From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- docs/doxygen/nel/patchuv__locator_8cpp-source.html | 289 +++++++++++++++++++++ 1 file changed, 289 insertions(+) create mode 100644 docs/doxygen/nel/patchuv__locator_8cpp-source.html (limited to 'docs/doxygen/nel/patchuv__locator_8cpp-source.html') diff --git a/docs/doxygen/nel/patchuv__locator_8cpp-source.html b/docs/doxygen/nel/patchuv__locator_8cpp-source.html new file mode 100644 index 00000000..693ddb2d --- /dev/null +++ b/docs/doxygen/nel/patchuv__locator_8cpp-source.html @@ -0,0 +1,289 @@ + + + + nevrax.org : docs + + + + + + + + + + + + + + +
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patchuv_locator.cpp

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00001 
+00007 /* Copyright, 2001 Nevrax Ltd.
+00008  *
+00009  * This file is part of NEVRAX NEL.
+00010  * NEVRAX NEL is free software; you can redistribute it and/or modify
+00011  * it under the terms of the GNU General Public License as published by
+00012  * the Free Software Foundation; either version 2, or (at your option)
+00013  * any later version.
+00014 
+00015  * NEVRAX NEL is distributed in the hope that it will be useful, but
+00016  * WITHOUT ANY WARRANTY; without even the implied warranty of
+00017  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+00018  * General Public License for more details.
+00019 
+00020  * You should have received a copy of the GNU General Public License
+00021  * along with NEVRAX NEL; see the file COPYING. If not, write to the
+00022  * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
+00023  * MA 02111-1307, USA.
+00024  */
+00025 
+00026 #include "std3d.h"
+00027 
+00028 #include "3d/patchuv_locator.h"
+00029 
+00030 using namespace std;
+00031 using namespace NLMISC;
+00032 
+00033 namespace NL3D 
+00034 {
+00035 
+00036 
+00037 // ***************************************************************************
+00038 void    CPatchUVLocator::build(const CPatch *patchCenter, sint edgeCenter, CPatch::CBindInfo    &bindInfo)
+00039 {
+00040         nlassert(bindInfo.Zone);
+00041         // copy basic. NB: NPatchs==0 means patchCenter is binded on a 1/X patch.
+00042         _CenterPatch= const_cast<CPatch*>(patchCenter);
+00043         _CenterPatchEdge= edgeCenter;
+00044         _NPatchs= bindInfo.NPatchs;
+00045 
+00046 
+00047         // set it to true. false-d if one of the neighbor patch does not have same number of tile.
+00048         _SameEdgeOrder= true;
+00049 
+00050 
+00051         // For all patchs binded to me.
+00052         for(sint i=0; i<_NPatchs; i++)
+00053         {
+00054                 // The edge of the neihbor on which we are binded.
+00055                 sint    edgeNeighbor= bindInfo.Edge[i];
+00056                 CPatch  *paNeighbor= bindInfo.Next[i];
+00057                 _NeighborPatch[i]= paNeighbor;
+00058 
+00059 
+00060                 // Find uvI, uvJ, uvP such that: 
+00061                 // uvOut= uvIn.x * uvI + uvIn.y * uvJ + uvP.
+00062                 CVector2f               &uvI= _NeighborBasis[i].UvI;
+00063                 CVector2f               &uvJ= _NeighborBasis[i].UvJ;
+00064                 CVector2f               &uvP= _NeighborBasis[i].UvP;
+00065 
+00066 
+00067                 // Find the basis MeToNeighbor.
+00068                 //=============================
+00069                 sint    rotation= (edgeCenter - edgeNeighbor + 4) & 3;
+00070                 // Find scale to apply.
+00071                 float   scX, scY;
+00072                 // If our neighbor edge is a vertical edge
+00073                 if( (edgeNeighbor&1)==0 )
+00074                 {
+00075                         scX= 1;
+00076 
+00077                         // Manage difference of Order at the edge.
+00078                         scY= (float)paNeighbor->getOrderForEdge(edgeNeighbor) / (float)patchCenter->getOrderForEdge(edgeCenter);
+00079                         // Manage bind on the edge.
+00080                         // If patchCenter is binded on a bigger
+00081                         if(bindInfo.MultipleBindNum!=0)
+00082                                 scY/= bindInfo.MultipleBindNum;
+00083                         if(_NPatchs>1)
+00084                                 scY*= _NPatchs;
+00085                         // same TileOrder on the edge??
+00086                         if(scY!=1)
+00087                                 _SameEdgeOrder= false;
+00088                 }
+00089                 else
+00090                 {
+00091                         scY= 1;
+00092 
+00093                         // Manage difference of Order at the edge.
+00094                         scX= (float)paNeighbor->getOrderForEdge(edgeNeighbor) / (float)patchCenter->getOrderForEdge(edgeCenter);
+00095                         // Manage bind on the edge.
+00096                         // If patchCenter is binded on a bigger
+00097                         if(bindInfo.MultipleBindNum!=0)
+00098                                 scX/= bindInfo.MultipleBindNum;
+00099                         if(_NPatchs>1)
+00100                                 scX*= _NPatchs;
+00101                         // same TileOrder on the edge??
