind.Zone= neighborZone;
+00733
+00734
+00735 <span class="comment">// Special case of a small patch connected to a bigger.</span>
+00736 <span class="keywordflow">if</span>(pcBind.NPatchs==5)
+00737 {
+00738 paBind.NPatchs= 1;
+00739 paBind.Next[0]= neighborZone-&gt;getPatch(pcBind.Next[0]);
+00740 paBind.Edge[0]= pcBind.Edge[0];
+00741
+00742 <span class="comment">// Get the twin bindInfo of pcBind.</span>
+00743 <span class="keyword">const</span> CPatchInfo::CBindInfo &amp;pcBindNeighbor=
+00744 neighborZone-&gt;getPatchConnect(pcBind.Next[0])-&gt;BindEdges[pcBind.Edge[0]];
+00745 <span class="comment">// must have a multiple bind. </span>
+00746 <a class="code" href="a04199.html#a6">nlassert</a>(pcBindNeighbor.NPatchs == 2 || pcBindNeighbor.NPatchs == 4);
+00747
+00748 <span class="comment">// number of bind is stored on the twin bindInfo.</span>
+00749 paBind.MultipleBindNum= pcBindNeighbor.NPatchs;
+00750
+00751 <span class="comment">// Search our patchId on neighbor;</span>
+00752 paBind.MultipleBindId= 255;
+00753 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0; i&lt;paBind.MultipleBindNum; i++)
+00754 {
+00755 <span class="keywordflow">if</span>(pcBindNeighbor.Next[i]==patchId)
+00756 paBind.MultipleBindId= i;
+00757 }
+00758 <a class="code" href="a04199.html#a6">nlassert</a>(paBind.MultipleBindId!= 255);
+00759 }
+00760 <span class="keywordflow">else</span>
+00761 {
+00762 paBind.MultipleBindNum= 0;
+00763 paBind.NPatchs= pcBind.NPatchs;
+00764 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;paBind.NPatchs; i++)
+00765 {
+00766 paBind.Next[i]= neighborZone-&gt;getPatch(pcBind.Next[i]);
+00767 paBind.Edge[i]= pcBind.Edge[i];
+00768 }
+00769 }
+00770
+00771
+00772 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea5" doxytag="NL3D::CZone::changePatchTextureAndColor" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::changePatchTextureAndColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>numPatch</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt; *&nbsp;</td>
+ <td class="mdname" nowrap> <em>tiles</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt; *&nbsp;</td>
+ <td class="mdname" nowrap> <em>colors</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Update and refresh a patch texture. Usefull for Tile edition. Even if patch is in tile mode, it is refreshed... <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>numPatch</em>&nbsp;</td><td>the index of patch in this zone which will receive his new texture. assert if bad id. </td></tr>
+ <tr><td valign=top><em>tiles</em>&nbsp;</td><td>the patch texture. assert if not of good size (OrderS*OrderT). Can be NULL if you don't want to change the patch texture. </td></tr>
+ <tr><td valign=top><em>colors</em>&nbsp;</td><td>the patch texture. assert if not of good size ((OrderS+1)*(OrderT+1)). Can be NULL if you don't want to change the patch colors.</td></tr>
+ </table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01279">1279</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06760.html#l00489">getNumPatchs()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05862.html#l00877">NL3D::CLandscape::unlockBuffers()</a>, <a class="el" href="a05862.html#l00799">NL3D::CLandscape::updateGlobalsAndLockBuffers()</a>, and <a class="el" href="a05862.html#l00896">NL3D::CLandscape::updateTessBlocksFaceVector()</a>.
+<p>
+<div class="fragment"><pre>01280 {
+01281 <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&gt;=0);
+01282 <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&lt;<a class="code" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a>());
+01283
+01284
+01285 <span class="comment">// Update the patch texture.</span>
+01286 <span class="keywordflow">if</span> (tiles)
+01287 {
+01288 <a class="code" href="a04199.html#a6">nlassert</a>( Patchs[numPatch].Tiles.size() == tiles-&gt;size() );
+01289 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].Tiles = *tiles;
+01290 }
+01291
+01292 <span class="comment">// Update the patch colors.</span>
+01293 <span class="keywordflow">if</span> (colors)
+01294 {
+01295 <a class="code" href="a04199.html#a6">nlassert</a>( Patchs[numPatch].TileColors.size() == colors-&gt;size() );
+01296 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].TileColors = *colors;
+01297 }
+01298
+01299 <span class="keywordflow">if</span> (<a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>)
+01300 {
+01301 <span class="comment">// If the patch is visible, then we must LockBuffers, because new VertexVB may be created.</span>
+01302 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>[numPatch])
+01303 <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>-&gt;updateGlobalsAndLockBuffers(CVector::Null);
+01304
+01305 <span class="comment">// Recompute UVs for new setup of Tiles.</span>
+01306 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].deleteTileUvs();
+01307 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].recreateTileUvs();
+01308
+01309 <span class="comment">// unlockBuffers() if necessary.</span>
+01310 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>[numPatch])
+01311 {
+01312 <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>-&gt;unlockBuffers();
+01313 <span class="comment">// This patch is visible, and TileFaces have been deleted / added.</span>
+01314 <span class="comment">// So must update TessBlock.</span>
+01315 <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>-&gt;updateTessBlocksFaceVector();
+01316 }
+01317 }
+01318 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea6" doxytag="NL3D::CZone::clip" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::clip </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pyramid</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Clip a zone. To know if must be rendered etc... A zone is IN if in BACK of at least one plane of the pyramid.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00922">922</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00581">_PatchOldRenderClipped</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a05484.html#l00125">NLMISC::CBitSet::clearAll()</a>, <a class="el" href="a05384.html#l00319">NLMISC::CAABBoxExt::clipBack()</a>, <a class="el" href="a05384.html#l00301">NLMISC::CAABBoxExt::clipFront()</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney0">ClipIn</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>, <a class="el" href="a06758.html#l01038">clipPatchs()</a>, <a class="el" href="a06760.html#l00595">ClipResult</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05485.html#l00173">NLMISC::CBitSet::getVector()</a>, <a class="el" href="a05788.html#l00056">H_AUTO</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05484.html#l00117">NLMISC::CBitSet::setAll()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a06760.html#l00563">ZoneBB</a>.
+<p>
+<div class="fragment"><pre>00923 {
+00924 <a class="code" href="a04365.html#a4">H_AUTO</a>( NLMISC_ClipZone );
+00925
+00926 <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
+00927
+00928 <span class="comment">// bkup old ClipResult. NB: by default, it is ClipOut (no VB created).</span>
+00929 <a class="code" href="a04558.html#a14">sint</a> oldClipResult= <a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>;
+00930
+00931 <span class="comment">// Pyramid with only the planes that clip the zone</span>
+00932 <span class="keyword">static</span> std::vector&lt;CPlane&gt; patchPyramid(10);
+00933 <span class="keyword">static</span> std::vector&lt;uint&gt; patchPyramidIndex(10);
+00934 patchPyramidIndex.clear();
+00935
+00936 <span class="comment">// Compute ClipResult.</span>
+00937 <span class="comment">//-------------------</span>
+00938 ClipResult= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney0">ClipIn</a>;
+00939 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)pyramid.size();i++)
+00940 {
+00941 <span class="comment">// If entirely out.</span>
+00942 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1914_0">clipBack</a>(pyramid[i]))
+00943 {
+00944 ClipResult= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>;
+00945 <span class="comment">// If out of only one plane, out of all.</span>
+00946 <span class="keywordflow">break</span>;
+00947 }
+00948 <span class="comment">// If partially IN (ie not entirely out, and not entirely IN)</span>
+00949 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1914_1">clipFront</a>(pyramid[i]))
+00950 {
+00951 <span class="comment">// Force ClipResult to be ClipSide, and not ClipIn.</span>
+00952 ClipResult=<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>;
+00953 <span class="comment">// Append the plane index to list to test</span>
+00954 patchPyramidIndex.push_back(i);
+00955 }
+00956 }
+00957
+00958
+00959 <span class="comment">// Easy Clip :)</span>
+00960 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.empty())
+00961 {
+00962 ClipResult= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>;
+00963 <span class="comment">// don't need to go below...</span>
+00964 <span class="keywordflow">return</span>;
+00965 }
+00966
+00967
+00968 <span class="comment">// Clip By Patch Pass.</span>
+00969 <span class="comment">//--------------------</span>
+00970 <span class="keywordflow">if</span>(ClipResult==<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>)
+00971 {
+00972 <a class="code" href="a04365.html#a4">H_AUTO</a>( NLMISC_ClipZone_Out );
+00973
+00974 <span class="comment">// Set All RenderClip flags to true.</span>
+00975 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
+00976 }
+00977 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(ClipResult==ClipIn)
+00978 {
+00979 <a class="code" href="a04365.html#a4">H_AUTO</a>( NLMISC_ClipZone_In );
+00980
+00981 <span class="comment">// Set All RenderClip flags to false.</span>
+00982 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_2">clearAll</a>();
+00983 }
+00984 <span class="keywordflow">else</span>
+00985 {
+00986 <a class="code" href="a04365.html#a4">H_AUTO</a>( NLMISC_ClipZone_Side );
+00987
+00988 <span class="comment">// Copy only the pyramid planes of interest</span>
+00989 patchPyramid.resize(patchPyramidIndex.size());
+00990 <a class="code" href="a04558.html#a15">uint</a> i;
+00991 <span class="keywordflow">for</span>(i=0;i&lt;patchPyramidIndex.size();i++)
+00992 {
+00993 patchPyramid[i]= pyramid[patchPyramidIndex[i]];
+00994 }
+00995
+00996 <span class="comment">// clip all patchs with the simplified pyramid</span>
+00997 <a class="code" href="a03730.html#NL3D_1_1CZoned1">clipPatchs</a>(patchPyramid);
+00998 }
+00999
+01000
+01001 <span class="comment">// delete / reallocate / fill VBuffers.</span>
+01002 <span class="comment">//-------------------</span>
+01003 <span class="comment">// If there is a change in the Clip of the zone, or if patchs may have change (ie ClipSide is undetermined).</span>
+01004 <span class="keywordflow">if</span>(oldClipResult!=ClipResult || oldClipResult==<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>)
+01005 {
+01006 <span class="comment">// get BitSet as Raw Array of uint32</span>
+01007 <a class="code" href="a04558.html#a11">uint32</a> *oldRenderClip= const_cast&lt;uint32*&gt;(&amp;<a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSeta0">getVector</a>()[0]);
