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+<hr><h1>ps_shockwave.cpp</h1><a href="ps__shockwave_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2001 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
+00028 <font class="preprocessor">#include "<a class="code" href="ps__macro_8h.html">3d/ps_macro.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="ps__shockwave_8h.html">3d/ps_shockwave.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="texture__grouped_8h.html">3d/texture_grouped.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="ps__iterator_8h.html">3d/ps_iterator.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="particle__system_8h.html">3d/particle_system.h</a>"</font>
+00034
+00035
+00036 <font class="keyword">namespace </font>NL3D
+00037 {
+00038
+00040 <font class="comment">// constant definition //</font>
+00042 <font class="comment"></font>
+00043 <font class="comment">// max number of shockwave to be processed at once</font>
+00044 <font class="keyword">static</font> <font class="keyword">const</font> uint <a class="code" href="namespaceNL3D.html#a219">ShockWaveBufSize</a> = 128;
+00045
+00046 <font class="comment">// the number of vertices we want in a vertex buffer</font>
+00047 <font class="keyword">static</font> <font class="keyword">const</font> uint <a class="code" href="namespaceNL3D.html#a191">NumVertsInBuffer</a> = 8 * <a class="code" href="namespaceNL3D.html#a219">ShockWaveBufSize</a>;
+00048
+00049
+<a name="l00050"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#r0">00050</a> CPSShockWave::TPBMap CPSShockWave::_PBMap; <font class="comment">// the primitive blocks</font>
+<a name="l00051"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#r1">00051</a> CPSShockWave::TVBMap CPSShockWave::_VBMap; <font class="comment">// vb ith unanimated texture</font>
+<a name="l00052"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#r2">00052</a> CPSShockWave::TVBMap CPSShockWave::_AnimTexVBMap; <font class="comment">// vb ith unanimated texture</font>
+<a name="l00053"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#r3">00053</a> CPSShockWave::TVBMap CPSShockWave::_ColoredVBMap; <font class="comment">// vb ith unanimated texture</font>
+<a name="l00054"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#r4">00054</a> CPSShockWave::TVBMap CPSShockWave::_ColoredAnimTexVBMap; <font class="comment">// vb ith unanimated texture</font>
+00056 <font class="comment">// CPSShockWave implementation //</font>
+00058 <font class="comment"></font>
+00059
+<a name="l00065"></a><a class="code" href="classNL3D_1_1CPSShockWaveHelper.html">00065</a> <font class="keyword">class </font>CPSShockWaveHelper
+00066 {
+00067 <font class="keyword">public</font>:
+00068 <font class="keyword">template</font> &lt;<font class="keyword">class</font> T&gt;
+<a name="l00069"></a><a class="code" href="classNL3D_1_1CPSShockWaveHelper.html#d0">00069</a> <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CPSShockWaveHelper.html#d0">drawShockWave</a>(T posIt, CPSShockWave &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint size, uint32 srcStep)
+00070 {
+00071 PARTICLES_CHECK_MEM;
+00072 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Owner);
+00073
+00074 <font class="comment">// get / build the vertex buffer and the primitive block</font>
+00075 CVertexBuffer *vb;
+00076 CPrimitiveBlock *pb;
+00077 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>.getVBnPB(vb, pb);
+00078
+00079 <font class="keyword">const</font> uint32 vSize = vb-&gt;getVertexSize();
+00080 IDriver *driver = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>.getDriver();
+00081 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Owner-&gt;incrementNbDrawnParticles(size); <font class="comment">// for benchmark purpose </font>
+00082 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>.setupDriverModelMatrix();
