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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>zone_symmetrisation.cpp</h1><a href="zone__symmetrisation_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027 <font class="preprocessor">#include "<a class="code" href="zone__symmetrisation_8h.html">3d/zone_symmetrisation.h</a>"</font>
+00028 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="tile__bank_8h.html">3d/tile_bank.h</a>"</font>
+00030
+00031 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00032 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00033
+00034 <font class="keyword">namespace </font>NL3D
+00035 {
+00036
+00037 <font class="comment">// ***************************************************************************</font>
+00038
+<a name="l00039"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a0">00039</a> CZoneSymmetrisation::CZoneSymmetrisation()
+00040 {
+00041 }
+00042
+00043 <font class="comment">// ***************************************************************************</font>
+00044
+00045 <font class="comment">/*</font>
+00046 <font class="comment">Bit field</font>
+00047 <font class="comment"> 1-0 : state layer 0</font>
+00048 <font class="comment"> 3-2 : state layer 1</font>
+00049 <font class="comment"> 5-4 : state layer 2</font>
+00050 <font class="comment"> 7-6 : border state</font>
+00051 <font class="comment"> 9-8 : oriented border state</font>
+00052 <font class="comment"> 10 : corner flag</font>
+00053 <font class="comment">*/</font>
+00054
+00055 <font class="comment">// ***************************************************************************</font>
+00056
+<a name="l00057"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">00057</a> CZoneSymmetrisation::TState CZoneSymmetrisation::getTileState (uint patch, uint tile, uint layer)<font class="keyword"> const</font>
+00058 <font class="keyword"></font>{
+00059 <a class="code" href="debug_8h.html#a6">nlassert</a> (layer&lt;5);
+00060 <font class="keywordflow">return</font> (TState)((<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile]&gt;&gt;(layer*2))&amp;0x3);
+00061 }
+00062
+00063 <font class="comment">// ***************************************************************************</font>
+00064
+<a name="l00065"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a2">00065</a> CZoneSymmetrisation::TState CZoneSymmetrisation::getTileBorderState (uint patch, uint tile)<font class="keyword"> const</font>
+00066 <font class="keyword"></font>{
+00067 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">getTileState</a> (patch, tile, 3);
+00068 }
+00069
+00070 <font class="comment">// ***************************************************************************</font>
+00071
+<a name="l00072"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a3">00072</a> CZoneSymmetrisation::TState CZoneSymmetrisation::getOrientedTileBorderState (uint patch, uint tile)<font class="keyword"> const</font>
+00073 <font class="keyword"></font>{
+00074 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">getTileState</a> (patch, tile, 4);
+00075 }
+00076
+00077 <font class="comment">// ***************************************************************************</font>
+00078
+<a name="l00079"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a4">00079</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::getOrientedTileCorner (uint patch, uint tile)
+00080 {
+00081 <font class="keywordflow">return</font> ( ( <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile] &gt;&gt; 10 ) &amp; 1 ) != 0;
+00082 }
+00083
+00084 <font class="comment">// ***************************************************************************</font>
+00085
+<a name="l00086"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">00086</a> <font class="keywordtype">void</font> CZoneSymmetrisation::setTileState (uint patch, uint tile, uint layer, TState state)
+00087 {
+00088 uint16 &amp;ref = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile];
+00089 ref &amp;= ~(3&lt;&lt;(layer*2));
+00090 ref |= ((uint16)state)&lt;&lt;(layer*2);
+00091 }
+00092
+00093 <font class="comment">// ***************************************************************************</font>
+00094
+<a name="l00095"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c2">00095</a> <font class="keywordtype">void</font> CZoneSymmetrisation::setTileBorderState (uint patch, uint tile, TState state)
+00096 {
+00097 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patch, tile, 3, state);
+00098 }
+00099
+00100 <font class="comment">// ***************************************************************************</font>
+00101
+<a name="l00102"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c3">00102</a> <font class="keywordtype">void</font> CZoneSymmetrisation::setOrientedTileBorderState (uint patch, uint tile, TState state)
+00103 {
+00104 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patch, tile, 4, state);
+00105 }
+00106
+00107 <font class="comment">// ***************************************************************************</font>
+00108
+<a name="l00109"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">00109</a> <font class="keywordtype">void</font> CZoneSymmetrisation::setOrientedTileCorner (uint patch, uint tile, <font class="keywordtype">bool</font> corner)
+00110 {
+00111 uint16 &amp;ref = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile];
+00112 ref &amp;= ~(1&lt;&lt;10);
+00113 ref |= ((uint16)corner)&lt;&lt;(10);
+00114 }
+00115
+00116 <font class="comment">// ***************************************************************************</font>
+00117
+00118 <font class="comment">/*</font>
+00119 <font class="comment"></font>
+00120 <font class="comment">REMARKS:</font>
+00121 <font class="comment">- I call "isotile" the set of connected tiles in the zone using the same tileset and a continus rotation value.</font>
+00122 <font class="comment"></font>
+00123 <font class="comment">This method determines the state of each tile in the zone. This state will be used to transform</font>
+00124 <font class="comment">the tile during symmetrisation of the zone.</font>
+00125 <font class="comment"></font>
+00126 <font class="comment">The state can be Regular, Goofy or Nothing.</font>
+00127 <font class="comment"></font>