+01008 <span class="keyword">const</span> <a class="code" href="a04558.html#a11">uint32</a> *newRenderClip= &amp;<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSeta0">getVector</a>()[0];
+01009 <a class="code" href="a04558.html#a15">uint</a> numPatchs= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();
+01010 <span class="comment">// Then, we must test by patch.</span>
+01011 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;numPatchs;oldRenderClip++, newRenderClip++)
+01012 {
+01013 <a class="code" href="a04558.html#a11">uint32</a> oldWord= *oldRenderClip;
+01014 <a class="code" href="a04558.html#a11">uint32</a> newWord= *newRenderClip;
+01015 <span class="comment">// process at max 32 patch</span>
+01016 <a class="code" href="a04558.html#a15">uint</a> maxNumBits= <a class="code" href="a04061.html#a0">min</a>((numPatchs-i), 32U);
+01017 <a class="code" href="a04558.html#a11">uint32</a> mask= 1;
+01018 <span class="keywordflow">for</span>(;maxNumBits&gt;0;maxNumBits--, mask&lt;&lt;=1, i++)
+01019 {
+01020 <span class="comment">// same as: if(_PatchOldRenderClipped[i] != _PatchRenderClipped[i])</span>
+01021 <span class="keywordflow">if</span>( (oldWord^newWord)&amp;mask )
+01022 {
+01023 <span class="comment">// set the flag.</span>
+01024 *oldRenderClip&amp;= ~mask;
+01025 *oldRenderClip|= newWord&amp;mask;
+01026 <span class="comment">// update clip patch</span>
+01027 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].updateClipPatchVB( (newWord&amp;mask)!=0 );
+01028 }
+01029 }
+01030 }
+01031
+01032 }
+01033
+01034 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoned1" doxytag="NL3D::CZone::clipPatchs" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::clipPatchs </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pyramid</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01038">1038</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00579">_PatchBSpheres</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a05484.html#l00125">NLMISC::CBitSet::clearAll()</a>, <a class="el" href="a05504.html#l00050">NLMISC::CBSphere::clipBack()</a>, <a class="el" href="a05485.html#l00075">NLMISC::CBitSet::set()</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00922">clip()</a>.
+<p>
+<div class="fragment"><pre>01039 {
+01040 <span class="comment">// Init all to Not clipped</span>
+01041 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_2">clearAll</a>();
+01042
+01043 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> j=0;j&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>.size();j++)
+01044 {
+01045 <a class="code" href="a02291.html">CBSphere</a> &amp;bSphere= <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>[j];
+01046 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)pyramid.size();i++)
+01047 {
+01048 <span class="comment">// If entirely out.</span>
+01049 <span class="keywordflow">if</span>(!bSphere.<a class="code" href="a02291.html#NLMISC_1_1CBSpherez1931_0">clipBack</a>(pyramid[i]))
+01050 {
+01051 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_8">set</a>(j, <span class="keyword">true</span>);
+01052 <span class="keywordflow">break</span>;
+01053 }
+01054 }
+01055 }
+01056 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea7" doxytag="NL3D::CZone::compile" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::compile </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02702.html">CLandscape</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>landscape</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>loadedZones</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Compile a zone. Make it usable for <a class="el" href="a03730.html#NL3D_1_1CZonea6">clip()</a>/refine()/render(). This method do:<ul>
+<li>attach this to loadedZones.</li><li>create/link the base vertices (internal..), according to present neigbor zones.</li><li><a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a> the patchs.</li><li>bind() the patchs.</li><li><a class="el" href="a03730.html#NL3D_1_1CZoned6">rebindBorder()</a> on neighbor zones.</li></ul>
+<p>
+A zone must keep a pointer on a landscape, for texture management. NB: assert if already compiled. assert if zone already exist in loadedZones.
+<p>
+Definition at line <a class="el" href="a06758.html#l00499">499</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00579">_PatchBSpheres</a>, <a class="el" href="a06760.html#l00306">NL3D::CZone::CPatchConnect::BaseVertices</a>, <a class="el" href="a06758.html#l00776">bindPatch()</a>, <a class="el" href="a06155.html#l00257">NL3D::CPatch::buildBBox()</a>, <a class="el" href="a06155.html#l01283">NL3D::CPatch::compile()</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06760.html#l00305">NL3D::CZone::CPatchConnect::ErrorSize</a>, <a class="el" href="a05385.html#l00090">NLMISC::CAABBox::getCenter()</a>, <a class="el" href="a05385.html#l00096">NLMISC::CAABBox::getRadius()</a>, <a class="el" href="a06760.html#l00058">NL3D::ItZoneMap</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderS</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderT</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>.
+<p>
+Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>.
+<p>
+<div class="fragment"><pre>00500 {
+00501 <a class="code" href="a04558.html#a14">sint</a> i,j;
+00502 <a class="code" href="a05363.html#a362">TZoneMap</a> neighborZones;
+00503
+00504 <span class="comment">//nlinfo("Compile Zone: %d \n", (sint32)getZoneId());</span>
+00505
+00506 <span class="comment">// Can't compile if compiled.</span>
+00507 <a class="code" href="a04199.html#a6">nlassert</a>(!Compiled);
+00508 <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>= landscape;
+00509
+00510 <span class="comment">// Attach this to loadedZones.</span>
+00511 <span class="comment">//============================</span>
+00512 <a class="code" href="a04199.html#a6">nlassert</a>(loadedZones.find(ZoneId)==loadedZones.end());
+00513 loadedZones[<a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>]= <span class="keyword">this</span>;
+00514
+00515 <span class="comment">// Create/link the base vertices according to present neigbor zones.</span>
+00516 <span class="comment">//============================</span>
+00517 <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>.clear();
+00518 <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>.resize(NumVertices);
+00519 <span class="comment">// First try to link vertices to other.</span>
+00520 <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>.size();i++)
+00521 {
+00522 <a class="code" href="a04558.html#a14">sint</a> cur= <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>[i].CurrentVertex;
+00523 <a class="code" href="a04558.html#a14">sint</a> vertto= BorderVertices[i].NeighborVertex;
+00524 <a class="code" href="a04558.html#a14">sint</a> zoneto= BorderVertices[i].NeighborZoneId;
+00525 <a class="code" href="a04199.html#a6">nlassert</a>(cur&lt;NumVertices);
+00526
+00527 <span class="keywordflow">if</span>(loadedZones.find(zoneto)!=loadedZones.end())
+00528 {
+00529 <a class="code" href="a03730.html#NL3D_1_1CZonea10">CZone</a> *zone;
+00530 zone= (*loadedZones.find(zoneto)).second;
+00531 <a class="code" href="a04199.html#a6">nlassert</a>(zone!=<span class="keyword">this</span>);
+00532 <span class="comment">// insert the zone in the neigborood (if not done...).</span>
+00533 neighborZones[zoneto]= zone;
+00534 <span class="comment">// Doesn't matter if BaseVertices is already linked to an other zone... </span>
+00535 <span class="comment">// This should be the same pointer in this case...</span>
+00536 <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[cur]= zone-&gt;getBaseVertex(vertto);
+00537 }
+00538 }
+00539 <span class="comment">// Else, create unbounded vertices.</span>
+00540 <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>.size();i++)
+00541 {
+00542 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[i]==NULL)
+00543 {
+00544 <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[i]= <span class="keyword">new</span> CTessBaseVertex;
+00545 }
+00546 }
+00547
+00548
+00549 <span class="comment">// compile() the patchs.</span>
+00550 <span class="comment">//======================</span>
+00551 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
+00552 {
+00553 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+00554 CPatchConnect &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
+00555 CTessVertex *baseVertices[4];
+00556
+00557 baseVertices[0]= &amp;(<a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[pc.BaseVertices[0]]-&gt;Vert);
+00558 baseVertices[1]= &amp;(BaseVertices[pc.BaseVertices[1]]-&gt;Vert);
+00559 baseVertices[2]= &amp;(BaseVertices[pc.BaseVertices[2]]-&gt;Vert);
+00560 baseVertices[3]= &amp;(BaseVertices[pc.BaseVertices[3]]-&gt;Vert);
+00561 pa.compile(<span class="keyword">this</span>, j, pa.OrderS, pa.OrderT, baseVertices, pc.ErrorSize);
+00562 };
+00563
+00564 <span class="comment">// compile() the Clip information for the patchs.</span>
+00565 <span class="comment">//======================</span>
+00566 <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>.resize(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+00567 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
+00568 {
+00569 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+00570
+00571 <span class="comment">// Buil the BSPhere of the patch.</span>
+00572 CAABBox bb= pa.buildBBox();
+00573 <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>[j].Center= bb.getCenter();
+00574 <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>[j].Radius= bb.getRadius();
+00575 }
+00576
+00577 <span class="comment">// bind() the patchs. (after all compiled).</span>
+00578 <span class="comment">//===================</span>
+00579 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
+00580 {
+00581 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+00582 CPatchConnect &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
+00583
+00584 <span class="comment">// bind the patch. This is the original bind, not a rebind.</span>
+00585 <a class="code" href="a03730.html#NL3D_1_1CZoneh0">bindPatch</a>(loadedZones, pa, pc, <span class="keyword">false</span>);
+00586 }
+00587
+00588
+00589 <span class="comment">// rebindBorder() on neighbor zones.</span>
+00590 <span class="comment">//==================================</span>
+00591 <a class="code" href="a05363.html#a363">ItZoneMap</a> zoneIt;
+00592 <span class="comment">// Traverse the neighborood.</span>
+00593 <span class="keywordflow">for</span>(zoneIt= neighborZones.begin(); zoneIt!=neighborZones.end(); zoneIt++)
+00594 {
+00595 (*zoneIt).second-&gt;rebindBorder(loadedZones);
+00596 }
+00597
+00598 <span class="comment">// End!!</span>
+00599 <a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>= <span class="keyword">true</span>;
+00600 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea8" doxytag="NL3D::CZone::compiled" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CZone::compiled </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00487">487</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a06760.html#l00562">Compiled</a>.