+00083 <font class="keyword">const</font> uint numShockWaveToDealWith = <a class="code" href="bit__set_8cpp.html#a0">std::min</a>(<a class="code" href="namespaceNL3D.html#a219">ShockWaveBufSize</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>.getNumShockWavesInVB());
+00084 driver-&gt;activeVertexBuffer(*vb);
+00085
+00086 <font class="keyword">static</font> CPlaneBasis planeBasis[<a class="code" href="namespaceNL3D.html#a219">ShockWaveBufSize</a>];
+00087 <font class="keywordtype">float</font> sizes[<a class="code" href="namespaceNL3D.html#a219">ShockWaveBufSize</a>];
+00088 <font class="keywordtype">float</font> angles[<a class="code" href="namespaceNL3D.html#a219">ShockWaveBufSize</a>];
+00089
+00090 uint leftToDo = size, toProcess;
+00091 T endIt;
+00092 uint8 *currVertex;
+00093 uint k ;
+00094
+00095 <font class="keyword">const</font> <font class="keywordtype">float</font> angleStep = 256.f / <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._NbSeg;
+00096 <font class="keywordtype">float</font> currAngle;
+00097
+00098 CPlaneBasis *ptCurrBasis;
+00099 uint32 ptCurrBasisIncrement = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._PlaneBasisScheme ? 1 : 0;
+00100
+00101 <font class="keywordtype">float</font> *ptCurrSize;
+00102 uint32 ptCurrSizeIncrement = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._SizeScheme ? 1 : 0;
+00103
+00104 <font class="keywordtype">float</font> *ptCurrAngle;
+00105 uint32 ptCurrAngleIncrement = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Angle2DScheme ? 1 : 0;
+00106
+00107 CVector radVect, innerVect;
+00108 <font class="keywordtype">float</font> radiusRatio;
+00109
+00110 <font class="keywordflow">do</font>
+00111 {
+00112 currVertex = (uint8 *) vb-&gt;getVertexCoordPointer();
+00113 toProcess = leftToDo &gt; numShockWaveToDealWith ? numShockWaveToDealWith : leftToDo;
+00114 endIt = posIt + toProcess;
+00115 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._SizeScheme)
+00116 {
+00117 ptCurrSize = (<font class="keywordtype">float</font> *) (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._SizeScheme-&gt;make(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Owner, size - leftToDo, (<font class="keywordtype">void</font> *) sizes, <font class="keyword">sizeof</font>(<font class="keywordtype">float</font>), toProcess, <font class="keyword">true</font>, srcStep));
+00118 }
+00119 <font class="keywordflow">else</font>
+00120 {
+00121 ptCurrSize = &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._ParticleSize;
+00122 }
+00123
+00124 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._PlaneBasisScheme)
+00125 {
+00126 ptCurrBasis = (CPlaneBasis *) (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._PlaneBasisScheme-&gt;make(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Owner, size - leftToDo, (<font class="keywordtype">void</font> *) planeBasis, <font class="keyword">sizeof</font>(CPlaneBasis), toProcess, <font class="keyword">true</font>, srcStep));
+00127 }
+00128 <font class="keywordflow">else</font>
+00129 {
+00130 ptCurrBasis = &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._PlaneBasis;
+00131 }
+00132
+00133 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Angle2DScheme)
+00134 {
+00135 ptCurrAngle = (<font class="keywordtype">float</font> *) (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Angle2DScheme-&gt;make(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Owner, size - leftToDo, (<font class="keywordtype">void</font> *) angles, <font class="keyword">sizeof</font>(<font class="keywordtype">float</font>), toProcess, <font class="keyword">true</font>, srcStep));
+00136 }
+00137 <font class="keywordflow">else</font>
+00138 {
+00139 ptCurrAngle = &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Angle2D;
+00140 }
+00141
+00142
