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<h1>NL3D::CPatchInfo Struct Reference</h1><code>#include &lt;<a class="el" href="a06760.html">zone.h</a>&gt;</code>
<p>
<hr><a name="_details"></a><h2>Detailed Description</h2>
The struct for building a patch. NB: Different from the one which is stored. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2000 </dd></dl>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00086">86</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Patch geometry.</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_0">getCornerSmoothFlag</a> (<a class="el" href="a04558.html#a15">uint</a> corner) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_1">setCornerSmoothFlag</a> (<a class="el" href="a04558.html#a15">uint</a> corner, bool smooth)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">setup NoiseSmooth flags: used for Noise geometry and lighting. NB: convention: corner0==A, corner1==B ...  <a href="#NL3D_1_1CPatchInfoz1194_1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a9">uint16</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_2">BaseVertices</a> [4]</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The base corner vertices indices in the current zone. Used for patch connectivity.  <a href="#NL3D_1_1CPatchInfoz1194_2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_3">ErrorSize</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The Base Size*bumpiness of the patch (/2 at each subdivide). Set to 0, if you want <a class="el" href="a03730.html">CZone</a> to compute it for you.  <a href="#NL3D_1_1CPatchInfoz1194_3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_4">Flags</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_5">NoiseRotation</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The orientation of the NoiseMap. 0,1,2,3. This represent a CCW rotation of the NoiseMap.  <a href="#NL3D_1_1CPatchInfoz1194_5"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_6">OrderS</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Tile Order for the patch.  <a href="#NL3D_1_1CPatchInfoz1194_6"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_7">OrderT</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Tile Order for the patch.  <a href="#NL3D_1_1CPatchInfoz1194_7"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02258.html">CBezierPatch</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_8">Patch</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The patch coordinates.  <a href="#NL3D_1_1CPatchInfoz1194_8"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Smooth flags methods</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1197_0">getNeighborTile</a> (<a class="el" href="a04558.html#a15">uint</a> patchId, <a class="el" href="a04558.html#a15">uint</a> edge, <a class="el" href="a04558.html#a14">sint</a> position, <a class="el" href="a04558.html#a15">uint</a> &amp;patchOut, <a class="el" href="a04558.html#a14">sint</a> &amp;sOut, <a class="el" href="a04558.html#a14">sint</a> &amp;tOut, const std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;patchInfos) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1197_1">getSmoothFlag</a> (<a class="el" href="a04558.html#a15">uint</a> edge)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1197_2">setSmoothFlag</a> (<a class="el" href="a04558.html#a15">uint</a> edge, bool flag)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1197_3">getTileSymmetryRotate</a> (const <a class="el" href="a03517.html">NL3D::CTileBank</a> &amp;bank, <a class="el" href="a04558.html#a15">uint</a> tile, bool &amp;symmetry, <a class="el" href="a04558.html#a15">uint</a> &amp;rotate)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1197_4">transform</a> (std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;patchInfo, <a class="el" href="a03762.html">NL3D::CZoneSymmetrisation</a> &amp;zoneSymmetry, const <a class="el" href="a03517.html">NL3D::CTileBank</a> &amp;bank, bool symmetry, <a class="el" href="a04558.html#a15">uint</a> rotate, float snapCell, float weldThreshold, const <a class="el" href="a02851.html">NLMISC::CMatrix</a> &amp;toOriginalSpace)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1197_5">transform256Case</a> (const <a class="el" href="a03517.html">NL3D::CTileBank</a> &amp;bank, <a class="el" href="a04558.html#a7">uint8</a> &amp;case256, <a class="el" href="a04558.html#a15">uint</a> tileRotation, bool symmetry, <a class="el" href="a04558.html#a15">uint</a> rotate, bool goofy)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1197_6">transformTile</a> (const <a class="el" href="a03517.html">NL3D::CTileBank</a> &amp;bank, <a class="el" href="a04558.html#a15">uint</a> &amp;tile, <a class="el" href="a04558.html#a15">uint</a> &amp;tileRotation, bool symmetry, <a class="el" href="a04558.html#a15">uint</a> rotate, bool goofy)</td></tr>