+<p>
+<div class="fragment"><pre>00487 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoned2" doxytag="NL3D::CZone::computeBBScaleBias" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::computeBBScaleBias </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a02156.html">CAABBox</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>bb</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00099">99</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a05385.html#l00199">NLMISC::CAABBoxExt::getCenter()</a>, <a class="el" href="a05385.html#l00200">NLMISC::CAABBoxExt::getHalfSize()</a>, <a class="el" href="a06156.html#l00089">NL3D_NOISE_MAX</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a05385.html#l00182">NLMISC::CAABBoxExt::setHalfSize()</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>, and <a class="el" href="a06760.html#l00563">ZoneBB</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l01452">applyHeightField()</a>, and <a class="el" href="a06758.html#l00122">build()</a>.
+<p>
+<div class="fragment"><pre>00100 {
+00101 <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>= bb;
+00102 <span class="comment">// Take a security for noise. (usefull for zone clipping).</span>
+00103 <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1910_2">setHalfSize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1912_2">getHalfSize</a>()+CVector(NL3D_NOISE_MAX, NL3D_NOISE_MAX, NL3D_NOISE_MAX));
+00104 CVector hs= <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1912_2">getHalfSize</a>();
+00105 <span class="keywordtype">float</span> rmax= <a class="code" href="a05378.html#a378">maxof</a>(hs.x, hs.y, hs.z);
+00106 <a class="code" href="a03730.html#NL3D_1_1CZoner13">PatchScale</a>= rmax / 32760; <span class="comment">// Prevent from float imprecision by taking 32760 and not 32767.</span>
+00107 <a class="code" href="a03730.html#NL3D_1_1CZoner10">PatchBias</a>= <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1912_1">getCenter</a>();
+00108 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea9" doxytag="NL3D::CZone::copyTilesFlags" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::copyTilesFlags </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>destPatchId</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03057.html">CPatch</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>srcPatch</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Copy the tiles flags from a src patch to a patch of this zone. the patch must match of course...
+<p>
+Definition at line <a class="el" href="a06758.html#l01542">1542</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06155.html#l02245">NL3D::CPatch::copyTileFlagsFromPatch()</a>, <a class="el" href="a06760.html#l00499">getPatch()</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+Referenced by <a class="el" href="a06768.html#l01261">NL3D::CZoneLighter::copyTileFlags()</a>.
+<p>
+<div class="fragment"><pre>01543 {
+01544 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> *destPatch = <a class="code" href="a03730.html#NL3D_1_1CZonea16">getPatch</a>(destPatchId);
+01545
+01546 destPatch-&gt;copyTileFlagsFromPatch(srcPatch);
+01547 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea11" doxytag="NL3D::CZone::debugBinds" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::debugBinds </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">FILE *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>f</em> = stdout </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Debug a zone, print binds in display.
+<p>
+Definition at line <a class="el" href="a06758.html#l01420">1420</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00108">NL3D::CPatchInfo::CBindInfo::Edge</a>, <a class="el" href="a06760.html#l00106">NL3D::CPatchInfo::CBindInfo::Next</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00104">NL3D::CPatchInfo::CBindInfo::ZoneId</a>.
+<p>
+<div class="fragment"><pre>01421 {
+01422 fprintf(f, <span class="stringliteral">"*****************************\n"</span>);
+01423 fprintf(f, <span class="stringliteral">"ZoneId: %d. NPatchs:%d\n"</span>, ZoneId, <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>.size());
+01424 <a class="code" href="a04558.html#a14">sint</a> i;
+01425 <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>.size();i++)
+01426 {
+01427 CPatchConnect &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[i];
+01428 fprintf(f, <span class="stringliteral">"patch%d:\n"</span>, i);
+01429 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> j=0;j&lt;4;j++)
+01430 {
+01431 CPatchInfo::CBindInfo &amp;bd= pc.BindEdges[j];
+01432 fprintf(f, <span class="stringliteral">" edge%d: Zone:%d. NPatchs:%d. "</span>, j, bd.ZoneId, bd.NPatchs);
+01433 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> k=0;k&lt;bd.NPatchs;k++)
+01434 {
+01435 fprintf(f, <span class="stringliteral">"p%de%d - "</span>, bd.Next[k], bd.Edge[k]);
+01436 }
+01437 fprintf(f, <span class="stringliteral">"\n"</span>);
+01438 }
+01439 }
+01440
+01441 fprintf(f,<span class="stringliteral">"Vertices :\n"</span>);
+01442 <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>.size();i++)
+01443 {
+01444 fprintf(f,<span class="stringliteral">"current : %d -&gt; (zone %d) vertex %d\n"</span>,BorderVertices[i].CurrentVertex,
+01445 BorderVertices[i].NeighborZoneId,
+01446 BorderVertices[i].NeighborVertex);
+01447 }
+01448 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea12" doxytag="NL3D::CZone::excludePatchFromRefineAll" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::excludePatchFromRefineAll </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>patch</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>exclude</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This is especially for Pacs. exlude a patch to be <a class="el" href="a03730.html#NL3D_1_1CZonea27">refineAll()</a>ed.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01119">1119</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01120 {
+01121 <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
+01122 <a class="code" href="a04199.html#a6">nlassert</a>(patch&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+01123
+01124 <span class="keywordflow">if</span>(patch&gt;=<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size())
+01125 <span class="keywordflow">return</span>;
+01126
+01127 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[patch].ExcludeFromRefineAll= exclude;
+01128 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea13" doxytag="NL3D::CZone::forceMergeAtTileLevel" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::forceMergeAtTileLevel </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For changing TileMaxSubdivision. force tesselation to be under tile.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01259">1259</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06155.html#l02022">NL3D::CPatch::forceMergeAtTileLevel()</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>01260 {
+01261 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> *pPatch=0;
+01262 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()&gt;0)
+01263 pPatch= &amp;(*<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.begin());
+01264 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> n=(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();n&gt;0;n--, pPatch++)
+01265 {
+01266 pPatch-&gt;forceMergeAtTileLevel();
+01267 }
+01268 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoned3" doxytag="NL3D::CZone::getBaseVertex" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03408.html">PBaseVertex</a> NL3D::CZone::getBaseVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>vert</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00606">606</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a06760.html#l00551">PBaseVertex</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>00606 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[vert];}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea14" doxytag="NL3D::CZone::getLandscape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02702.html">CLandscape</a>* NL3D::CZone::getLandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the landscape in which is placed this zone. If no landscape, return NULL.<p>
+<dl compact><dt><b>Returns:</b></dt><dd>the pointer of the landscape of the zone or NULL if the zone hasn't be compiled.</dd></dl>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00461">461</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06158.html#l00136">NL3D::CPatch::computeDisplaceRawInteger()</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, and <a class="el" href="a06519.html#l00465">NL3D::CTextureFar::rebuildPatch()</a>.
+<p>
+<div class="fragment"><pre>00462 {
+00463 <span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>;
+00464 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea15" doxytag="NL3D::CZone::getNumPatchs" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> NL3D::CZone::getNumPatchs </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00489">489</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+Referenced by <a class="el" href="a06034.html#l00116">NL3D::CMiniCol::addZone()</a>, <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06758.html#l01279">changePatchTextureAndColor()</a>, <a class="el" href="a05862.html#l02232">NL3D::CLandscape::checkZoneBinds()</a>, <a class="el" href="a06764.html#l00134">NL3D::CZoneCornerSmoother::computeAllCornerSmoothFlags()</a>, <a class="el" href="a06768.html#l01261">NL3D::CZoneLighter::copyTileFlags()</a>, <a class="el" href="a06768.html#l01985">NL3D::CZoneLighter::excludeAllPatchFromRefineAll()</a>, <a class="el" href="a05824.html#l00278">NL3D::CInstanceLighter::excludeAllPatchFromRefineAll()</a>, <a class="el" href="a06758.html#l01347">getPatchColor()</a>, <a class="el" href="a06758.html#l01336">getPatchTexture()</a>, <a class="el" href="a06758.html#l01322">refreshTesselationGeometry()</a>, and <a class="el" href="a05862.html#l00447">NL3D::CLandscape::removeZone()</a>.