+00143 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>.updateVbColNUVForRender(size - leftToDo, toProcess, srcStep, *vb);
+00144 <font class="keywordflow">do</font>
+00145 {
+00146 currAngle = *ptCurrAngle;
+00147 <font class="keywordflow">if</font> (fabsf(*ptCurrSize) &gt; 10E-6)
+00148 {
+00149 radiusRatio = (*ptCurrSize - <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._RadiusCut) / *ptCurrSize;
+00150 }
+00151 <font class="keywordflow">else</font>
+00152 {
+00153 radiusRatio = 0.f;
+00154 }
+00155
+00156 <font class="keywordflow">for</font> (k = 0; k &lt;= <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._NbSeg; ++k)
+00157 {
+00158 radVect = *ptCurrSize * (CPSUtil::getCos((sint32) currAngle) * ptCurrBasis-&gt;X + CPSUtil::getSin((sint32) currAngle) * ptCurrBasis-&gt;Y);
+00159 innerVect = radiusRatio * radVect;
+00160 <a class="code" href="ps__macro_8h.html#a0">CHECK_VERTEX_BUFFER</a>(*vb, currVertex);
+00161 * (CVector *) currVertex = *posIt + radVect;
+00162 currVertex += vSize;
+00163 <a class="code" href="ps__macro_8h.html#a0">CHECK_VERTEX_BUFFER</a>(*vb, currVertex);
+00164 * (CVector *) currVertex = *posIt + innerVect;
+00165 currVertex += vSize;
+00166 currAngle += angleStep;
+00167 }
+00168
+00169 ++posIt;
+00170 ptCurrBasis += ptCurrBasisIncrement;
+00171 ptCurrSize += ptCurrSizeIncrement;
+00172 ptCurrAngle += ptCurrAngleIncrement;
+00173 }
+00174 <font class="keywordflow">while</font> (posIt != endIt);
+00175
+00176 pb-&gt;setNumQuad(toProcess * <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._NbSeg);
+00177 driver-&gt;render(*pb, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>._Mat);
+00178 leftToDo -= toProcess;
+00179 }
+00180 <font class="keywordflow">while</font> (leftToDo);
+00181 PARTICLES_CHECK_MEM;
+00182 }
+00183 };
+00184
+<a name="l00186"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a0">00186</a> CPSShockWave::CPSShockWave(uint nbSeg, <font class="keywordtype">float</font> radiusCut, CSmartPtr&lt;ITexture&gt; tex)
+00187 : _NbSeg(nbSeg)
+00188 , _RadiusCut(radiusCut)
+00189 , _UFactor(1.f)
+00190
+00191 {
+00192 <a class="code" href="debug_8h.html#a6">nlassert</a>(nbSeg &gt; 2 &amp;&amp; nbSeg &lt;= 64);
+00193 <a class="code" href="classNL3D_1_1CPSTexturedParticle.html#a8">setTexture</a>(tex);
+00194 <a class="code" href="classNL3D_1_1CPSShockWave.html#c4">init</a>();
+00195 <a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n3">_Name</a> = std::string(<font class="stringliteral">"ShockWave"</font>);
+00196 }
+00197
+<a name="l00199"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a10">00199</a> uint32 CPSShockWave::getMaxNumFaces(<font class="keywordtype">void</font>)<font class="keyword"> const</font>
+00200 <font class="keyword"></font>{
+00201 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>);
+00202 <font class="keywordflow">return</font> (<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getMaxSize() * <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>) &lt;&lt; 1 ;
+00203 }
+00204
+<a name="l00206"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a8">00206</a> <font class="keywordtype">bool</font> CPSShockWave::hasTransparentFaces(<font class="keywordtype">void</font>)
+00207 {
+00208 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPSMaterial.html#a3">getBlendingMode</a>() != CPSMaterial::alphaTest ;
+00209 }
+00210
+<a name="l00212"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a9">00212</a> <font class="keywordtype">bool</font> CPSShockWave::hasOpaqueFaces(<font class="keywordtype">void</font>)
+00213 {
+00214 <font class="keywordflow">return</font> !<a class="code" href="classNL3D_1_1CPSShockWave.html#a8">hasTransparentFaces</a>();
+00215 }
+00216
+<a name="l00218"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a1">00218</a> <font class="keywordtype">void</font> CPSShockWave::setNbSegs(uint nbSeg)
+00219 {