<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoa0">CPatchInfo</a> ()</td></tr>

<tr><td colspan=2><br><h2>Data Fields</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Patch Binding.</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03067.html">CBindInfo</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1199_0">BindEdges</a> [4]</td></tr>

<tr><td colspan="2"><div class="groupHeader">Patch texture.</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a04558.html#a7">uint8</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1196_0">Lumels</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1196_1">TileColors</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03527.html">CTileLightInfluence</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1196_2">TileLightInfluences</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1196_3">Tiles</a></td></tr>

<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03066.html#NL3D_1_1CPatchInfor0">_CornerSmoothFlag</a></td></tr>

</table>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CPatchInfoa0" doxytag="NL3D::CPatchInfo::CPatchInfo" ></a><p>
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          <td class="md" nowrap valign="top"> NL3D::CPatchInfo::CPatchInfo </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00241">241</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
<div class="fragment"><pre>00242         {
00243                 <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1194_3">ErrorSize</a>= 0;
00244                 <span class="comment">// No Rotation / not smooth by default.</span>
00245                 <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1194_5">NoiseRotation</a>= 0;
00246                 <a class="code" href="a03066.html#NL3D_1_1CPatchInfor0">_CornerSmoothFlag</a>= 0;
00247         }
</pre></div>    </td>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CPatchInfoz1194_0" doxytag="NL3D::CPatchInfo::getCornerSmoothFlag" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CPatchInfo::getCornerSmoothFlag </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>corner</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>

<p>
Definition at line <a class="el" href="a06758.html#l00067">67</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>.
<p>
<div class="fragment"><pre>00068 {
00069         <a class="code" href="a04199.html#a6">nlassert</a>(corner&lt;=3);
00070         <a class="code" href="a04558.html#a15">uint</a>    mask= 1&lt;&lt;corner;
00071         <span class="keywordflow">return</span>  (<a class="code" href="a03066.html#NL3D_1_1CPatchInfor0">_CornerSmoothFlag</a> &amp; mask)!=0;
00072 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1197_0" doxytag="NL3D::CPatchInfo::getNeighborTile" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CPatchInfo::getNeighborTile </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>patchId</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>edge</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>position</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>patchOut</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>sOut</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>tOut</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>patchInfos</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"> const</td>
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<p>
Get neighbor tile across a edge<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>patchid</em>&nbsp;</td><td>is the id of this patch </td></tr>
    <tr><td valign=top><em>edge</em>&nbsp;</td><td>is the edge shared with the neigbor </td></tr>
    <tr><td valign=top><em>position</em>&nbsp;</td><td>is the position over the edge in CCW across the patch. So if edge == 0, position is oriented like OT So if edge == 1, position is oriented like OS So if edge == 2, position is oriented like -OT So if edge == 3, position is oriented like -OS </td></tr>
    <tr><td valign=top><em>patchOut</em>&nbsp;</td><td>will be filled with the output patch id </td></tr>
    <tr><td valign=top><em>sOut</em>&nbsp;</td><td>will be filled with the output patch s coordinate </td></tr>
    <tr><td valign=top><em>tOut</em>&nbsp;</td><td>will be filled with the output patch t coordinate </td></tr>
    <tr><td valign=top><em>patchInfos</em>&nbsp;</td><td>is the vector of all patch info </td></tr>
  </table>
</dl>
<dl compact><dt><b>Returns:</b></dt><dd>false if no neighbor has been found or tile ratio is not the same than in this patch.</dd></dl>