+<p>
+<div class="fragment"><pre>00489 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoned4" doxytag="NL3D::CZone::getPatch" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03057.html">CPatch</a>* NL3D::CZone::getPatch </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>patch</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00607">607</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>00607 {<a class="code" href="a04199.html#a6">nlassert</a>(patch&gt;=0 &amp;&amp; patch&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()); <span class="keywordflow">return</span> &amp;(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[patch]);}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea16" doxytag="NL3D::CZone::getPatch" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a03057.html">CPatch</a>* NL3D::CZone::getPatch </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>patch</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a read only patch pointer.<p>
+<dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>patch</em>&nbsp;</td><td>the index of patch to get. </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>Returns:</b></dt><dd>A patch pointer in read only.</dd></dl>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00499">499</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00718">buildBindInfo()</a>, <a class="el" href="a06768.html#l01261">NL3D::CZoneLighter::copyTileFlags()</a>, and <a class="el" href="a06758.html#l01542">copyTilesFlags()</a>.
+<p>
+<div class="fragment"><pre>00499 {<a class="code" href="a04199.html#a6">nlassert</a>(patch&gt;=0 &amp;&amp; patch&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()); <span class="keywordflow">return</span> &amp;(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[patch]);}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea17" doxytag="NL3D::CZone::getPatchBias" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a03128.html">CVector</a>&amp; NL3D::CZone::getPatchBias </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00485">485</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a06760.html#l00564">PatchBias</a>.
+<p>
+Referenced by <a class="el" href="a06155.html#l00192">NL3D::CPatch::unpack()</a>.
+<p>
+<div class="fragment"><pre>00485 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner10">PatchBias</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea18" doxytag="NL3D::CZone::getPatchBSphere" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a02291.html">CBSphere</a> &amp; NL3D::CZone::getPatchBSphere </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>patch</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the Bounding spehere of a patch. Stored in Zone as an array and not in <a class="el" href="a03057.html">CPatch</a> for Fast Memory access consideration during clipping. Work only when zone compiled.
+<p>
+Definition at line <a class="el" href="a06758.html#l00911">911</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00579">_PatchBSpheres</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a06034.html#l00116">NL3D::CMiniCol::addZone()</a>, and <a class="el" href="a05862.html#l03489">NL3D::CLandscape::computeDynamicLighting()</a>.
+<p>
+<div class="fragment"><pre>00912 {
+00913 <span class="keyword">static</span> <a class="code" href="a02291.html">CBSphere</a> dummySphere;
+00914 <span class="keywordflow">if</span>(patch&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>.size())
+00915 <span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>[patch];
+00916 <span class="keywordflow">else</span>
+00917 <span class="keywordflow">return</span> dummySphere;
+00918 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea19" doxytag="NL3D::CZone::getPatchColor" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt; &amp; NL3D::CZone::getPatchColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>numPatch</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a patch colors Return the color array. <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>numPatch</em>&nbsp;</td><td>the index of patch in this zone which will get his colors. assert if bad id. </td></tr>
+ <tr><td valign=top><em>\return</em>&nbsp;</td><td>The tiles the patch colors. The size should be (OrderS+1)*(OrderT+1). </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a03730.html#NL3D_1_1CZonea16">getPatch()</a></dd></dl>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01347">1347</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00489">getNumPatchs()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>01348 {
+01349 <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&gt;=0);
+01350 <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&lt;<a class="code" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a>());
+01351
+01352 <span class="comment">// Update the patch texture.</span>
+01353 <span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].TileColors;
+01354 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea20" doxytag="NL3D::CZone::getPatchConnect" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a03731.html">CPatchConnect</a>* NL3D::CZone::getPatchConnect </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>patch</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a read only patch connect pointer.<p>
+<dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>patch</em>&nbsp;</td><td>the index of patch to get. </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>Returns:</b></dt><dd>A patch pointer in read only.</dd></dl>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00507">507</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00718">buildBindInfo()</a>, <a class="el" href="a05862.html#l02232">NL3D::CLandscape::checkZoneBinds()</a>, and <a class="el" href="a06764.html#l00134">NL3D::CZoneCornerSmoother::computeAllCornerSmoothFlags()</a>.
+<p>
+<div class="fragment"><pre>00508 {<a class="code" href="a04199.html#a6">nlassert</a>(patch&gt;=0 &amp;&amp; patch&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()); <span class="keywordflow">return</span> &amp;(<a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[patch]);}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea21" doxytag="NL3D::CZone::getPatchScale" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CZone::getPatchScale </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00486">486</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a06760.html#l00565">PatchScale</a>.
+<p>
+Referenced by <a class="el" href="a06155.html#l00192">NL3D::CPatch::unpack()</a>.
+<p>
+<div class="fragment"><pre>00486 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner13">PatchScale</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea22" doxytag="NL3D::CZone::getPatchTexture" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt; &amp; NL3D::CZone::getPatchTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>numPatch</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a patch texture. Return the tile array. <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>numPatch</em>&nbsp;</td><td>the index of patch in this zone which will get his texture. assert if bad id. </td></tr>
+ <tr><td valign=top><em>\return</em>&nbsp;</td><td>The tiles the patch texture. The size should be OrderS*OrderT. </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a03730.html#NL3D_1_1CZonea16">getPatch()</a></dd></dl>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01336">1336</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00489">getNumPatchs()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>01337 {
+01338 <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&gt;=0);
+01339 <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&lt;<a class="code" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a>());
+01340
+01341 <span class="comment">// Update the patch texture.</span>
+01342 <span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].Tiles;
+01343 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea23" doxytag="NL3D::CZone::getZoneBB" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a02157.html">CAABBoxExt</a>&amp; NL3D::CZone::getZoneBB </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00491">491</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a06760.html#l00563">ZoneBB</a>.
+<p>
+Referenced by <a class="el" href="a06034.html#l00116">NL3D::CMiniCol::addZone()</a>, <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06768.html#l00920">NL3D::CZoneLighter::light()</a>, and <a class="el" href="a05862.html#l00447">NL3D::CLandscape::removeZone()</a>.
+<p>
+<div class="fragment"><pre>00491 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea24" doxytag="NL3D::CZone::getZoneId" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a9">uint16</a> NL3D::CZone::getZoneId </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00488">488</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a05981.html#l00098">uint16</a>.
+<p>
+Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a05862.html#l02232">NL3D::CLandscape::checkZoneBinds()</a>, <a class="el" href="a06768.html#l01261">NL3D::CZoneLighter::copyTileFlags()</a>, <a class="el" href="a06768.html#l01506">NL3D::CZoneLighter::getNormal()</a>, <a class="el" href="a05874.html#l00265">NL3D::CLandscapeUser::refreshZonesAround()</a>, <a class="el" href="a05862.html#l00447">NL3D::CLandscape::removeZone()</a>, and <a class="el" href="a06758.html#l00289">retrieve()</a>.
+<p>
+<div class="fragment"><pre>00488 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>;}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoneh1" doxytag="NL3D::CZone::getZonePatch" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03057.html">CPatch</a> * NL3D::CZone::getZonePatch </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>loadedZones</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>zoneId</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>patch</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00705">705</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>.
+<p>
+<div class="fragment"><pre>00706 {
+00707 <span class="preprocessor">#ifdef NL3D_DEBUG_DONT_BIND_PATCH</span>
+00708 <span class="preprocessor"></span> <span class="keywordflow">return</span> NULL;
+00709 <span class="preprocessor">#endif</span>
+00710 <span class="preprocessor"></span> <span class="keywordflow">if</span>(loadedZones.find(zoneId)==loadedZones.end())
+00711 <span class="keywordflow">return</span> NULL;
+00712 <span class="keywordflow">else</span>
+00713 <span class="keywordflow">return</span> (loadedZones[zoneId])-&gt;getPatch(patch);
+00714 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea25" doxytag="NL3D::CZone::isPatchRenderClipped" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CZone::isPatchRenderClipped </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>patch</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Is the patch clipped (ie not visible). crash if bad Id.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00539">539</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+References <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a05485.html#l00087">NLMISC::CBitSet::get()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+Referenced by <a class="el" href="a06155.html#l00594">NL3D::CPatch::isRenderClipped()</a>.
+<p>
+<div class="fragment"><pre>00539 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_3">get</a>(patch);}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoned5" doxytag="NL3D::CZone::patchOnBorder" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CZone::patchOnBorder </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03731.html">CPatchConnect</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pc</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00882">882</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00104">NL3D::CPatchInfo::CBindInfo::ZoneId</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00686">rebindBorder()</a>.
+<p>
+<div class="fragment"><pre>00883 {
+00884 <span class="comment">// If only one of neighbor patch is not of this zone, we are on a border.</span>
+00885
+00886 <span class="comment">// Test all edges.</span>
+00887 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;4;i++)
+00888 {
+00889 <span class="keyword">const</span> CPatchInfo::CBindInfo &amp;pcBind= pc.BindEdges[i];
+00890
+00891 <a class="code" href="a04199.html#a6">nlassert</a>(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
+00892 <span class="keywordflow">if</span>(pcBind.NPatchs&gt;=1)
+00893 {
+00894 <span class="keywordflow">if</span>(pcBind.ZoneId != <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>)
+00895 <span class="keywordflow">return</span> <span class="keyword">true</span>;
+00896 }
+00897 }
+00898
+00899 <span class="keywordflow">return</span> <span class="keyword">false</span>;
+00900 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea26" doxytag="NL3D::CZone::preRender" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::preRender </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+PreRender a zone (if needed).