+00220 <a class="code" href="debug_8h.html#a6">nlassert</a>(nbSeg &gt; 2 &amp;&amp; nbSeg &lt;= 64);
+00221 <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a> = nbSeg;
+00222 <font class="keywordflow">if</font> (_Owner)
+00223 {
+00224 <a class="code" href="classNL3D_1_1CPSShockWave.html#b5">resize</a>(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getMaxSize());
+00225 <a class="code" href="classNL3D_1_1CPSParticle.html#b0">notifyOwnerMaxNumFacesChanged</a>();
+00226 }
+00227 }
+00228
+<a name="l00230"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a3">00230</a> <font class="keywordtype">void</font> CPSShockWave::setRadiusCut(<font class="keywordtype">float</font> radiusCut)
+00231 {
+00232 <a class="code" href="classNL3D_1_1CPSShockWave.html#o1">_RadiusCut</a> = radiusCut;
+00233 <font class="keywordflow">if</font> (_Owner)
+00234 {
+00235 <a class="code" href="classNL3D_1_1CPSShockWave.html#b5">resize</a>(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getMaxSize());
+00236 }
+00237 }
+00238
+<a name="l00240"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a11">00240</a> <font class="keywordtype">void</font> CPSShockWave::setUFactor(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>)
+00241 {
+00242 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>); <font class="comment">// must be attached to an owner before to call this method</font>
+00243 <a class="code" href="classNL3D_1_1CPSShockWave.html#o2">_UFactor</a> = <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>;
+00244 <a class="code" href="classNL3D_1_1CPSShockWave.html#b5">resize</a>(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getSize()); <font class="comment">// resize also recomputes the UVs..</font>
+00245 }
+00246
+<a name="l00248"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a5">00248</a> <font class="keywordtype">void</font> CPSShockWave::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+00249 {
+00250 sint ver = f.serialVersion(2);
+00251 CPSParticle::serial(f);
+00252 CPSColoredParticle::serialColorScheme(f);
+00253 CPSSizedParticle::serialSizeScheme(f);
+00254 CPSTexturedParticle::serialTextureScheme(f);
+00255 CPSRotated3DPlaneParticle::serialPlaneBasisScheme(f);
+00256 CPSRotated2DParticle::serialAngle2DScheme(f);
+00257 serialMaterial(f);
+00258 f.serial(_NbSeg, _RadiusCut);
+00259 <font class="keywordflow">if</font> (ver &gt; 1)
+00260 {
+00261 f.serial(_UFactor);
+00262 }
+00263 init();
+00264 }
+00265
+<a name="l00267"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#c2">00267</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPSShockWave::setupUFactor()
+00268 {
+00269 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPSShockWave.html#o2">_UFactor</a> != 1.f)
+00270 {
+00271 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.enableUserTexMat(0);
+00272 CMatrix texMat;
+00273 texMat.setRot(<a class="code" href="classNL3D_1_1CPSShockWave.html#o2">_UFactor</a> * <a class="code" href="classNLMISC_1_1CVector.html#p1">NLMISC::CVector::I</a>,
+00274 <a class="code" href="classNLMISC_1_1CVector.html#p2">NLMISC::CVector::J</a>,
+00275 <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>
+00276 );
+00277 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.setUserTexMat(0, texMat);
+00278 }
+00279 <font class="keywordflow">else</font>
+00280 {
+00281 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.enableUserTexMat(0, <font class="keyword">false</font>);
+00282 }
+00283 }
+00284
+<a name="l00286"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#c3">00286</a> <font class="keywordtype">void</font> CPSShockWave::draw(<font class="keywordtype">bool</font> opaque)
+00287 {
+00288 PARTICLES_CHECK_MEM;
+00289 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getSize()) <font class="keywordflow">return</font>;
+00290
+00291 uint32 <a class="code" href="classNL3D_1_1CPSParticle.html#a4">step</a>;