+00128 <font class="comment">If the state is Nothing, this tile is in an "isotile" that is not connected to a zone border. No matter the method</font>
+00129 <font class="comment">you use to tranform it, it will not influence the neighbor zones.</font>
+00130 <font class="comment"></font>
+00131 <font class="comment">If the state is Regular, the rotation of this tile after symmetrisation will by given by this formula : tilerot = (4-tilerot)&amp;3</font>
+00132 <font class="comment">If the state is Goofy, the rotation of this tile after symmetrisation will by given by this formula : tilerot = (4-tilerot+2)&amp;3</font>
+00133 <font class="comment"></font>
+00134 <font class="comment">- Getting the state of the tile:</font>
+00135 <font class="comment"> - A) We flag all the zone patches as Nothing.</font>
+00136 <font class="comment"> - B) We need to select patches having an open edge on the zone border. To do so, we use the snapCell and weldThreshold</font>
+00137 <font class="comment"> parameters.</font>
+00138 <font class="comment"> - C) Then, for each patches on the zone border, we need to know if they are Goofy or Regular.</font>
+00139 <font class="comment"></font>
+00140 <font class="comment"> Y</font>
+00141 <font class="comment"> </font>
+00142 <font class="comment"> /\</font>
+00143 <font class="comment"> | </font>
+00144 <font class="comment"> | 0 3</font>
+00145 <font class="comment"> | *****</font>
+00146 <font class="comment"> | * * This patch is regular</font>
+00147 <font class="comment"> | * *</font>
+00148 <font class="comment"> | *****</font>
+00149 <font class="comment"> | 1 2</font>
+00150 <font class="comment"> | </font>
+00151 <font class="comment"> | 2 1</font>
+00152 <font class="comment"> | *****</font>
+00153 <font class="comment"> | * * This patch is regular</font>
+00154 <font class="comment"> | * *</font>
+00155 <font class="comment"> | *****</font>
+00156 <font class="comment"> | 3 0</font>
+00157 <font class="comment"> | </font>
+00158 <font class="comment"> | 3 2</font>
+00159 <font class="comment"> | *****</font>
+00160 <font class="comment"> | * * This patch is goofy</font>
+00161 <font class="comment"> | * *</font>
+00162 <font class="comment"> | *****</font>
+00163 <font class="comment"> | 0 1</font>
+00164 <font class="comment"> | </font>
+00165 <font class="comment"> | 1 4</font>
+00166 <font class="comment"> | *****</font>
+00167 <font class="comment"> | * * This patch is goofy</font>
+00168 <font class="comment"> | * *</font>
+00169 <font class="comment"> | *****</font>
+00170 <font class="comment"> | 2 3</font>
+00171 <font class="comment"> -----------------------------------------&gt; X</font>
+00172 <font class="comment"></font>
+00173 <font class="comment"> - D) We flag each tiles as Nothing</font>
+00174 <font class="comment"> - E) We flag each tile on an opened edge using this formula:</font>
+00175 <font class="comment"> - If the patch is not Nothing do</font>
+00176 <font class="comment"> - tileIsGoofy = (patchIsGoofy) XOR ((tileRotation&amp;1) != 0)</font>
+00177 <font class="comment"> - F) Then, we propagate the tile A flag across the tiles in the zone following this rules:</font>
+00178 <font class="comment"> - If A is not Nothing do</font>
+00179 <font class="comment"> - For each neighbor B of A do</font>
+00180 <font class="comment"> - If B is different from A do</font>
+00181 <font class="comment"> - If A is Regular (res Goofy), and B is Nothing, B will be Regular (res Goofy)</font>
+00182 <font class="comment"> - If A is Regular (res Goofy), and B is Goofy (res Regular), -&gt; Error</font>
+00183 <font class="comment"> - Propagate B</font>
+00184 <font class="comment">*/</font>
+00185
+<a name="l00186"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a5">00186</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::build (<font class="keyword">const</font> std::vector&lt;CPatchInfo&gt; &amp;patchInfo, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, <font class="keyword">const</font> CTileBank &amp;bank, CError &amp;errorDesc, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;toOriginalSpace)
+00187 {
+00188 <font class="comment">// * Clear errors</font>
+00189 errorDesc.Errors.clear ();
+00190
+00191 <font class="comment">// * Build the patches state</font>
+00192
+00193 <font class="comment">// A) Resize arrays</font>
+00194 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>.resize (patchInfo.size ());
+00195
+00196 <font class="comment">// D) Resize the tile array</font>
+00197 uint i;
+00198 <font class="keywordflow">for</font> (i=0; i&lt;patchInfo.size (); i++)
+00199 {
+00200 <font class="comment">// Ref on the patch</font>
+00201 <font class="keyword">const</font> CPatchInfo &amp;patch = patchInfo[i];
+00202 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[i].resize (0);
+00203 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[i].resize (patch.OrderS * patch.OrderT, 0);
+00204 }
+00205
+00206 <font class="comment">// B), C) and E) We need to select patches having an open edge on the zone border. To do so, we use the snapCell and weldThreshold parameters</font>
+00207 <font class="keywordflow">for</font> (i=0; i&lt;patchInfo.size (); i++)
+00208 {
+00209 <font class="comment">// Ref on the patch</font>
+00210 <font class="keyword">const</font> CPatchInfo &amp;patch = patchInfo[i];
+00211
+00212 <font class="comment">// Does this patch is over a border ?</font>
+00213 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3">TState</a> patchState;
+00214 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patch, i, snapCell, weldThreshold, patchState, toOriginalSpace, bank))
+00215 {
+00216 <font class="comment">// Push an error</font>
+00217 errorDesc.Errors.push_back (<font class="stringliteral">"Patch n°"</font>+toString (i)+<font class="stringliteral">" is invalid"</font>);
+00218 }
+00219
+00220 <font class="comment">// Set the oriented patch state</font>
+00221 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c6">setOrientedTileState</a> (patch, i, snapCell, weldThreshold, patchState, toOriginalSpace, bank))
+00222 {
+00223 <font class="comment">// Push an error</font>
+00224 errorDesc.Errors.push_back (<font class="stringliteral">"Patch n°"</font>+toString (i)+<font class="stringliteral">" is invalid"</font>);
+00225 }
+00226 }
+00227
+00228 <font class="comment">// F) We flag each tile on an opened edge using this formula</font>