<p>
Definition at line <a class="el" href="a06758.html#l01551">1551</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00236">BindEdges</a>, <a class="el" href="a06760.html#l00108">NL3D::CPatchInfo::CBindInfo::Edge</a>, <a class="el" href="a06760.html#l00106">NL3D::CPatchInfo::CBindInfo::Next</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>01553 {
01554         <a class="code" href="a04199.html#a6">nlassert</a> (edge&lt;4);
01555 
01556         <span class="comment">// S or T ?</span>
01557         <a class="code" href="a04558.html#a15">uint</a> length = (edge&amp;1) ? <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1194_6">OrderS</a> : <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1194_7">OrderT</a>;
01558         <a class="code" href="a04199.html#a6">nlassert</a> ((<a class="code" href="a04558.html#a15">uint</a>)position&lt;length);
01559 
01560         <span class="comment">// What kind of case ?</span>
01561         <span class="keywordflow">switch</span> (<a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1199_0">BindEdges</a>[edge].<a class="code" href="a03067.html#NL3D_1_1CPatchInfo_1_1CBindInfoo2">NPatchs</a>)
01562         {
01563         <span class="keywordflow">case</span> 1:
01564         <span class="keywordflow">case</span> 2:
01565         <span class="keywordflow">case</span> 4:
01566                 {
01567                         <span class="comment">// Get neighbor index and position in neighbor</span>
01568                         <a class="code" href="a04558.html#a15">uint</a> neighborLength = (length / <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1199_0">BindEdges</a>[edge].<a class="code" href="a03067.html#NL3D_1_1CPatchInfo_1_1CBindInfoo2">NPatchs</a>);
01569                         <a class="code" href="a04558.html#a15">uint</a> neighbor = position / neighborLength;
01570                         <a class="code" href="a04558.html#a15">uint</a> neighborPosition = neighborLength - (position % neighborLength) - 1;
01571                         <a class="code" href="a04558.html#a15">uint</a> neighborEdge = <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1199_0">BindEdges</a>[edge].<a class="code" href="a03067.html#NL3D_1_1CPatchInfo_1_1CBindInfoo0">Edge</a>[neighbor];
01572 
01573                         <span class="comment">// Patch id</span>
01574                         patchOut = BindEdges[edge].Next[neighbor];
01575 
01576                         <span class="comment">// Check neighbor</span>
01577                         <a class="code" href="a04558.html#a15">uint</a> neighborRealLength = (neighborEdge&amp;1) ? patchInfos[patchOut].OrderS : patchInfos[patchOut].OrderT;
01578                         <span class="keywordflow">if</span> (neighborRealLength == neighborLength)
01579                         {
01580                                 <span class="comment">// Get final coordinate</span>
01581                                 <span class="keywordflow">switch</span> (neighborEdge)
01582                                 {
01583                                 <span class="keywordflow">case</span> 0:
01584                                         sOut = 0;
01585                                         tOut = neighborPosition;
01586                                         <span class="keywordflow">break</span>;
01587                                 <span class="keywordflow">case</span> 1:
01588                                         sOut = neighborPosition;
01589                                         tOut = patchInfos[patchOut].OrderT-1;
01590                                         <span class="keywordflow">break</span>;
01591                                 <span class="keywordflow">case</span> 2:
01592                                         sOut = patchInfos[patchOut].OrderS-1;
01593                                         tOut = patchInfos[patchOut].OrderT-neighborPosition-1;
01594                                         <span class="keywordflow">break</span>;
01595                                 <span class="keywordflow">case</span> 3:
01596                                         sOut = patchInfos[patchOut].OrderS-neighborPosition-1;
01597                                         tOut = 0;
01598                                         <span class="keywordflow">break</span>;
01599                                 }
01600 
01601                                 <span class="comment">// Ok todo remove</span>
01602                                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
01603                         }
01604                 }
01605                 <span class="keywordflow">break</span>;
01606         
01607         <span class="keywordflow">case</span> 5:
01608                 {
01609                         <span class="comment">// Find in the neighbor where we are</span>
01610                         patchOut = <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1199_0">BindEdges</a>[edge].<a class="code" href="a03067.html#NL3D_1_1CPatchInfo_1_1CBindInfoo1">Next</a>[0];
01611                         <a class="code" href="a04558.html#a15">uint</a> neighborEdge = BindEdges[edge].Edge[0];
01612                         <a class="code" href="a04558.html#a15">uint</a> neighborEdgeCount = patchInfos[patchOut].BindEdges[neighborEdge].NPatchs;
01613 
01614                         <span class="comment">// Check neighbor</span>
01615                         <a class="code" href="a04558.html#a15">uint</a> neighborRealLength = (neighborEdge&amp;1) ? patchInfos[patchOut].OrderS : patchInfos[patchOut].OrderT;
01616 
01617                         <span class="comment">// Good length ?</span>
01618                         <span class="keywordflow">if</span> ((neighborRealLength / neighborEdgeCount) == length)
01619                         {
01620                                 <span class="comment">// Find us in the neighbor</span>