+00292 uint numToProcess;
+00293 <a class="code" href="classNL3D_1_1CPSParticle.html#b4">computeSrcStep</a>(<a class="code" href="classNL3D_1_1CPSParticle.html#a4">step</a>, numToProcess);
+00294 <font class="keywordflow">if</font> (!numToProcess) <font class="keywordflow">return</font>;
+00295
+00296
+00297
+00299 CParticleSystem &amp;ps = *(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getOwner());
+00301 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPSColoredParticle.html#n1">_ColorScheme</a> != NULL &amp;&amp; ps.getColorAttenuationScheme() != NULL)
+00302 {
+00303 CPSMaterial::forceModulateConstantColor(<font class="keyword">true</font>, ps.getGlobalColor());
+00304 }
+00305 <font class="keywordflow">else</font>
+00306 {
+00307 <a class="code" href="classNL3D_1_1CPSMaterial.html#a4">forceModulateConstantColor</a>(<font class="keyword">false</font>);
+00308 <font class="keywordflow">if</font> (!ps.getColorAttenuationScheme())
+00309 {
+00310 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.setColor(<a class="code" href="classNL3D_1_1CPSColoredParticle.html#n0">_Color</a>);
+00311 }
+00312 <font class="keywordflow">else</font>
+00313 {
+00314 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> col;
+00315 col.<a class="code" href="classNLMISC_1_1CRGBA.html#a9">modulateFromColor</a>(ps.getGlobalColor(), <a class="code" href="classNL3D_1_1CPSColoredParticle.html#n0">_Color</a>);
+00316 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.setColor(col);
+00317 }
+00318 }
+00320
+00321 <a class="code" href="classNL3D_1_1CPSShockWave.html#c2">setupUFactor</a>();
+00322
+00323 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPSParticle.html#a4">step</a> == (1 &lt;&lt; 16))
+00324 {
+00325 CPSShockWaveHelper::drawShockWave(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getPos().begin(),
+00326 *<font class="keyword">this</font>,
+00327 numToProcess,
+00328 <a class="code" href="classNL3D_1_1CPSParticle.html#a4">step</a>
+00329 );
+00330 }
+00331 <font class="keywordflow">else</font>
+00332 {
+00333 CPSShockWaveHelper::drawShockWave(<a class="code" href="namespaceNL3D.html#a199">TIteratorVectStep1616</a>(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getPos().begin(), 0, <a class="code" href="classNL3D_1_1CPSParticle.html#a4">step</a>),
+00334 *<font class="keyword">this</font>,
+00335 numToProcess,
+00336 <a class="code" href="classNL3D_1_1CPSParticle.html#a4">step</a>
+00337 );
+00338 }
+00339
+00340 PARTICLES_CHECK_MEM;
+00341 }
+00342
+<a name="l00344"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#a7">00344</a> <font class="keywordtype">bool</font> CPSShockWave::completeBBox(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;box)<font class="keyword"> const</font>
+00345 <font class="keyword"></font>{
+00346 <font class="comment">// TODO : implement this</font>
+00347 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00348 }
+00349
+<a name="l00351"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#c4">00351</a> <font class="keywordtype">void</font> CPSShockWave::init(<font class="keywordtype">void</font>)
+00352 {
+00353 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.setLighting(<font class="keyword">false</font>);
+00354 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.setZFunc(CMaterial::less);
+00355 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.setDoubleSided(<font class="keyword">true</font>);
+00356 <a class="code" href="classNL3D_1_1CPSShockWave.html#b1">updateMatAndVbForColor</a>();
+00357 <a class="code" href="classNL3D_1_1CPSShockWave.html#b2">updateMatAndVbForTexture</a>();
+00358 }
+00359
+<a name="l00361"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#b0">00361</a> <font class="keywordtype">void</font> CPSShockWave::updateVbColNUVForRender(uint32 startIndex, uint32 size, uint32 srcStep, CVertexBuffer &amp;vb)
+00362 {