+00229 <font class="comment">// - If the patch is not Nothing do</font>
+00230 <font class="comment">// - tileIsGoofy = (patchIsGoofy) XOR ((tileRotation&amp;1) != 0)</font>
+00231 <font class="keywordflow">for</font> (i=0; i&lt;patchInfo.size (); i++)
+00232 {
+00233 <font class="comment">// Ref on the patch</font>
+00234 <font class="keyword">const</font> CPatchInfo &amp;patch = patchInfo[i];
+00235
+00236 <font class="comment">// For each tile</font>
+00237 uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
+00238 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;patch.OrderT; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
+00239 {
+00240 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;patch.OrderS; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00241 {
+00242 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c0">propagateTileState</a> (i, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, patchInfo, bank, <font class="keyword">false</font>))
+00243 {
+00244 <font class="comment">// Push an error</font>
+00245 errorDesc.Errors.push_back (<font class="stringliteral">"Error during propagation. Topology invalid."</font>);
+00246 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00247 }
+00248 }
+00249 }
+00250 }
+00251
+00252 <font class="comment">// G) Force all remaining Nothing tiles to Regular</font>
+00253 <font class="keywordflow">for</font> (i=0; i&lt;patchInfo.size (); i++)
+00254 {
+00255 <font class="comment">// Ref on the patch</font>
+00256 <font class="keyword">const</font> CPatchInfo &amp;patch = patchInfo[i];
+00257
+00258 <font class="comment">// For each tile</font>
+00259 uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
+00260 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;patch.OrderT; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
+00261 {
+00262 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;patch.OrderS; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00263 {
+00264 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c0">propagateTileState</a> (i, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, patchInfo, bank, <font class="keyword">true</font>))
+00265 {
+00266 <font class="comment">// Push an error</font>
+00267 errorDesc.Errors.push_back (<font class="stringliteral">"Error during propagation. Topology invalid."</font>);
+00268 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00269 }
+00270 }
+00271 }
+00272 }
+00273
+00274 <font class="comment">// Returns true if no error</font>
+00275 <font class="keywordflow">return</font> errorDesc.Errors.size () == 0;
+00276 }
+00277
+00278 <font class="comment">// ***************************************************************************</font>
+00279
+<a name="l00280"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">00280</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::snapOnGrid (<font class="keywordtype">float</font>&amp; <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>, <font class="keywordtype">float</font> resolution, <font class="keywordtype">float</font> snap)
+00281 {
+00282 <font class="comment">// Calc the floor</font>
+00283 <font class="keywordtype">float</font> _floor = (float) ( resolution * floor (<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a> / resolution) );
+00284 <a class="code" href="debug_8h.html#a6">nlassert</a> (_floor&lt;=<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+00285
+00286 <font class="comment">// Calc the remainder</font>
+00287 <font class="keywordtype">float</font> remainder = <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a> - _floor;
+00288 <font class="comment">//nlassert ( (remainder&gt;=0) &amp;&amp; (remainder&lt;resolution) );</font>
+00289
+00290 <font class="comment">// Check the snape</font>
+00291 <font class="keywordflow">if</font> ( remainder &lt;= snap )
+00292 {
+00293 <font class="comment">// Flag it</font>
+00294 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a> = _floor;
+00295
+00296 <font class="comment">// Floor is good</font>
+00297 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00298 }
+00299 <font class="keywordflow">else</font> <font class="keywordflow">if</font> ( (resolution - remainder) &lt;= snap )
+00300 {
+00301 <font class="comment">// Flag it</font>
+00302 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a> = _floor + resolution;
+00303
+00304 <font class="comment">// Floor + resolution is good</font>
+00305 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00306 }
+00307 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00308 }
+00309
+00310 <font class="comment">// ***************************************************************************</font>
+00311
+<a name="l00312"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c5">00312</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::setTileState (<font class="keyword">const</font> <a class="code" href="structNL3D_1_1CPatchInfo.html">NL3D::CPatchInfo</a> &amp;patch, uint patchId, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, TState &amp;state, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;toOriginalSpace, <font class="keyword">const</font> CTileBank &amp;bank)
+00313 {
+00314 <font class="comment">// Edges state</font>
+00315 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3">TState</a> edgesState[4] = { <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a> };
+00316
+00317 <font class="comment">// Vertices position</font>
+00318 sint32 vertPosU[4];
+00319 sint32 vertPosV[4];
+00320
+00321 <font class="comment">// For each vertices</font>
+00322 uint i;
+00323 <font class="keywordflow">for</font> (i=0; i&lt;4; i++)
+00324 {
+00325 <font class="comment">// Snap the vertex</font>
+00326 CVector original = toOriginalSpace * patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_2">Patch</a>.Vertices[i];
+00327 <font class="keywordtype">float</font> valueU = original.x;
+00328 <font class="keywordtype">float</font> valueV = original.y;
+00329
+00330 <font class="comment">// Snap on U</font>
+00331 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">snapOnGrid</a> (valueU, snapCell, weldThreshold))
+00332 vertPosU[i] = (sint32)((valueU+0.5f) / snapCell);
+00333 <font class="keywordflow">else</font>
+00334 vertPosU[i] = 0x80000000;
+00335
+00336 <font class="comment">// Snap on V</font>