01621                                 <a class="code" href="a04558.html#a15">uint</a> neighborPosition;
01622                                 <span class="keywordflow">for</span> (neighborPosition=0; neighborPosition&lt;neighborEdgeCount; neighborPosition++)
01623                                 {
01624                                         <span class="comment">// Found ?</span>
01625                                         <span class="keywordflow">if</span> (patchInfos[patchOut].BindEdges[neighborEdge].Next[neighborPosition] == patchId)
01626                                                 <span class="keywordflow">break</span>;
01627                                 }
01628 
01629                                 <span class="comment">// Must be found</span>
01630                                 <a class="code" href="a04199.html#a6">nlassert</a> (neighborPosition!=neighborEdgeCount);
01631                                 neighborPosition = (neighborPosition + 1) * (neighborRealLength / neighborEdgeCount) - position - 1;
01632 
01633                                 <span class="comment">// Get final coordinate</span>
01634                                 <span class="keywordflow">switch</span> (neighborEdge)
01635                                 {
01636                                 <span class="keywordflow">case</span> 0:
01637                                         sOut = 0;
01638                                         tOut = neighborPosition;
01639                                         <span class="keywordflow">break</span>;
01640                                 <span class="keywordflow">case</span> 1:
01641                                         sOut = neighborPosition;
01642                                         tOut = patchInfos[patchOut].OrderT-1;
01643                                         <span class="keywordflow">break</span>;
01644                                 <span class="keywordflow">case</span> 2:
01645                                         sOut = patchInfos[patchOut].OrderS-1;
01646                                         tOut = patchInfos[patchOut].OrderT-neighborPosition-1;
01647                                         <span class="keywordflow">break</span>;
01648                                 <span class="keywordflow">case</span> 3:
01649                                         sOut = patchInfos[patchOut].OrderS-neighborPosition-1;
01650                                         tOut = 0;
01651                                         <span class="keywordflow">break</span>;
01652                                 }
01653 
01654                                 <span class="comment">// Ok</span>
01655                                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
01656                         }
01657                 }
01658                 <span class="keywordflow">break</span>;
01659         }
01660 
01661         <span class="keywordflow">return</span> <span class="keyword">false</span>;
01662 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1197_1" doxytag="NL3D::CPatchInfo::getSmoothFlag" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CPatchInfo::getSmoothFlag </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>edge</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline]</code></td>
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<p>
Get the smooth flag for the n-th edge. Return true if this edge must by smoothed, false else.
<p>
Definition at line <a class="el" href="a06760.html#l00192">192</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06782.html#l00039">NL3D::CZoneTgtSmoother::makeVerticesCoplanar()</a>, <a class="el" href="a06776.html#l00067">NL3D::CZoneSmoother::smoothTangents()</a>, and <a class="el" href="a06758.html#l01825">transform()</a>.
<p>
<div class="fragment"><pre>00193         {
00194                 <span class="comment">// Test it</span>
00195                 <span class="keywordflow">return</span> ((<a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1194_4">Flags</a>&amp;(1&lt;&lt;edge))!=0);
00196         }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1197_3" doxytag="NL3D::CPatchInfo::getTileSymmetryRotate" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CPatchInfo::getTileSymmetryRotate </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03517.html">NL3D::CTileBank</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>bank</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>tile</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>symmetry</em>, </td>
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        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>rotate</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Get neighbor tile across a edge<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>patchid</em>&nbsp;</td><td>is the id of this patch </td></tr>
    <tr><td valign=top><em>edge</em>&nbsp;</td><td>is the edge shared with the neigbor </td></tr>
    <tr><td valign=top><em>position</em>&nbsp;</td><td>is the position over the edge in CCW across the patch. So if edge == 0, position is oriented like OT So if edge == 1, position is oriented like OS So if edge == 2, position is oriented like -OT So if edge == 3, position is oriented like -OS </td></tr>
    <tr><td valign=top><em>patchOut</em>&nbsp;</td><td>will be filled with the output patch id </td></tr>
    <tr><td valign=top><em>sOut</em>&nbsp;</td><td>will be filled with the output patch s coordinate </td></tr>
    <tr><td valign=top><em>tOut</em>&nbsp;</td><td>will be filled with the output patch t coordinate </td></tr>
    <tr><td valign=top><em>patchInfos</em>&nbsp;</td><td>is the vector of all patch info </td></tr>
  </table>
</dl>
<dl compact><dt><b>Returns:</b></dt><dd>false if no neighbor has been found or tile ratio is not the same than in this patch.</dd></dl>