+00102                         if(scX!=1)
+00103                                 _SameEdgeOrder= false;
+00104                 }
+00105                 // Find rotation to apply.
+00106                 switch(rotation)
+00107                 {
+00108                 case 0: uvI.set(-scX, 0); uvJ.set(0, -scY);     break;
+00109                 case 1: uvI.set(0, -scY); uvJ.set(scX, 0);      break;
+00110                 case 2: uvI.set(scX, 0); uvJ.set(0, scY);       break;
+00111                 case 3: uvI.set(0, scY); uvJ.set(-scX, 0);      break;
+00112                 }
+00113 
+00114 
+00115                 // Find the position.
+00116                 //=============================
+00117                 // Find the uv coord at start of the edge, for 2 patchs.
+00118                 CVector2f               uvCenter;
+00119                 CVector2f               uvNeighbor;
+00120                 float   decal;
+00121 
+00122                 // find the uv at start of edgeCenter, + decal due to bind 1/X.
+00123                 float   ocS= patchCenter->getOrderS();
+00124                 float   ocT= patchCenter->getOrderT();
+00125                 // Manage Bind 1/X.
+00126                 if(_NPatchs>1)
+00127                 {
+00128                         // Move uvCenter, so it is near the position at start of edgeNeighbor.
+00129                         decal= (float)i / _NPatchs;
+00130                 }
+00131                 else
+00132                         decal= 0;
+00133                 // Manage rotation.
+00134                 switch(edgeCenter)
+00135                 {
+00136                 case 0: uvCenter.set(0, decal*ocT);             break;
+00137                 case 1: uvCenter.set(decal*ocS, ocT);   break;
+00138                 case 2: uvCenter.set(ocS, (1-decal)*ocT);       break;
+00139                 case 3: uvCenter.set((1-decal)*ocS, 0); break;
+00140                 };
+00141 
+00142                 // find the uv at start of edgeNeighbor, + decal due to bind X/1.
+00143                 float   onS= paNeighbor->getOrderS();
+00144                 float   onT= paNeighbor->getOrderT();
+00145                 // Manage Bind X/1.
+00146                 if(bindInfo.MultipleBindNum!=0)
+00147                 {
+00148                         // Must invert the id, because of mirror.... (make a draw).
+00149                         sint    id= (bindInfo.MultipleBindNum-1) - bindInfo.MultipleBindId;
+00150                         // Move uvNeighbor, so it is near the position at start of edgeCenter.
+00151                         decal= (float)id / bindInfo.MultipleBindNum;
+00152                 }
+00153                 else
+00154                         decal= 0;
+00155                 // Manage rotation.
+00156                 switch(edgeNeighbor)
+00157                 {
+00158                 case 0: uvNeighbor.set(0, (1-decal)*onT);               break;
+00159                 case 1: uvNeighbor.set((1-decal)*onS, onT);     break;
+00160                 case 2: uvNeighbor.set(onS, decal*onT);         break;
+00161                 case 3: uvNeighbor.set(decal*onS, 0);           break;
+00162                 };
+00163 
+00164 
+00165 
+00166                 // uvOut= uvIn.x * uvI + uvIn.y * uvJ + uvP.
+00167                 // So uvP  = uvOut - uvIn.x * uvI - uvIn.y * uvJ
+00168                 uvP= uvNeighbor - uvCenter.x * uvI - uvCenter.y * uvJ;
+00169 
+00170         }
+00171 }
+00172 
+00173 
+00174 // ***************************************************************************
+00175 uint    CPatchUVLocator::selectPatch(const CVector2f &uvIn)
+00176 {
+00177         if(_NPatchs==1)
+00178                 return 0;
+00179         else
+00180         {
+00181                 // Choice before on which patch we must go.
+00182                 float   selection=0.0;
+00183                 uint    os= _CenterPatch->getOrderS();
+00184                 uint    ot= _CenterPatch->getOrderT();
+00185                 switch(_CenterPatchEdge)
+00186                 {
+00187                 case 0: selection= uvIn.y / ot; break;
+00188                 case 1: selection= uvIn.x / os; break;
+00189                 case 2: selection= (ot-uvIn.y) / ot; break;
+00190                 case 3: selection= (os-uvIn.x) / os; break;
+00191                 }
+00192 
+00193                 sint    sel= (sint)floor(selection*_NPatchs);
+00194                 clamp(sel, 0, _NPatchs-1);
+00195 
+00196                 return sel;
+00197         }
+00198 }
+00199 
+00200 
+00201 // ***************************************************************************
+00202 void    CPatchUVLocator::locateUV(const CVector2f &uvIn, uint patch, CPatch *&patchOut, CVector2f &uvOut)
+00203 {
+00204         if(_NPatchs==1)
+00205         {
+00206                 // Change basis and select good patch.
+00207                 _NeighborBasis[0].mulPoint(uvIn, uvOut);
+00208                 patchOut= _NeighborPatch[0];
+00209         }
+00210         else
+00211         {
+00212                 // Change basis and select good patch.
+00213                 _NeighborBasis[patch].mulPoint(uvIn, uvOut);
+00214                 patchOut= _NeighborPatch[patch];
+00215         }
+00216 }
+00217 
+00218 
+00219 
+00220 } // NL3D
+
+ + +
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+ + -- cgit v1.2.1