+00337 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">snapOnGrid</a> (valueV, snapCell, weldThreshold))
+00338 vertPosV[i] = (sint32)((valueV+0.5f) / snapCell);
+00339 <font class="keywordflow">else</font>
+00340 vertPosV[i] = 0x80000000;
+00341 }
+00342
+00343 <font class="comment">// Patch flags</font>
+00344 <font class="keywordtype">bool</font> regular = <font class="keyword">false</font>;
+00345 <font class="keywordtype">bool</font> goofy = <font class="keyword">false</font>;
+00346 <font class="keywordtype">bool</font> EdgeSnaped[4] = { <font class="keyword">false</font>, <font class="keyword">false</font>, <font class="keyword">false</font>, <font class="keyword">false</font> };
+00347
+00348 <font class="comment">// For each edges</font>
+00349 <font class="keywordflow">for</font> (i=0; i&lt;4; i++)
+00350 {
+00351 <font class="comment">// Vertex snapped and align on a common axis ?</font>
+00352 <font class="keywordflow">if</font> ( (vertPosU[i] != 0x80000000) || (vertPosV[i] != 0x80000000) )
+00353 {
+00354 <font class="comment">// Snapped on U or V ?</font>
+00355 <font class="keywordtype">bool</font> snapU = (vertPosU[i] == vertPosU[(i+1)&amp;3]) &amp;&amp; (vertPosU[i] != 0x80000000);
+00356 <font class="keywordtype">bool</font> snapV = (vertPosV[i] == vertPosV[(i+1)&amp;3]) &amp;&amp; (vertPosV[i] != 0x80000000);
+00357
+00358 <font class="comment">// If snapped on one, continue</font>
+00359 <font class="keywordflow">if</font> (snapU || snapV)
+00360 {
+00361 <font class="comment">// If snap on the both, error</font>
+00362 <font class="keywordflow">if</font> (snapU &amp;&amp; snapV)
+00363 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00364
+00365 <font class="comment">// Is this edge Regular or Goofy ?</font>
+00366 <font class="keywordflow">if</font> (snapU)
+00367 edgesState[i] = (i&amp;1)?<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a>:<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>;
+00368 <font class="keywordflow">else</font> <font class="comment">// (snapV)</font>
+00369 edgesState[i] = (i&amp;1)?<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>:<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a>;
+00370
+00371 <font class="comment">// Flag the patch</font>
+00372 <font class="keywordflow">if</font> (edgesState[i] == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>)
+00373 regular = <font class="keyword">true</font>;
+00374 <font class="keywordflow">else</font>
+00375 goofy = <font class="keyword">true</font>;
+00376
+00377 <font class="comment">// Edge snaped</font>
+00378 EdgeSnaped[i] = <font class="keyword">true</font>;
+00379 }
+00380 }
+00381 }
+00382
+00383 <font class="comment">// Goofy and regular ? Error</font>
+00384 <font class="keywordflow">if</font> (goofy &amp;&amp; regular)
+00385 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00386
+00387 <font class="comment">// Nothing ?</font>
+00388 <font class="keywordflow">if</font> ((!goofy) &amp;&amp; (!regular))
+00389 state = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>;
+00390 <font class="keywordflow">else</font>
+00391 {
+00392 <font class="comment">// Not nothing ?</font>
+00393 state = regular?<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>:<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a>;
+00394
+00395 <font class="comment">// * Set the tiles</font>
+00396
+00397 <font class="comment">// For each edges</font>
+00398 <font class="keywordflow">for</font> (i=0; i&lt;4; i++)
+00399 {
+00400 <font class="comment">// Edge snapped ?</font>
+00401 <font class="keywordflow">if</font> (EdgeSnaped[i])
+00402 {
+00403 <font class="comment">// For each tiles</font>
+00404 uint tileCount = ((i&amp;1)!=0)?patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>:patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>;
+00405 sint currentTile;
+00406 sint delta;
+00407 <font class="keywordflow">switch</font> (i)
+00408 {
+00409 <font class="keywordflow">case</font> 0:
+00410 currentTile = 0;
+00411 delta = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>;
+00412 <font class="keywordflow">break</font>;
+00413 <font class="keywordflow">case</font> 1:
+00414 currentTile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>*(patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>-1);
+00415 delta = 1;
+00416 <font class="keywordflow">break</font>;
+00417 <font class="keywordflow">case</font> 2:
+00418 currentTile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>-1;
+00419 delta = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>;
+00420 <font class="keywordflow">break</font>;
+00421 <font class="keywordflow">case</font> 3:
+00422 currentTile = 0;
+00423 delta = 1;
+00424 <font class="keywordflow">break</font>;
+00425 }
+00426 uint j;
+00427 <font class="keywordflow">for</font> (j=0; j&lt;tileCount; j++)
+00428 {
+00429 <font class="comment">// Set the border state</font>
+00430 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c2">setTileBorderState</a> (patchId, currentTile, state);
+00431
+00432 <font class="comment">// For each layer</font>
+00433 uint layer;
+00434 <font class="keywordflow">for</font> (layer=0; layer&lt;3; layer++)
+00435 {
+00436 <font class="comment">// Get the tiles set used here</font>
+00437 uint tile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z920_0">Tiles</a>[currentTile].Tile[layer];
+00438 <font class="keywordflow">if</font> (tile != <a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
+00439 {
+00440 <font class="keywordtype">int</font> tileSet;
+00441 <font class="keywordtype">int</font> number;
+00442 CTileBank::TTileType <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
+00443 bank.getTileXRef (tile, tileSet, number, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>);
+00444
+00445 <font class="comment">// Set it only if not oriented</font>
+00446 <font class="keywordflow">if</font> (!bank.getTileSet (tileSet)-&gt;getOriented ())
+00447 {
+00448 <font class="comment">// Set the tile state</font>
+00449 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patchId, currentTile, layer, state);
+00450 }
+00451 }
+00452 }
+00453
+00454 <font class="comment">// Next tile</font>
+00455 currentTile += delta;
+00456 }
+00457 }
+00458 }
+00459 }
+00460
+00461 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00462 }
+00463
+00464 <font class="comment">// ***************************************************************************</font>