+00363 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>);
+00364 <font class="keywordflow">if</font> (!size) <font class="keywordflow">return</font>;
+00365 <font class="keywordflow">if</font> (_ColorScheme)
+00366 {
+00367 <font class="comment">// compute the colors, each color is replicated n times...</font>
+00368 <a class="code" href="classNL3D_1_1CPSColoredParticle.html#n1">_ColorScheme</a>-&gt;makeN(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>, startIndex, vb.getColorPointer(), vb.getVertexSize(), size, (<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a> + 1) &lt;&lt; 1, srcStep);
+00369 }
+00370
+00371 <font class="keywordflow">if</font> (_TexGroup) <font class="comment">// if it has a constant texture we are sure it has been setupped before...</font>
+00372 {
+00373 sint32 textureIndex[<a class="code" href="namespaceNL3D.html#a219">ShockWaveBufSize</a>];
+00374 <font class="keyword">const</font> uint32 <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a> = vb.getVertexSize(), stride2 = <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a> &lt;&lt; 1;
+00375 uint8 *currUV = (uint8 *) vb.getTexCoordPointer();
+00376 uint k;
+00377
+00378 uint32 currIndexIncr;
+00379 <font class="keyword">const</font> sint32 *currIndex;
+00380
+00381 <font class="keywordflow">if</font> (_TextureIndexScheme)
+00382 {
+00383 currIndex = (sint32 *) (<a class="code" href="classNL3D_1_1CPSTexturedParticle.html#n2">_TextureIndexScheme</a>-&gt;make(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>, startIndex, textureIndex, <font class="keyword">sizeof</font>(sint32), size, <font class="keyword">true</font>, srcStep));
+00384 currIndexIncr = 1;
+00385 }
+00386 <font class="keywordflow">else</font>
+00387 {
+00388 currIndex = &amp;<a class="code" href="classNL3D_1_1CPSTexturedParticle.html#n3">_TextureIndex</a>;
+00389 currIndexIncr = 0;
+00390 }
+00391
+00392 <font class="keywordflow">while</font> (size--)
+00393 {
+00394 <font class="comment">// for now, we don't make texture index wrapping</font>
+00395 <font class="keyword">const</font> CTextureGrouped::TFourUV &amp;uvGroup = <a class="code" href="classNL3D_1_1CPSTexturedParticle.html#n1">_TexGroup</a>-&gt;getUVQuad((uint32) *currIndex);
+00396
+00397 k = <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a> + 1;
+00398
+00399 <font class="keywordflow">for</font> (k = 0; k &lt;= <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>; ++k)
+00400 {
+00401
+00402 *(CUV *) currUV = uvGroup.uv0 + CUV(k * <a class="code" href="classNL3D_1_1CPSShockWave.html#o2">_UFactor</a>, 0);
+00403 *(CUV *) (currUV + <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>) = uvGroup.uv3 + CUV(k * <a class="code" href="classNL3D_1_1CPSShockWave.html#o2">_UFactor</a>, 0);
+00404 <font class="comment">// point the next quad</font>
+00405 currUV += stride2;
+00406 }
+00407 <font class="keywordflow">while</font> (--k);
+00408
+00409 currIndex += currIndexIncr;
+00410 }
+00411 }
+00412 }
+00413
+<a name="l00415"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#b1">00415</a> <font class="keywordtype">void</font> CPSShockWave::updateMatAndVbForColor(<font class="keywordtype">void</font>)
+00416 {
+00417
+00418 <font class="keywordflow">if</font> (_Owner)
+00419 {
+00420 <a class="code" href="classNL3D_1_1CPSShockWave.html#b5">resize</a>(<a class="code" href="classNL3D_1_1CPSLocatedBindable.html#n0">_Owner</a>-&gt;getMaxSize());
+00421 }
+00422 }
+00423
+<a name="l00425"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#b2">00425</a> <font class="keywordtype">void</font> CPSShockWave::updateMatAndVbForTexture(<font class="keywordtype">void</font>)
+00426 {
+00427 <a class="code" href="classNL3D_1_1CPSMaterial.html#n0">_Mat</a>.setTexture(0, <a class="code" href="classNL3D_1_1CPSTexturedParticle.html#n1">_TexGroup</a> ? (ITexture *) <a class="code" href="classNL3D_1_1CPSTexturedParticle.html#n1">_TexGroup</a> : (ITexture *) <a class="code" href="classNL3D_1_1CPSTexturedParticle.html#n0">_Tex</a>);