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01175">1175</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00579">_PatchBSpheres</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>, <a class="el" href="a06760.html#l00595">ClipResult</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01176 {
+01177 <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
+01178
+01179 <span class="comment">// Must be 2^X-1.</span>
+01180 <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="a04558.html#a15">uint</a> updateFarRefineFreq= 15;
+01181 <span class="comment">// Take the renderDate here.</span>
+01182 <a class="code" href="a04558.html#a15">uint</a> curDateMod= CLandscapeGlobals::CurrentRenderDate &amp; updateFarRefineFreq;
+01183
+01184 <span class="comment">// If no patchs, do nothing.</span>
+01185 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.empty())
+01186 <span class="keywordflow">return</span>;
+01187
+01188 <span class="comment">/* If patchs invisible, must still update their Far Textures,</span>
+01189 <span class="comment"> else, there may be slowdown when we turn the head.</span>
+01190 <span class="comment"> */</span>
+01191
+01192
+01193 <span class="comment">// If all the zone is invisible.</span>
+01194 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>==<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>)
+01195 {
+01196 <span class="comment">// No patchs are visible, but maybe update the far textures.</span>
+01197 <span class="keywordflow">if</span>( curDateMod==(<a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a> &amp; updateFarRefineFreq) )
+01198 {
+01199 <span class="comment">// updateTextureFarOnly for all patchs.</span>
+01200 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();i++)
+01201 {
+01202 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].updateTextureFarOnly(_PatchBSpheres[i]);
+01203 }
+01204 }
+01205 }
+01206 <span class="comment">// else If some patchs only are visible.</span>
+01207 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>==<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>)
+01208 {
+01209 <span class="comment">// PreRender Pass, or updateTextureFarOnly(), according to _PatchRenderClipped state.</span>
+01210 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();i++)
+01211 {
+01212 <span class="comment">// If the patch is visible</span>
+01213 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>[i])
+01214 {
+01215 <span class="comment">// Then preRender it.</span>
+01216 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].preRender(_PatchBSpheres[i]);
+01217 }
+01218 <span class="keywordflow">else</span>
+01219 {
+01220 <span class="comment">// else maybe updateFar it.</span>
+01221 <span class="comment">// ZoneId+i for better repartition.</span>
+01222 <span class="keywordflow">if</span>( curDateMod==((<a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>+i) &amp; updateFarRefineFreq) )
+01223 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].updateTextureFarOnly(_PatchBSpheres[i]);
+01224 }
+01225 }
+01226 }
+01227 <span class="keywordflow">else</span> <span class="comment">// ClipResult==ClipIn</span>
+01228 {
+01229 <span class="comment">// PreRender Pass for All</span>
+01230 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();i++)
+01231 {
+01232 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].preRender(_PatchBSpheres[i]);
+01233 }
+01234 }
+01235
+01236 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoned6" doxytag="NL3D::CZone::rebindBorder" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::rebindBorder </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>loadedZones</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Force border patchs (those who don't bind to current zone) to re bind() them, using new neighborood. no-op if zone is not compiled.
+<p>
+Definition at line <a class="el" href="a06758.html#l00686">686</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06758.html#l00776">bindPatch()</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06758.html#l00882">patchOnBorder()</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>.
+<p>
+<div class="fragment"><pre>00687 {
+00688 <a class="code" href="a04558.html#a14">sint</a> j;
+00689
+00690 <span class="comment">// rebind patchs which are on border.</span>
+00691 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
+00692 {
+00693 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+00694 CPatchConnect &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
+00695
+00696 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoned5">patchOnBorder</a>(pc))
+00697 {
+00698 <span class="comment">// rebind the patch. This is a rebind.</span>
+00699 <a class="code" href="a03730.html#NL3D_1_1CZoneh0">bindPatch</a>(loadedZones, pa, pc, <span class="keyword">true</span>);
+00700 }
+00701 }
+00702 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea27" doxytag="NL3D::CZone::refineAll" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::refineAll </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+force Refine a zone.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01132">1132</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06156.html#l00807">NL3D::CPatch::ExcludeFromRefineAll</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06155.html#l01493">NL3D::CPatch::refineAll()</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>01133 {
+01134 <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
+01135
+01136 <span class="comment">// Fuck stlport....</span>
+01137 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()==0)
+01138 <span class="keywordflow">return</span>;
+01139
+01140 <span class="comment">// DO NOT do a forceNoRenderClip(), to avoid big allocation of Near/Far VB vertices in driver.</span>
+01141 <span class="comment">// DO NOT modify ClipResult, to avoid big allocation of Near/Far VB vertices in driver.</span>
+01142
+01143 <span class="comment">// refine ALL patchs (even those which may be invisible).</span>
+01144 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> *pPatch= &amp;(*<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.begin());
+01145 <a class="code" href="a04558.html#a14">sint</a> n;
+01146 <span class="keywordflow">for</span>(n=(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();n&gt;0;n--, pPatch++)
+01147 {
+01148 <span class="comment">// For Pacs construction: may exclude some patch from refineAll (for speed improvement).</span>
+01149 <span class="keywordflow">if</span>(!pPatch-&gt;ExcludeFromRefineAll)
+01150 pPatch-&gt;refineAll();
+01151 }
+01152
+01153 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea28" doxytag="NL3D::CZone::refreshTesselationGeometry" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::refreshTesselationGeometry </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>numPatch</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+refresh the geometry (re-compute vertices). Usefull for Tile Noise edition. Do it after calling <a class="el" href="a03730.html#NL3D_1_1CZonea5">changePatchTextureAndColor()</a>. NB: a <a class="el" href="a03730.html#NL3D_1_1CZonea28">refreshTesselationGeometry()</a> should be done on All patchs, and all direct neighbors of this patch (including patchs on corners). WARNING: specially coded for Tile edition. Result is not perfect:<ul>
+<li>only EndPos of tesselation is modified. because Tile edition always subdivide at max.</li><li>Pos=EndPos. because TileEdition always subdivide at max, and don't refine...</li><li>TessBlocks BSphere may be too big. Clip is worse (too big), but doesn't matter. <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>numPatch</em>&nbsp;</td><td>the index of patch in this zone. assert if bad id.</td></tr>
+ </table>
+</dl>
+</li></ul>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01322">1322</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a05863.html#l00719">NL3D::CLandscape::_RenderMustRefillVB</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06760.html#l00489">getNumPatchs()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
+<p>
+<div class="fragment"><pre>01323 {
+01324 <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&gt;=0);
+01325 <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&lt;<a class="code" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a>());
+01326 <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
+01327
+01328 <span class="comment">// At next render, we must re-fill the entire unclipped VB, so change are taken into account.</span>
+01329 <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>-&gt;_RenderMustRefillVB= <span class="keyword">true</span>;
+01330
+01331 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].refreshTesselationGeometry();
+01332 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea29" doxytag="NL3D::CZone::release" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::release </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>loadedZones</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Release a zone. This method do:<ul>
+<li>detach this zone to loadedZones.</li><li>destroy/unlink the base vertices (internal..), according to present neigbor zones.</li><li>unbind() the patchs.</li><li><a class="el" href="a03730.html#NL3D_1_1CZonea29">release()</a> the patchs.</li><li><a class="el" href="a03730.html#NL3D_1_1CZoned6">rebindBorder()</a> on neighbor zones.</li></ul>
+<p>
+NB: no-op if not compiled.
+<p>
+Definition at line <a class="el" href="a06758.html#l00603">603</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>, <a class="el" href="a06760.html#l00595">ClipResult</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06760.html#l00058">NL3D::ItZoneMap</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>, and <a class="el" href="a06758.html#l00868">unbindPatch()</a>.
+<p>
+Referenced by <a class="el" href="a05862.html#l00447">NL3D::CLandscape::removeZone()</a>.
+<p>
+<div class="fragment"><pre>00604 {
+00605 <a class="code" href="a04558.html#a14">sint</a> i,j;
+00606
+00607 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>)
+00608 <span class="keywordflow">return</span>;
+00609
+00610 <span class="comment">// detach this zone to loadedZones.</span>
+00611 <span class="comment">//=================================</span>
+00612 <a class="code" href="a04199.html#a6">nlassert</a>(loadedZones.find(ZoneId)!=loadedZones.end());
+00613 loadedZones.erase(ZoneId);
+00614 <span class="comment">// It doesn't server to unbindPatch(), since patch is not binded to neigbors.</span>
+00615
+00616
+00617 <span class="comment">// unbind() the patchs.</span>
+00618 <span class="comment">//=====================</span>
+00619 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
+00620 {
+00621 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+00622 <a class="code" href="a03730.html#NL3D_1_1CZoneh2">unbindPatch</a>(pa);
+00623 }
+00624
+00625
+00626 <span class="comment">// rebindBorder() on neighbor zones.</span>
+00627 <span class="comment">//==================================</span>
+00628 <span class="comment">// Build the nieghborood.</span>
+00629 <a class="code" href="a05363.html#a362">TZoneMap</a> neighborZones;
+00630 <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>.size();i++)
+00631 {
+00632 <a class="code" href="a04558.html#a14">sint</a> cur= <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>[i].CurrentVertex;
+00633 <a class="code" href="a04558.html#a14">sint</a> zoneto= BorderVertices[i].NeighborZoneId;
+00634 <a class="code" href="a04199.html#a6">nlassert</a>(cur&lt;NumVertices);
+00635
+00636 <span class="keywordflow">if</span>(loadedZones.find(zoneto)!=loadedZones.end())
+00637 {
+00638 <a class="code" href="a03730.html#NL3D_1_1CZonea10">CZone</a> *zone;
+00639 zone= (*loadedZones.find(zoneto)).second;
+00640 <a class="code" href="a04199.html#a6">nlassert</a>(zone!=<span class="keyword">this</span>);
+00641 <span class="comment">// insert the zone in the neigborood (if not done...).</span>
+00642 neighborZones[zoneto]= zone;
+00643 }
+00644 }
+00645 <span class="comment">// rebind borders.</span>
+00646 <a class="code" href="a05363.html#a363">ItZoneMap</a> zoneIt;
+00647 <span class="comment">// Traverse the neighborood.</span>
+00648 <span class="keywordflow">for</span>(zoneIt= neighborZones.begin(); zoneIt!=neighborZones.end(); zoneIt++)
+00649 {
+00650 <span class="comment">// Since </span>
+00651 (*zoneIt).second-&gt;rebindBorder(loadedZones);
+00652 }
+00653
+00654
+00655 <span class="comment">// release() the patchs.</span>
+00656 <span class="comment">//======================</span>
+00657 <span class="comment">// unbind() need compiled neigbor patchs, so do the release after all unbind (so after rebindBorder() too...).</span>
+00658 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
+00659 {
+00660 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+00661 pa.release();
+00662 }
+00663
+00664
+00665 <span class="comment">// destroy/unlink the base vertices (internal..), according to present neigbor zones.</span>
+00666 <span class="comment">//=================================</span>
+00667 <span class="comment">// Just release the smartptrs (easy!!). Do it after patchs released...</span>
+00668 <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>.clear();
+00669
+00670
+00671 <span class="comment">// End!!</span>
+00672 <a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>= <span class="keyword">false</span>;
+00673 <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>= NULL;
+00674 <a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>;
+00675 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea30" doxytag="NL3D::CZone::resetRenderFarAndDeleteVBFV" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::resetRenderFarAndDeleteVBFV </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l01240">1240</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a05485.html#l00075">NLMISC::CBitSet::set()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01241 {
+01242 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();i++)
+01243 {
+01244 <span class="comment">// If patch is visible</span>
+01245 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>[i])
+01246 {
+01247 <span class="comment">// release VertexBuffer, and FaceBuffer</span>
+01248 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].deleteVBAndFaceVector();
+01249 <span class="comment">// Flag.</span>
+01250 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_8">set</a>(i, <span class="keyword">true</span>);
+01251 }
+01252
+01253 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].resetRenderFar();
+01254 }
+01255 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea31" doxytag="NL3D::CZone::retrieve" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::retrieve </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>patchs</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>borderVertices</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Retrieve zone patchinfo. Deprecated. Should use <a class="el" href="a03730.html#NL3D_1_1CZonea32">retrieve(CZoneInfo &amp;)</a> instead. see this method.