+00465
+<a name="l00466"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c6">00466</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::setOrientedTileState (<font class="keyword">const</font> <a class="code" href="structNL3D_1_1CPatchInfo.html">NL3D::CPatchInfo</a> &amp;patch, uint patchId, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, TState &amp;state, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;toOriginalSpace, <font class="keyword">const</font> CTileBank &amp;bank)
+00467 {
+00468 <font class="comment">// Edges state</font>
+00469 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3">TState</a> edgesState[4] = { <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a> };
+00470
+00471 <font class="comment">// Vertices position</font>
+00472 sint32 vertPosU[4];
+00473 sint32 vertPosV[4];
+00474
+00475 <font class="comment">// For each vertices</font>
+00476 uint i;
+00477 <font class="keywordflow">for</font> (i=0; i&lt;4; i++)
+00478 {
+00479 <font class="comment">// Snap the vertex</font>
+00480 CVector original = toOriginalSpace * patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_2">Patch</a>.Vertices[i];
+00481 <font class="keywordtype">float</font> valueU = original.x;
+00482 <font class="keywordtype">float</font> valueV = original.y;
+00483
+00484 <font class="comment">// Snap on U</font>
+00485 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">snapOnGrid</a> (valueU, snapCell, weldThreshold))
+00486 vertPosU[i] = (sint32)((valueU+0.5f) / snapCell);
+00487 <font class="keywordflow">else</font>
+00488 vertPosU[i] = 0x80000000;
+00489
+00490 <font class="comment">// Snap on V</font>
+00491 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">snapOnGrid</a> (valueV, snapCell, weldThreshold))
+00492 vertPosV[i] = (sint32)((valueV+0.5f) / snapCell);
+00493 <font class="keywordflow">else</font>
+00494 vertPosV[i] = 0x80000000;
+00495 }
+00496
+00497 <font class="comment">// Patch flags</font>
+00498 <font class="keywordtype">bool</font> regular = <font class="keyword">false</font>;
+00499 <font class="keywordtype">bool</font> goofy = <font class="keyword">false</font>;
+00500 <font class="keywordtype">bool</font> EdgeSnaped[4] = { <font class="keyword">false</font>, <font class="keyword">false</font>, <font class="keyword">false</font>, <font class="keyword">false</font> };
+00501
+00502 <font class="comment">// For each edges</font>
+00503 <font class="keywordflow">for</font> (i=0; i&lt;4; i++)
+00504 {
+00505 <font class="comment">// Vertex snapped and align on a common axis ?</font>
+00506 <font class="keywordflow">if</font> ( (vertPosU[i] != 0x80000000) || (vertPosV[i] != 0x80000000) )
+00507 {
+00508 <font class="comment">// Snapped on U or V ?</font>
+00509 <font class="keywordtype">bool</font> snapU = (vertPosU[i] == vertPosU[(i+1)&amp;3]) &amp;&amp; (vertPosU[i] != 0x80000000);
+00510 <font class="keywordtype">bool</font> snapV = (vertPosV[i] == vertPosV[(i+1)&amp;3]) &amp;&amp; (vertPosV[i] != 0x80000000);
+00511
+00512 <font class="comment">// If snapped on one, continue</font>
+00513 <font class="keywordflow">if</font> (snapU || snapV)
+00514 {
+00515 <font class="comment">// If snap on the both, error</font>
+00516 <font class="keywordflow">if</font> (snapU &amp;&amp; snapV)
+00517 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00518
+00519 <font class="comment">// Is this edge Regular or Goofy ?</font>
+00520 edgesState[i] = (i&amp;1)?<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a>:<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>;
+00521
+00522 <font class="comment">// Flag the patch</font>
+00523 <font class="keywordflow">if</font> (edgesState[i] == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>)
+00524 regular = <font class="keyword">true</font>;
+00525 <font class="keywordflow">else</font>
+00526 goofy = <font class="keyword">true</font>;
+00527
+00528 <font class="comment">// Edge snaped</font>
+00529 EdgeSnaped[i] = <font class="keyword">true</font>;
+00530 }
+00531 }
+00532 }
+00533
+00534 <font class="comment">// * Set the tiles</font>
+00535
+00536 <font class="comment">// For each edges</font>
+00537 <font class="keywordflow">for</font> (i=0; i&lt;4; i++)
+00538 {
+00539 <font class="comment">// Edge snapped ?</font>
+00540 <font class="keywordflow">if</font> (EdgeSnaped[i])
+00541 {
+00542 <font class="comment">// For each tiles</font>
+00543 uint tileCount = ((i&amp;1)!=0)?patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>:patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>;
+00544 sint currentTile;
+00545 sint delta;
+00546 <font class="keywordflow">switch</font> (i)
+00547 {
+00548 <font class="keywordflow">case</font> 0:
+00549 currentTile = 0;
+00550 delta = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>;
+00551 <font class="keywordflow">break</font>;
+00552 <font class="keywordflow">case</font> 1:
+00553 currentTile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>*(patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>-1);
+00554 delta = 1;
+00555 <font class="keywordflow">break</font>;
+00556 <font class="keywordflow">case</font> 2:
+00557 currentTile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>-1;
+00558 delta = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>;
+00559 <font class="keywordflow">break</font>;
+00560 <font class="keywordflow">case</font> 3:
+00561 currentTile = 0;
+00562 delta = 1;
+00563 <font class="keywordflow">break</font>;
+00564 }
+00565 uint j;
+00566 <font class="keywordflow">for</font> (j=0; j&lt;tileCount; j++)
+00567 {
+00568 <font class="comment">// Set the border state</font>
+00569 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c3">setOrientedTileBorderState</a> (patchId, currentTile, edgesState[i]);
+00570
+00571 <font class="comment">// For each layer</font>
+00572 uint layer;
+00573 <font class="keywordflow">for</font> (layer=0; layer&lt;3; layer++)
+00574 {
+00575 <font class="comment">// Get the tiles set used here</font>
+00576 uint tile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z920_0">Tiles</a>[currentTile].Tile[layer];
+00577 <font class="keywordflow">if</font> (tile != <a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
+00578 {
+00579 <font class="keywordtype">int</font> tileSet;
+00580 <font class="keywordtype">int</font> number;