+00428 }
+00429
+<a name="l00431"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#b3">00431</a> <font class="keywordtype">void</font> CPSShockWave::newElement(CPSLocated *emitterLocated, uint32 emitterIndex)
+00432 {
+00433 <a class="code" href="classNL3D_1_1CPSColoredParticle.html#b2">newColorElement</a>(emitterLocated, emitterIndex);
+00434 <a class="code" href="classNL3D_1_1CPSTexturedParticle.html#b2">newTextureIndexElement</a>(emitterLocated, emitterIndex);
+00435 <a class="code" href="classNL3D_1_1CPSSizedParticle.html#b1">newSizeElement</a>(emitterLocated, emitterIndex);
+00436 <a class="code" href="classNL3D_1_1CPSRotated2DParticle.html#b1">newAngle2DElement</a>(emitterLocated, emitterIndex);
+00437 }
+00438
+<a name="l00440"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#b4">00440</a> <font class="keywordtype">void</font> CPSShockWave::deleteElement(uint32 <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>)
+00441 {
+00442 <a class="code" href="classNL3D_1_1CPSColoredParticle.html#b3">deleteColorElement</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>);
+00443 <a class="code" href="classNL3D_1_1CPSTexturedParticle.html#b3">deleteTextureIndexElement</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>);
+00444 <a class="code" href="classNL3D_1_1CPSSizedParticle.html#b2">deleteSizeElement</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>);
+00445 <a class="code" href="classNL3D_1_1CPSRotated2DParticle.html#b2">deleteAngle2DElement</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>);
+00446 }
+00447
+<a name="l00449"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#b5">00449</a> <font class="keywordtype">void</font> CPSShockWave::resize(uint32 aSize)
+00450 {
+00451 <a class="code" href="debug_8h.html#a6">nlassert</a>(aSize &lt; (1 &lt;&lt; 16));
+00452 <a class="code" href="classNL3D_1_1CPSColoredParticle.html#b4">resizeColor</a>(aSize);
+00453 <a class="code" href="classNL3D_1_1CPSTexturedParticle.html#b4">resizeTextureIndex</a>(aSize);
+00454 <a class="code" href="classNL3D_1_1CPSSizedParticle.html#b3">resizeSize</a>(aSize);
+00455 <a class="code" href="classNL3D_1_1CPSRotated2DParticle.html#b3">resizeAngle2D</a>(aSize);
+00456 }
+00457
+<a name="l00459"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#c0">00459</a> <font class="keywordtype">void</font> CPSShockWave::getVBnPB(CVertexBuffer *&amp;retVb, CPrimitiveBlock *&amp;retPb)
+00460 {
+00461 <a class="code" href="classNL3D_1_1CPSShockWave.html#u0">TVBMap</a> &amp;vbMap = <a class="code" href="classNL3D_1_1CPSColoredParticle.html#n1">_ColorScheme</a> == NULL ? (<a class="code" href="classNL3D_1_1CPSTexturedParticle.html#n1">_TexGroup</a> == NULL ? <a class="code" href="classNL3D_1_1CPSShockWave.html#r1">_VBMap</a> : <a class="code" href="classNL3D_1_1CPSShockWave.html#r2">_AnimTexVBMap</a>)
+00462 : (<a class="code" href="classNL3D_1_1CPSTexturedParticle.html#n1">_TexGroup</a> == NULL ? <a class="code" href="classNL3D_1_1CPSShockWave.html#r3">_ColoredVBMap</a> : <a class="code" href="classNL3D_1_1CPSShockWave.html#r4">_ColoredAnimTexVBMap</a>);
+00463
+00464
+00465 TVBMap::iterator vbIt = vbMap.find(<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>);
+00466 <font class="keywordflow">if</font> (vbIt != vbMap.end())
+00467 {
+00468 retVb = &amp;(vbIt-&gt;second);
+00469 TPBMap::iterator pbIt = <a class="code" href="classNL3D_1_1CPSShockWave.html#r0">_PBMap</a>.find(<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>);
+00470 <a class="code" href="debug_8h.html#a6">nlassert</a>(pbIt != <a class="code" href="classNL3D_1_1CPSShockWave.html#r0">_PBMap</a>.end());
+00471 retPb = &amp;(pbIt-&gt;second);
+00472 }
+00473 <font class="keywordflow">else</font> <font class="comment">// we need to create the vb</font>