+<p>
+Definition at line <a class="el" href="a06758.html#l00278">278</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00274">NL3D::CZoneInfo::BorderVertices</a>, <a class="el" href="a06760.html#l00269">NL3D::CZoneInfo::Patchs</a>, and <a class="el" href="a06758.html#l00289">retrieve()</a>.
+<p>
+<div class="fragment"><pre>00279 {
+00280 CZoneInfo zinfo;
+00281
+00282 <a class="code" href="a03730.html#NL3D_1_1CZonea32">retrieve</a>(zinfo);
+00283
+00284 patchs= zinfo.Patchs;
+00285 borderVertices= zinfo.BorderVertices;
+00286 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea32" doxytag="NL3D::CZone::retrieve" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::retrieve </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03738.html">CZoneInfo</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>zoneInfo</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Retrieve zone patchinfo. This method uncompress the patchs coordinates and all info into the patch info/borderVertices. Warning!!! Due to compression, data won't be the same as those given in <a class="el" href="a03730.html#NL3D_1_1CZonea4">build()</a>. Same remark for TileLightInfluences, due to light sorting.
+<p>
+Definition at line <a class="el" href="a06758.html#l00289">289</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00306">NL3D::CZone::CPatchConnect::BaseVertices</a>, <a class="el" href="a06760.html#l00126">NL3D::CPatchInfo::BaseVertices</a>, <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00236">NL3D::CPatchInfo::BindEdges</a>, <a class="el" href="a06760.html#l00274">NL3D::CZoneInfo::BorderVertices</a>, <a class="el" href="a06760.html#l00305">NL3D::CZone::CPatchConnect::ErrorSize</a>, <a class="el" href="a06760.html#l00124">NL3D::CPatchInfo::ErrorSize</a>, <a class="el" href="a06156.html#l00840">NL3D::CPatch::Flags</a>, <a class="el" href="a06760.html#l00130">NL3D::CPatchInfo::Flags</a>, <a class="el" href="a06158.html#l00962">NL3D::CPatch::getCornerSmoothFlag()</a>, <a class="el" href="a06187.html#l00063">NL3D::CPointLightNamedArray::getPointLights()</a>, <a class="el" href="a06760.html#l00488">getZoneId()</a>, <a class="el" href="a05479.html#l00081">NL3D::CBezierPatch::Interiors</a>, <a class="el" href="a06156.html#l00329">NL3D::CPatch::Interiors</a>, <a class="el" href="a06760.html#l00161">NL3D::CPatchInfo::Lumels</a>, <a class="el" href="a06156.html#l00057">NL_PATCH_SMOOTH_FLAG_MASK</a>, <a class="el" href="a06156.html#l00056">NL_PATCH_SMOOTH_FLAG_SHIFT</a>, <a class="el" href="a06156.html#l00352">NL3D::CPatch::NoiseRotation</a>, <a class="el" href="a06760.html#l00134">NL3D::CPatchInfo::NoiseRotation</a>, <a class="el" href="a06760.html#l00122">NL3D::CPatchInfo::OrderS</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderS</a>, <a class="el" href="a06760.html#l00122">NL3D::CPatchInfo::OrderT</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderT</a>, <a class="el" href="a06760.html#l00120">NL3D::CPatchInfo::Patch</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06760.html#l00269">NL3D::CZoneInfo::Patchs</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a06760.html#l00279">NL3D::CZoneInfo::PointLights</a>, <a class="el" href="a06758.html#l00056">NL3D::CPatchInfo::setCornerSmoothFlag()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05479.html#l00079">NL3D::CBezierPatch::Tangents</a>, <a class="el" href="a06156.html#l00328">NL3D::CPatch::Tangents</a>, <a class="el" href="a06156.html#l00343">NL3D::CPatch::TileColors</a>, <a class="el" href="a06760.html#l00155">NL3D::CPatchInfo::TileColors</a>, <a class="el" href="a06156.html#l00346">NL3D::CPatch::TileLightInfluences</a>, <a class="el" href="a06760.html#l00171">NL3D::CPatchInfo::TileLightInfluences</a>, <a class="el" href="a06156.html#l00340">NL3D::CPatch::Tiles</a>, <a class="el" href="a06760.html#l00149">NL3D::CPatchInfo::Tiles</a>, <a class="el" href="a06156.html#l00121">NL3D::CVector3s::unpack()</a>, <a class="el" href="a06157.html#l00170">NL3D::CPatch::unpackShadowMap()</a>, <a class="el" href="a05479.html#l00077">NL3D::CBezierPatch::Vertices</a>, <a class="el" href="a06156.html#l00327">NL3D::CPatch::Vertices</a>, and <a class="el" href="a06760.html#l00267">NL3D::CZoneInfo::ZoneId</a>.
+<p>
+Referenced by <a class="el" href="a06768.html#l00920">NL3D::CZoneLighter::light()</a>, and <a class="el" href="a06758.html#l00278">retrieve()</a>.
+<p>
+<div class="fragment"><pre>00290 {
+00291 <a class="code" href="a04558.html#a14">sint</a> i,j;
+00292
+00293 <span class="comment">// Ref on input.</span>
+00294 std::vector&lt;CPatchInfo&gt; &amp;patchs= zoneInfo.Patchs;
+00295 std::vector&lt;CBorderVertex&gt; &amp;borderVertices= zoneInfo.BorderVertices;
+00296 <span class="comment">// Copy zoneId.</span>
+00297 zoneInfo.ZoneId= <a class="code" href="a03730.html#NL3D_1_1CZonea24">getZoneId</a>();
+00298
+00299
+00300 <span class="comment">// uncompress Patchs.</span>
+00301 <span class="comment">//=========================</span>
+00302 patchs.resize(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+00303 <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
+00304 {
+00305 CPatchInfo &amp;pi= patchs[j];
+00306 CBezierPatch &amp;p= pi.Patch;
+00307 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
+00308 CPatchConnect &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
+00309
+00310
+00311 <span class="comment">// Smoothing flags</span>
+00312 pi.Flags= (pa.Flags&amp;<a class="code" href="a04733.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>)&gt;&gt;<a class="code" href="a04733.html#a4">NL_PATCH_SMOOTH_FLAG_SHIFT</a>;
+00313
+00314
+00315 <span class="comment">// Noise Data</span>
+00316 <span class="comment">// copy noise rotation.</span>
+00317 pi.NoiseRotation= pa.NoiseRotation;
+00318 <span class="comment">// copy all noise smoothing info.</span>
+00319 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00320 {
+00321 pi.setCornerSmoothFlag(i, pa.getCornerSmoothFlag(i));
+00322 }
+00323
+00324
+00325 <span class="comment">// re-Build the uncompressed bezier patch.</span>
+00326 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00327 pa.Vertices[i].unpack(p.Vertices[i], PatchBias, PatchScale);
+00328 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
+00329 pa.Tangents[i].unpack(p.Tangents[i], PatchBias, PatchScale);
+00330 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00331 pa.Interiors[i].unpack(p.Interiors[i], PatchBias, PatchScale);
+00332 pi.Tiles= pa.Tiles;
+00333 pi.TileColors= pa.TileColors;
+00334 pi.TileLightInfluences= pa.TileLightInfluences;
+00335 pi.Lumels.resize ((pa.OrderS*4)*(pa.OrderT*4));
+00336 pi.Flags=(pa.Flags&amp;<a class="code" href="a04733.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>)&gt;&gt;<a class="code" href="a04733.html#a4">NL_PATCH_SMOOTH_FLAG_SHIFT</a>;
+00337
+00338 <span class="comment">// Unpack the lumel map</span>
+00339 pa.unpackShadowMap (&amp;pi.Lumels[0]);
+00340
+00341 <span class="comment">// from the patchConnect.</span>
+00342 pi.OrderS= pa.OrderS;
+00343 pi.OrderT= pa.OrderT;
+00344 pi.ErrorSize= pc.ErrorSize;
+00345 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00346 {
+00347 pi.BaseVertices[i]= pc.BaseVertices[i];
+00348 }
+00349 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
+00350 pi.BindEdges[i]= pc.BindEdges[i];
+00351 }
+00352
+00353 <span class="comment">// retrieve bordervertices.</span>
+00354 <span class="comment">//=========================</span>
+00355 borderVertices= <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>;
+00356
+00357 <span class="comment">// retrieve PointLights.</span>
+00358 <span class="comment">//=========================</span>
+00359 zoneInfo.PointLights= <a class="code" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a>.getPointLights();
+00360
+00361 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea33" doxytag="NL3D::CZone::serial" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::serial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02270.html">NLMISC::IStream</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>f</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Load/save a zone. Save work even if zone is not compiled, but load must be done on a not compiled zone...