+00581 CTileBank::TTileType <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
+00582 bank.getTileXRef (tile, tileSet, number, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>);
+00583
+00584 <font class="comment">// Set it only if oriented</font>
+00585 <font class="keywordflow">if</font> (bank.getTileSet (tileSet)-&gt;getOriented ())
+00586 {
+00587 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patchId, currentTile, layer, edgesState[i]);
+00588 }
+00589 }
+00590 }
+00591
+00592 <font class="comment">// Next tile</font>
+00593 currentTile += delta;
+00594 }
+00595 }
+00596 }
+00597
+00598 <font class="comment">// For each corners</font>
+00599 <font class="keywordflow">for</font> (i=0; i&lt;4; i++)
+00600 {
+00601 <font class="comment">// Corner snapped ?</font>
+00602 uint next = (i+1)&amp;3;
+00603 <font class="keywordflow">if</font> (EdgeSnaped[i] &amp;&amp; EdgeSnaped[next])
+00604 {
+00605 <font class="comment">// Flag tile as corner</font>
+00606 <font class="keywordflow">switch</font> (i)
+00607 {
+00608 <font class="keywordflow">case</font> 0:
+00609 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">setOrientedTileCorner</a> (patchId, patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>*(patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>-1), <font class="keyword">true</font>);
+00610 <font class="keywordflow">break</font>;
+00611 <font class="keywordflow">case</font> 1:
+00612 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">setOrientedTileCorner</a> (patchId, patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>*patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>-1, <font class="keyword">true</font>);
+00613 <font class="keywordflow">break</font>;
+00614 <font class="keywordflow">case</font> 2:
+00615 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">setOrientedTileCorner</a> (patchId, patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>-1, <font class="keyword">true</font>);
+00616 <font class="keywordflow">break</font>;
+00617 <font class="keywordflow">case</font> 3:
+00618 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">setOrientedTileCorner</a> (patchId, 0, <font class="keyword">true</font>);
+00619 <font class="keywordflow">break</font>;
+00620 }
+00621 }
+00622 }
+00623
+00624 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00625 }
+00626
+00627 <font class="comment">// ***************************************************************************</font>
+00628
+00629 CVector2f <a class="code" href="namespaceNL3D.html#a482">st2uv</a> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keyword">const</font> CPatchInfo &amp;patch)
+00630 {
+00631 <font class="keywordflow">return</font> CVector2f ((((<font class="keywordtype">float</font>)<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>)+0.5f)/(<font class="keywordtype">float</font>)patch.OrderS, (((<font class="keywordtype">float</font>)<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)+0.5f)/(<font class="keywordtype">float</font>)patch.OrderT);
+00632 }
+00633
+00634 <font class="comment">// ***************************************************************************</font>
+00635
+00636 <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a483">uv2st</a> (<font class="keyword">const</font> CVector2f &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a404">in</a>, sint &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, sint &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keyword">const</font> CPatchInfo &amp;patch)
+00637 {
+00638 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a> = (sint)(<a class="code" href="driver__opengl__extension__def_8h.html#a404">in</a>.x*(float)patch.OrderS);
+00639 <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a> = (sint)(<a class="code" href="driver__opengl__extension__def_8h.html#a404">in</a>.y*(float)patch.OrderT);
+00640 }
+00641
+00642 <font class="comment">// ***************************************************************************</font>
+00643
+<a name="l00644"></a><a class="code" href="classNL3D_1_1CFillStackNode.html">00644</a> <font class="keyword">class </font>CFillStackNode
+00645 {
+00646 <font class="keyword">public</font>:
+<a name="l00647"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#a0">00647</a> <a class="code" href="classNL3D_1_1CFillStackNode.html#a0">CFillStackNode</a> (uint16 patch, uint16 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint16 <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, uint8 rotate, CZoneSymmetrisation::TState state) { <a class="code" href="classNL3D_1_1CFillStackNode.html#m2">Patch</a> = patch; <a class="code" href="classNL3D_1_1CFillStackNode.html#m0">S</a> = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>; <a class="code" href="classNL3D_1_1CFillStackNode.html#m1">T</a> = <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>; <a class="code" href="classNL3D_1_1CFillStackNode.html#m3">Edge</a> = 0; <a class="code" href="classNL3D_1_1CFillStackNode.html#m4">Rotate</a> = rotate; <a class="code" href="classNL3D_1_1CFillStackNode.html#m5">State</a> = state; };
+<a name="l00648"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m0">00648</a> uint16 <a class="code" href="classNL3D_1_1CFillStackNode.html#m0">S</a>;
+<a name="l00649"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m1">00649</a> uint16 <a class="code" href="classNL3D_1_1CFillStackNode.html#m1">T</a>;
+<a name="l00650"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m2">00650</a> uint16 <a class="code" href="classNL3D_1_1CFillStackNode.html#m2">Patch</a>;
+<a name="l00651"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m3">00651</a> uint8 <a class="code" href="classNL3D_1_1CFillStackNode.html#m3">Edge</a>;
+<a name="l00652"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m4">00652</a> uint8 <a class="code" href="classNL3D_1_1CFillStackNode.html#m4">Rotate</a>;
+<a name="l00653"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m5">00653</a> CZoneSymmetrisation::TState <a class="code" href="classNL3D_1_1CFillStackNode.html#m5">State</a>;
+00654 };
+00655
+00656 <font class="comment">// ***************************************************************************</font>
+00657