+00474 {
+00475 <font class="comment">// create an entry (we setup the primitive block at the same time, this could be avoided, but doesn't make much difference) </font>
+00476 CVertexBuffer &amp;vb = vbMap[<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>]; <font class="comment">// create a vb</font>
+00477 CPrimitiveBlock &amp;pb = <a class="code" href="classNL3D_1_1CPSShockWave.html#r0">_PBMap</a>[<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>]; <font class="comment">// eventually create a pb</font>
+00478 <font class="keyword">const</font> uint32 size = <a class="code" href="classNL3D_1_1CPSShockWave.html#c1">getNumShockWavesInVB</a>();
+00479 vb.setVertexFormat(CVertexBuffer::PositionFlag |
+00480 CVertexBuffer::TexCoord0Flag |
+00481 (<a class="code" href="classNL3D_1_1CPSColoredParticle.html#n1">_ColorScheme</a> != NULL ? CVertexBuffer::PrimaryColorFlag : 0)
+00482 );
+00483 vb.setNumVertices((size * (<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a> + 1)) &lt;&lt; 1 );
+00484 pb.reserveQuad(size * <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>);
+00485 <font class="keywordflow">for</font> (uint32 k = 0; k &lt; size; ++k)
+00486 {
+00487 <font class="keywordflow">for</font> (uint32 <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> = 0; <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> &lt; <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>; ++<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>)
+00488 {
+00489 <font class="keyword">const</font> uint32 <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> = ((k * (<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a> + 1)) + <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>) &lt;&lt; 1;
+00490 pb.setQuad(<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a> + (k * <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>) , <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> , <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> + 2, <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> + 3, <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> + 1);
+00491 vb.setTexCoord(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>, 0, CUV((<font class="keywordtype">float</font>) <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>, 0));
+00492 vb.setTexCoord(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> + 1, 0, CUV((<font class="keywordtype">float</font>) <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>, 1));
+00493 }
+00494 <font class="keyword">const</font> uint32 <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> = ((k * (<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a> + 1)) + <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>) &lt;&lt; 1;
+00495 vb.setTexCoord(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>, 0, CUV((<font class="keywordtype">float</font>) <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>, 0));
+00496 vb.setTexCoord(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> + 1, 0, CUV((<font class="keywordtype">float</font>) <a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a>, 1));
+00497 }
+00498 retVb = &amp;vb;
+00499 retPb = &amp;pb;
+00500 }
+00501 }
+00502
+<a name="l00504"></a><a class="code" href="classNL3D_1_1CPSShockWave.html#c1">00504</a> uint CPSShockWave::getNumShockWavesInVB()<font class="keyword"> const</font>
+00505 <font class="keyword"></font>{
+00506 <font class="keyword">const</font> uint numRib = <a class="code" href="namespaceNL3D.html#a191">NumVertsInBuffer</a> / ((<a class="code" href="classNL3D_1_1CPSShockWave.html#o0">_NbSeg</a> + 1) &lt;&lt; 1);
+00507 <font class="keywordflow">return</font> std::max(1u, numRib);
+00508 }
+00509
+00510 } <font class="comment">// NL3D</font>
+</pre></div>
+
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