+<p>
+Definition at line <a class="el" href="a06758.html#l00432">432</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06760.html#l00581">_PatchOldRenderClipped</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a06463.html#l00064">NLMISC::IStream::isReading()</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a05484.html#l00081">NLMISC::CBitSet::resize()</a>, <a class="el" href="a06462.html#l00232">NLMISC::IStream::serial()</a>, <a class="el" href="a06462.html#l00520">NLMISC::IStream::serialCheck()</a>, <a class="el" href="a06462.html#l00324">NLMISC::IStream::serialCont()</a>, <a class="el" href="a06461.html#l00266">NLMISC::IStream::serialVersion()</a>, <a class="el" href="a05484.html#l00117">NLMISC::CBitSet::setAll()</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a06462.html#l00759">NLMISC::IStream::xmlPop()</a>, <a class="el" href="a06462.html#l00701">NLMISC::IStream::xmlPush()</a>, <a class="el" href="a06462.html#l00647">NLMISC::IStream::xmlSerial()</a>, and <a class="el" href="a06760.html#l00563">ZoneBB</a>.
+<p>
+Referenced by <a class="el" href="a06770.html#l00244">NL3D::CZoneLoadingTask::run()</a>.
+<p>
+<div class="fragment"><pre>00433 {
+00434 <span class="comment">/*</span>
+00435 <span class="comment"> Version 4:</span>
+00436 <span class="comment"> - PointLights</span>
+00437 <span class="comment"> Version 3:</span>
+00438 <span class="comment"> - Lumels compression version 2.</span>
+00439 <span class="comment"> Version 2:</span>
+00440 <span class="comment"> - Lumels.</span>
+00441 <span class="comment"> Version 1:</span>
+00442 <span class="comment"> - Tile color.</span>
+00443 <span class="comment"> Version 0:</span>
+00444 <span class="comment"> - base verison.</span>
+00445 <span class="comment"> */</span>
+00446 <a class="code" href="a04558.html#a15">uint</a> ver= f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_8">serialVersion</a>(4);
+00447
+00448 <span class="comment">// No more compatibility before version 3</span>
+00449 <span class="keywordflow">if</span> (ver&lt;3)
+00450 {
+00451 <span class="keywordflow">throw</span> <a class="code" href="a03798.html">EOlderStream</a>(f);
+00452 }
+00453
+00454 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'ENOZ');
+00455
+00456 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (ZoneId, <span class="stringliteral">"ZONE_ID"</span>);
+00457 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (ZoneBB, <span class="stringliteral">"BB"</span>);
+00458 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (PatchBias, <span class="stringliteral">"PATCH_BIAS"</span>);
+00459 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (PatchScale, <span class="stringliteral">"PATCH_SCALE"</span>);
+00460 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (NumVertices, <span class="stringliteral">"NUM_VERTICES"</span>);
+00461
+00462 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2038_0">xmlPush</a> (<span class="stringliteral">"BORDER_VERTICES"</span>);
+00463 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(BorderVertices);
+00464 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2039_2">xmlPop</a> ();
+00465
+00466 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2038_0">xmlPush</a> (<span class="stringliteral">"PATCHES"</span>);
+00467 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(Patchs);
+00468 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2039_2">xmlPop</a> ();
+00469
+00470 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2038_0">xmlPush</a> (<span class="stringliteral">"PATCH_CONNECTS"</span>);
+00471 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(PatchConnects);
+00472 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2039_2">xmlPop</a> ();
+00473
+00474 <span class="keywordflow">if</span> (ver&gt;=4)
+00475 {
+00476 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2038_0">xmlPush</a> (<span class="stringliteral">"POINT_LIGHTS"</span>);
+00477 f.<a class="code" href="a02270.html#NLMISC_1_1IStreama5">serial</a>(_PointLightArray);
+00478 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2039_2">xmlPop</a> ();
+00479 }
+00480
+00481 <span class="comment">// If read, must create and init Patch Clipped state to true (clipped even if not compiled)</span>
+00482 <span class="keywordflow">if</span>(f.<a class="code" href="a02270.html#NLMISC_1_1IStreama0">isReading</a>())
+00483 {
+00484 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+00485 <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
+00486 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
+00487 <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
+00488 }
+00489
+00490 <span class="comment">// If read and version 0, must init default TileColors of patchs.</span>
+00491 <span class="comment">//===============================================================</span>
+00492 <span class="comment">// if(f.isReading() &amp;&amp; ver&lt;2) ... </span>
+00493 <span class="comment">// Deprecated, because ver&lt;3 not supported</span>
+00494 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea34" doxytag="NL3D::CZone::setTileColor" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::setTileColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>monochrome</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap> <em>factor</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the zone tile color to monochrome or not and apply multiplier factor Set all tile colors of all patch of this zone to monochrome or not and apply a multiplier factor convertion to monochrome is done by that formula : newR = newG = newB = 0.28 * R + 0.59 * G + 0.13 * B; for monochrome the factor is applied like for the color mode
+<p>
+Definition at line <a class="el" href="a06758.html#l01357">1357</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00098">uint16</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
+<p>
+Referenced by <a class="el" href="a06770.html#l00244">NL3D::CZoneLoadingTask::run()</a>.
+<p>
+<div class="fragment"><pre>01358 {
+01359 <a class="code" href="a04199.html#a6">nlassert</a>(factor &gt;= 0.0f); <span class="comment">// factor must not be negative as its a multiplier</span>
+01360
+01361 <span class="keywordflow">if</span> (monochrome)
+01362 {
+01363 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a11">uint32</a> i = 0; i &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size(); ++i)
+01364 {
+01365 vector&lt;CTileColor&gt; &amp;rTC = <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].TileColors;
+01366 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a11">uint32</a> j = 0; j &lt; rTC.size(); ++j)
+01367 {
+01368 <span class="keywordtype">float</span> fR = (rTC[j].Color565 &amp; 31) / 32.0f;
+01369 <span class="keywordtype">float</span> fG = ((rTC[j].Color565 &gt;&gt; 5) &amp; 63) / 64.0f;
+01370 <span class="keywordtype">float</span> fB = ((rTC[j].Color565 &gt;&gt; 11) &amp; 31) / 32.0f;
+01371
+01372 fR = 0.28f * fR + 0.59f * fG + 0.13f * fB;
+01373
+01374 <a class="code" href="a04199.html#a6">nlassert</a>(fR &lt; 0.99f);
+01375
+01376 fR *= factor;
+01377 <span class="keywordflow">if</span> (fR &gt; 0.99f) fR = 0.99f; <span class="comment">// Avoid reaching 1</span>
+01378
+01379 <a class="code" href="a04558.html#a9">uint16</a> nR = (<a class="code" href="a04558.html#a9">uint16</a>)(fR * 32.0f);
+01380 <a class="code" href="a04558.html#a9">uint16</a> nG = (<a class="code" href="a04558.html#a9">uint16</a>)(fR * 64.0f);
+01381 <a class="code" href="a04558.html#a9">uint16</a> nB = (<a class="code" href="a04558.html#a9">uint16</a>)(fR * 32.0f);
+01382
+01383 rTC[j].Color565 = nR + (nG &lt;&lt; 5) + (nB &lt;&lt; 11);
+01384 }
+01385 }
+01386 }
+01387 <span class="keywordflow">else</span>
+01388 {
+01389 <span class="keywordflow">if</span> (factor != 1.0f)
+01390 {
+01391 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a11">uint32</a> i = 0; i &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size(); ++i)
+01392 {
+01393 vector&lt;CTileColor&gt; &amp;rTC = <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].TileColors;
+01394 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a11">uint32</a> j = 0; j &lt; rTC.size(); ++j)
+01395 {
+01396 <span class="keywordtype">float</span> fR = (rTC[j].Color565 &amp; 31) / 32.0f;
+01397 <span class="keywordtype">float</span> fG = ((rTC[j].Color565 &gt;&gt; 5) &amp; 63) / 64.0f;
+01398 <span class="keywordtype">float</span> fB = ((rTC[j].Color565 &gt;&gt; 11) &amp; 31) / 32.0f;
+01399
+01400 fR *= factor;
+01401 fG *= factor;
+01402 fB *= factor;
+01403
+01404 <span class="keywordflow">if</span> (fR &gt; 0.99f) fR = 0.99f;
+01405 <span class="keywordflow">if</span> (fG &gt; 0.99f) fG = 0.99f;
+01406 <span class="keywordflow">if</span> (fB &gt; 0.99f) fB = 0.99f;
+01407
+01408 <a class="code" href="a04558.html#a9">uint16</a> nR = (<a class="code" href="a04558.html#a9">uint16</a>)(fR * 32.0f);
+01409 <a class="code" href="a04558.html#a9">uint16</a> nG = (<a class="code" href="a04558.html#a9">uint16</a>)(fG * 64.0f);
+01410 <a class="code" href="a04558.html#a9">uint16</a> nB = (<a class="code" href="a04558.html#a9">uint16</a>)(fB * 32.0f);
+01411
+01412 rTC[j].Color565 = nR + (nG &lt;&lt; 5) + (nB &lt;&lt; 11);
+01413 }
+01414 }
+01415 }
+01416 }
+01417 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonea35" doxytag="NL3D::CZone::setupColorsFromTileFlags" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::setupColorsFromTileFlags </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>colors</em>[4] </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Debug purpose only : setup the colors of the patch of this zone so that it shows which tiles have vegetable disabled, or are above, below water. User provides a table with 4 colors for each state : color 0 = above water color 1 = underwater color 2 = intersect water color 3 = vegetable disabled
+<p>
+Definition at line <a class="el" href="a06758.html#l01532">1532</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01533 {
+01534 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> k = 0; k &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size(); ++k)
+01535 {
+01536 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[k].setupColorsFromTileFlags(colors);
+01537 }
+01538 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoneh2" doxytag="NL3D::CZone::unbindPatch" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CZone::unbindPatch </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03057.html">CPatch</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pa</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [static, private]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06758.html#l00868">868</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
+<p>
+References <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00603">release()</a>.