+<a name="l00658"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c0">00658</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::propagateTileState (uint patch, uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keyword">const</font> std::vector&lt;CPatchInfo&gt; &amp;patchInfo, <font class="keyword">const</font> CTileBank &amp;bank, <font class="keywordtype">bool</font> forceRegular)
+00659 {
+00660 <font class="comment">// For each layer</font>
+00661 uint layer;
+00662 <font class="keywordflow">for</font> (layer=0; layer&lt;3; layer++)
+00663 {
+00664 <font class="comment">// Get the patch ptr</font>
+00665 <font class="keyword">const</font> CPatchInfo *currentPatchPtr = &amp;(patchInfo[patch]);
+00666
+00667 <font class="comment">// Get the tile index</font>
+00668 uint tile = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*currentPatchPtr-&gt;OrderS;
+00669
+00670 <font class="comment">// Get the tiles set used here</font>
+00671 uint tileIndex = currentPatchPtr-&gt;Tiles[tile].Tile[layer];
+00672 <font class="keywordflow">if</font> (tileIndex != <a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
+00673 {
+00674 <font class="comment">// Valid tile number ?</font>
+00675 <font class="keywordflow">if</font> (tileIndex &gt;= (uint)bank.getTileCount ())
+00676 {
+00677 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"CZoneSymmetrisation::propagateTileState: Invalid tile index"</font>);
+00678 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00679 }
+00680
+00681 <font class="comment">// Get the tile set used by this layer</font>
+00682 <font class="keywordtype">int</font> tileSetToPropagate;
+00683 <font class="keywordtype">int</font> number;
+00684 CTileBank::TTileType <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
+00685 bank.getTileXRef (tileIndex, tileSetToPropagate, number, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>);
+00686
+00687 <font class="comment">// Oriented ?</font>
+00688 <font class="keywordtype">bool</font> oriented = bank.getTileSet (tileSetToPropagate)-&gt;getOriented ();
+00689
+00690 <font class="comment">// If oriented, must not be a corner</font>
+00691 <font class="keywordflow">if</font> (!(oriented &amp;&amp; <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a4">getOrientedTileCorner</a> (patch, tile)))
+00692 {
+00693 <font class="comment">// Current node</font>
+00694 CFillStackNode currentNode (patch, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, currentPatchPtr-&gt;Tiles[tile].getTileOrient(layer), <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">getTileState</a> (patch, tile, layer));
+00695
+00696 <font class="comment">// Propagate non-Nothing tiles</font>
+00697 <font class="keywordflow">if</font> ( (!forceRegular &amp;&amp; (currentNode.State != <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>)) || (forceRegular &amp;&amp; (currentNode.State == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>)) )
+00698 {
+00699 <font class="comment">// Force to Regular ?</font>
+00700 <font class="keywordflow">if</font> (forceRegular)
+00701 {
+00702 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patch, tile, layer, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>);
+00703 currentNode.State = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>;
+00704 }
+00705
+00706 <font class="comment">// Fill stack</font>
+00707 vector&lt;CFillStackNode&gt; stack;
+00708 stack.push_back (currentNode);
+00709
+00710 <font class="comment">// While people in the stack</font>
+00711 <font class="keywordflow">while</font> (!stack.empty ())
+00712 {
+00713 <font class="comment">// Pop last element</font>
+00714 currentNode = stack.back ();
+00715 stack.pop_back ();
+00716
+00717 <font class="keywordflow">do</font>
+00718 {
+00719 <font class="comment">// Set current patch pointer</font>
+00720 currentPatchPtr = &amp;(patchInfo[currentNode.Patch]);
+00721
+00722 <font class="comment">// Get neighbor</font>
+00723 CFillStackNode neighborNode (currentNode.Patch, currentNode.S, currentNode.T, currentNode.Rotate, currentNode.State);
+00724 <font class="keywordflow">switch</font> (currentNode.Edge)
+00725 {
+00726 <font class="keywordflow">case</font> 0:
+00727 neighborNode.S--;
+00728 <font class="keywordflow">break</font>;
+00729 <font class="keywordflow">case</font> 1:
+00730 neighborNode.T++;
+00731 <font class="keywordflow">break</font>;
+00732 <font class="keywordflow">case</font> 2:
+00733 neighborNode.S++;
+00734 <font class="keywordflow">break</font>;
+00735 <font class="keywordflow">case</font> 3:
+00736 neighborNode.T--;
+00737 <font class="keywordflow">break</font>;
+00738 }
+00739
+00740 <font class="comment">// Is still in patch ?</font>
+00741 <font class="keywordflow">if</font> ( (neighborNode.S&lt;0) || (neighborNode.S&gt;=patchInfo[currentNode.Patch].OrderS) || (neighborNode.T&lt;0) || (neighborNode.T&gt;=patchInfo[currentNode.Patch].OrderT) )
+00742 {
+00743 <font class="comment">// No, found new patch</font>
+00744 uint position;
+00745 <font class="keywordflow">switch</font> (currentNode.Edge)
+00746 {
+00747 <font class="keywordflow">case</font> 0:
+00748 position = neighborNode.T;
+00749 <font class="keywordflow">break</font>;
+00750 <font class="keywordflow">case</font> 1:
+00751 position = neighborNode.S;
+00752 <font class="keywordflow">break</font>;
+00753 <font class="keywordflow">case</font> 2:
+00754 position = patchInfo[currentNode.Patch].OrderT - neighborNode.T - 1;
+00755 <font class="keywordflow">break</font>;
+00756 <font class="keywordflow">case</font> 3:
+00757 position = patchInfo[currentNode.Patch].OrderS - neighborNode.S - 1;
+00758 <font class="keywordflow">break</font>;
+00759 }
+00760
+00761 <font class="comment">// Get next patch</font>
+00762 uint patchOut;
+00763 sint sOut;
+00764 sint tOut;
+00765 <font class="keywordflow">if</font> (patchInfo[currentNode.Patch].getNeighborTile (currentNode.Patch, currentNode.Edge, position,
+00766 patchOut, sOut, tOut, patchInfo))
+00767 {
+00768 <font class="comment">// Should be another patch</font>
+00769 <a class="code" href="debug_8h.html#a6">nlassert</a> (patchOut != currentNode.Patch);
+00770
+00771 <font class="comment">// Get patch id</font>
+00772 neighborNode.Patch = patchOut;
+00773
+00774 <font class="comment">// Coordinate must be IN the patch</font>
+00775 <a class="code" href="debug_8h.html#a6">nlassert</a> (sOut &gt;= 0);
+00776 <a class="code" href="debug_8h.html#a6">nlassert</a> (tOut &gt;= 0);