+<p>
+<div class="fragment"><pre>00869 {
+00870 <span class="comment">/*</span>
+00871 <span class="comment"> Remind: the old version with CPatch::unbindFrom*() doesn't work because of CZone::release(). This function</span>
+00872 <span class="comment"> first erase the zone from loadedZones...</span>
+00873 <span class="comment"> Not matter here. We use CPatch::unbind() which should do all the good job correctly (unbind pa from ohters</span>
+00874 <span class="comment"> , and unbind others from pa at same time).</span>
+00875 <span class="comment"> */</span>
+00876
+00877 pa.unbind();
+00878 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Friends And Related Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1CZonen0" doxytag="NL3D::CZone::CLandscape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class <a class="el" href="a02702.html">CLandscape</a><code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00590">590</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonen1" doxytag="NL3D::CZone::CPatch" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class <a class="el" href="a03057.html">CPatch</a><code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00593">593</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZonen2" doxytag="NL3D::CZone::CTessFace" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> friend class <a class="el" href="a03476.html">CTessFace</a><code> [friend]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00591">591</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Field Documentation</h2>
+<a class="anchor" name="NL3D_1_1CZoner0" doxytag="NL3D::CZone::_PatchBSpheres" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02291.html">CBSphere</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoner0">NL3D::CZone::_PatchBSpheres</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00579">579</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l01038">clipPatchs()</a>, <a class="el" href="a06758.html#l00499">compile()</a>, <a class="el" href="a06758.html#l00911">getPatchBSphere()</a>, and <a class="el" href="a06758.html#l01175">preRender()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner1" doxytag="NL3D::CZone::_PatchOldRenderClipped" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02272.html">NLMISC::CBitSet</a> <a class="el" href="a03730.html#NL3D_1_1CZoner1">NL3D::CZone::_PatchOldRenderClipped</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00581">581</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner2" doxytag="NL3D::CZone::_PatchRenderClipped" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02272.html">NLMISC::CBitSet</a> <a class="el" href="a03730.html#NL3D_1_1CZoner2">NL3D::CZone::_PatchRenderClipped</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00580">580</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l01279">changePatchTextureAndColor()</a>, <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06758.html#l01038">clipPatchs()</a>, <a class="el" href="a06760.html#l00539">isPatchRenderClipped()</a>, <a class="el" href="a06758.html#l01175">preRender()</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, <a class="el" href="a06758.html#l01240">resetRenderFarAndDeleteVBFV()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner3" doxytag="NL3D::CZone::_PointLightArray" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03095.html">CPointLightNamedArray</a> <a class="el" href="a03730.html#NL3D_1_1CZoner3">NL3D::CZone::_PointLightArray</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+List of PointLights that may influences Patchs and objects walking on them.
+<p>
+Definition at line <a class="el" href="a06760.html#l00586">586</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06157.html#l01543">NL3D::CPatch::appendTileLightInfluences()</a>, <a class="el" href="a06758.html#l00365">build()</a>, and <a class="el" href="a06157.html#l01655">NL3D::CPatch::getCurrentTileTLIColors()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner4" doxytag="NL3D::CZone::BaseVertices" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03730.html#NL3D_1_1CZoney4">TBaseVerticesVec</a> <a class="el" href="a03730.html#NL3D_1_1CZoner4">NL3D::CZone::BaseVertices</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00570">570</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner5" doxytag="NL3D::CZone::BorderVertices" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02290.html">CBorderVertex</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoner5">NL3D::CZone::BorderVertices</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00572">572</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00365">build()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner6" doxytag="NL3D::CZone::ClipResult" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> <a class="el" href="a03730.html#NL3D_1_1CZoner6">NL3D::CZone::ClipResult</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00595">595</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06758.html#l00083">CZone()</a>, <a class="el" href="a06758.html#l01175">preRender()</a>, and <a class="el" href="a06758.html#l00603">release()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner7" doxytag="NL3D::CZone::Compiled" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool <a class="el" href="a03730.html#NL3D_1_1CZoner7">NL3D::CZone::Compiled</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00562">562</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l01157">averageTesselationVertices()</a>, <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l01279">changePatchTextureAndColor()</a>, <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06758.html#l00499">compile()</a>, <a class="el" href="a06760.html#l00487">compiled()</a>, <a class="el" href="a06758.html#l00083">CZone()</a>, <a class="el" href="a06758.html#l01119">excludePatchFromRefineAll()</a>, <a class="el" href="a06758.html#l01175">preRender()</a>, <a class="el" href="a06758.html#l01132">refineAll()</a>, <a class="el" href="a06758.html#l01322">refreshTesselationGeometry()</a>, <a class="el" href="a06758.html#l00603">release()</a>, and <a class="el" href="a06758.html#l00091">~CZone()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner8" doxytag="NL3D::CZone::Landscape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02702.html">CLandscape</a>* <a class="el" href="a03730.html#NL3D_1_1CZoner8">NL3D::CZone::Landscape</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00558">558</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06161.html#l00054">NL3D::CPatch::computeNewFar()</a>, <a class="el" href="a06157.html#l01191">NL3D::CPatch::getTileLightMap()</a>, <a class="el" href="a06157.html#l01225">NL3D::CPatch::getTileLightMapUvInfo()</a>, <a class="el" href="a06155.html#l02040">NL3D::CPatch::getTileRenderPass()</a>, <a class="el" href="a06155.html#l02080">NL3D::CPatch::getTileUvInfo()</a>, <a class="el" href="a06157.html#l01247">NL3D::CPatch::releaseTileLightMap()</a>, <a class="el" href="a06155.html#l01555">NL3D::CPatch::resetRenderFar()</a>, and <a class="el" href="a06157.html#l01909">NL3D::CPatch::updateTessBlockLighting()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner9" doxytag="NL3D::CZone::NumVertices" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a10">sint32</a> <a class="el" href="a03730.html#NL3D_1_1CZoner9">NL3D::CZone::NumVertices</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00568">568</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00365">build()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner10" doxytag="NL3D::CZone::PatchBias" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">CVector</a> <a class="el" href="a03730.html#NL3D_1_1CZoner10">NL3D::CZone::PatchBias</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00564">564</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l01452">applyHeightField()</a>, <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a06760.html#l00485">getPatchBias()</a>, <a class="el" href="a06758.html#l00289">retrieve()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner11" doxytag="NL3D::CZone::PatchConnects" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03731.html">CPatchConnect</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoner11">NL3D::CZone::PatchConnects</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00577">577</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l00718">buildBindInfo()</a>, <a class="el" href="a06758.html#l00499">compile()</a>, <a class="el" href="a06758.html#l01420">debugBinds()</a>, <a class="el" href="a06760.html#l00507">getPatchConnect()</a>, <a class="el" href="a06758.html#l00686">rebindBorder()</a>, <a class="el" href="a06758.html#l00289">retrieve()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner12" doxytag="NL3D::CZone::Patchs" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03057.html">CPatch</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoner12">NL3D::CZone::Patchs</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00576">576</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00365">build()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner13" doxytag="NL3D::CZone::PatchScale" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float <a class="el" href="a03730.html#NL3D_1_1CZoner13">NL3D::CZone::PatchScale</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00565">565</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l01452">applyHeightField()</a>, <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a06760.html#l00486">getPatchScale()</a>, <a class="el" href="a06758.html#l00289">retrieve()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner14" doxytag="NL3D::CZone::ZoneBB" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02157.html">CAABBoxExt</a> <a class="el" href="a03730.html#NL3D_1_1CZoner14">NL3D::CZone::ZoneBB</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00563">563</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00365">build()</a>, <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a06760.html#l00491">getZoneBB()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CZoner15" doxytag="NL3D::CZone::ZoneId" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a9">uint16</a> <a class="el" href="a03730.html#NL3D_1_1CZoner15">NL3D::CZone::ZoneId</a><code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06760.html#l00561">561</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="a06758.html#l00365">build()</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="a06760.html">src/3d/zone.h</a><li><a class="el" href="a06758.html">3d/zone.cpp</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 08:34:04 2004 for NeL by
+<a href="http://www.doxygen.org/index.html">
+<img src="doxygen.png" alt="doxygen" align="middle" border=0 >
+</a>1.3.6 </small></address>
+</body>
+</html>