+00777 <a class="code" href="debug_8h.html#a6">nlassert</a> (sOut &lt; patchInfo[neighborNode.Patch].OrderS);
+00778 <a class="code" href="debug_8h.html#a6">nlassert</a> (tOut &lt; patchInfo[neighborNode.Patch].OrderT);
+00779
+00780 <font class="comment">// Copy it</font>
+00781 neighborNode.S = sOut;
+00782 neighborNode.T = tOut;
+00783
+00784 <font class="comment">// Find neighbor</font>
+00785 <font class="keyword">const</font> CPatchInfo::CBindInfo &amp;neighborBindInfo = patchInfo[currentNode.Patch].BindEdges[currentNode.Edge];
+00786 uint edgePatch;
+00787 <font class="keywordflow">for</font> (edgePatch=0; edgePatch&lt;(uint)neighborBindInfo.NPatchs; edgePatch++)
+00788 {
+00789 <font class="keywordflow">if</font> (neighborBindInfo.Next[edgePatch] == neighborNode.Patch)
+00790 <font class="keywordflow">break</font>;
+00791 }
+00792
+00793 <font class="comment">// Must find one patch</font>
+00794 <a class="code" href="debug_8h.html#a6">nlassert</a> (edgePatch&lt;(uint)neighborBindInfo.NPatchs);
+00795
+00796 <font class="comment">// Rotation</font>
+00797 neighborNode.Rotate = (currentNode.Rotate + 2 + neighborBindInfo.Edge[edgePatch] - currentNode.Edge) &amp; 3;
+00798
+00799 <font class="comment">// Toggle the state ?</font>
+00800 <font class="keywordflow">if</font> ((neighborNode.Rotate ^ currentNode.Rotate) &amp; 1)
+00801 {
+00802 <font class="comment">// Yes</font>
+00803 neighborNode.State = (neighborNode.State == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>) ? <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a> : <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>;
+00804 }
+00805 }
+00806 <font class="keywordflow">else</font>
+00807 {
+00808 <font class="comment">// No propagation, continue</font>
+00809 currentNode.Edge++;
+00810 <font class="keywordflow">continue</font>;
+00811 }
+00812 }
+00813
+00814 <font class="comment">// Neighbor patch</font>
+00815 <font class="keyword">const</font> CPatchInfo *neighborPatchPtr = &amp;(patchInfo[neighborNode.Patch]);
+00816
+00817 <font class="comment">// Get the tile index</font>
+00818 uint neighborTile = neighborNode.S+neighborNode.T*neighborPatchPtr-&gt;OrderS;
+00819
+00820 <font class="comment">// Look for the same tile set in the new tile</font>
+00821 uint neighborLayer;
+00822 <font class="keywordflow">for</font> (neighborLayer=0; neighborLayer&lt;3; neighborLayer++)
+00823 {
+00824 <font class="comment">// Get the tile index</font>
+00825 uint neighborTileIndex = neighborPatchPtr-&gt;Tiles[neighborTile].Tile[neighborLayer];
+00826
+00827 <font class="keywordflow">if</font> (neighborTileIndex != <a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
+00828 {
+00829 <font class="comment">// Valid tile number ?</font>
+00830 <font class="keywordflow">if</font> (neighborTileIndex &gt;= (uint)bank.getTileCount ())
+00831 {
+00832 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"CZoneSymmetrisation::propagateTileState: Invalid tile index"</font>);
+00833 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00834 }
+00835
+00836 <font class="comment">// Get tileset</font>
+00837 <font class="keywordtype">int</font> neighborTileSet;
+00838 <font class="keywordtype">int</font> neighborNumber;
+00839 CTileBank::TTileType neighborType;
+00840 bank.getTileXRef (neighborTileIndex, neighborTileSet, neighborNumber, neighborType);
+00841
+00842 <font class="comment">// Same tileset ? Stop!</font>
+00843 <font class="keywordflow">if</font> ( (neighborTileSet == tileSetToPropagate) &amp;&amp;
+00844 (neighborNode.Rotate == neighborPatchPtr-&gt;Tiles[neighborTile].getTileOrient(neighborLayer)) )
+00845 <font class="keywordflow">break</font>;
+00846 }
+00847 }
+00848
+00849 <font class="comment">// Found ?</font>
+00850 <font class="keywordflow">if</font> (neighborLayer&lt;3)
+00851 {
+00852 <font class="comment">// If oriented, must not be a corner</font>
+00853 <font class="keywordflow">if</font> (!(oriented &amp;&amp; <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a4">getOrientedTileCorner</a> (neighborNode.Patch, neighborTile)))
+00854 {
+00855 <font class="comment">// Propagate in the new node ?</font>
+00856 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3">TState</a> neighborState = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">getTileState</a> (neighborNode.Patch, neighborTile, neighborLayer);
+00857 <font class="keywordflow">if</font> (neighborState == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>)
+00858 {
+00859 <font class="comment">// Set the state</font>
+00860 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (neighborNode.Patch, neighborTile, neighborLayer, neighborNode.State);
+00861
+00862 <font class="comment">// Stack current node if some neighbor left to visit</font>
+00863 <font class="keywordflow">if</font> (currentNode.Edge &lt; 3)
+00864 {
+00865 currentNode.Edge++;
+00866 stack.push_back (currentNode);
+00867 }
+00868
+00869 <font class="comment">// Continue with the new node</font>
+00870 currentNode = neighborNode;
+00871 }
+00872 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (neighborState != neighborNode.State)
+00873 {
+00874 <font class="comment">// Error, same tile but not same state</font>
+00875 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"CZoneSymmetrisation::propagateTileState: error, find same iso surfaces with different state."</font>);
+00876
+00877 <font class="comment">// No propagation, continue</font>
+00878 currentNode.Edge++;
+00879 }
+00880 <font class="keywordflow">else</font>
+00881 {
+00882 <font class="comment">// No propagation, continue</font>
+00883 currentNode.Edge++;
+00884 }
+00885 }
+00886 <font class="keywordflow">else</font>
+00887 {
+00888 <font class="comment">// No propagation, continue</font>
+00889 currentNode.Edge++;
+00890 }
+00891 }
+00892 <font class="keywordflow">else</font>
+00893 <font class="comment">// No propagation, continue</font>
+00894 currentNode.Edge++;
+00895 }
+00896 <font class="keywordflow">while</font> (currentNode.Edge&lt;4);
+00897 }
+00898 }
+00899 }
+00900 }
+00901 }
+00902
+00903 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00904 }
+00905
+00906 <font class="comment">// ***************************************************************************</font>
+00907
+00908 } <font class="comment">// NL3D</font>
+</pre></div>
+
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