<p>
Definition at line <a class="el" href="a06758.html#l01667">1667</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06537.html#l00333">NL3D::CTileSet::getOriented()</a>, <a class="el" href="a06537.html#l00528">NL3D::CTileBank::getTileCount()</a>, <a class="el" href="a06537.html#l00520">NL3D::CTileBank::getTileSet()</a>, <a class="el" href="a06537.html#l00516">NL3D::CTileBank::getTileSetCount()</a>, <a class="el" href="a06537.html#l00560">NL3D::CTileBank::getTileXRef()</a>, <a class="el" href="a05622.html#l00135">nlwarning</a>, <a class="el" href="a05646.html#l00244">type</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06758.html#l01825">transform()</a>.
<p>
<div class="fragment"><pre>01668 {
01669         <span class="comment">// Need check the tile ?</span>
01670         <span class="keywordflow">if</span> ( (symmetry || (rotate != 0)) &amp;&amp; (tile != 0xffffffff) )
01671         {
01672                 <span class="comment">// Tile exist ?</span>
01673                 <span class="keywordflow">if</span> (tile &lt; (<a class="code" href="a04558.html#a15">uint</a>)bank.<a class="code" href="a03517.html#NL3D_1_1CTileBanka16">getTileCount</a>())
01674                 {
01675                         <span class="comment">// Get xref</span>
01676                         <span class="keywordtype">int</span> tileSet;
01677                         <span class="keywordtype">int</span> number;
01678                         CTileBank::TTileType <a class="code" href="a04223.html#a581">type</a>;
01679 
01680                         <span class="comment">// Get tile xref</span>
01681                         bank.<a class="code" href="a03517.html#NL3D_1_1CTileBanka20">getTileXRef</a> ((<span class="keywordtype">int</span>)tile, tileSet, number, type);
01682 
01683                         <span class="keywordflow">if</span> ((tileSet &lt; 0) || (tileSet &gt;= bank.<a class="code" href="a03517.html#NL3D_1_1CTileBanka19">getTileSetCount</a>()))
01684                         {
01685                                 <a class="code" href="a04199.html#a2">nlwarning</a>(<span class="stringliteral">"tile %d has an unknown tileSet (%d)"</span>,tile, tileSet);
01686                                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
01687                         }
01688 
01689                         <span class="comment">// Is it an oriented tile ?</span>
01690                         <span class="keywordflow">if</span> (bank.<a class="code" href="a03517.html#NL3D_1_1CTileBanka18">getTileSet</a> (tileSet)-&gt;getOriented())
01691                         {
01692                                 <span class="comment">// New rotation value</span>
01693                                 rotate = 0;
01694                         }
01695 
01696                         <span class="comment">// Ok</span>
01697                         <span class="keywordflow">return</span> <span class="keyword">true</span>;
01698                 }
01699 
01700                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
01701         }
01702         <span class="keywordflow">else</span>
01703                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
01704 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPatchInfoz1194_1" doxytag="NL3D::CPatchInfo::setCornerSmoothFlag" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CPatchInfo::setCornerSmoothFlag </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>corner</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>smooth</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
setup NoiseSmooth flags: used for Noise geometry and lighting. NB: convention: corner0==A, corner1==B ... 
<p>

<p>
Definition at line <a class="el" href="a06758.html#l00056">56</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>.
<p>
<div class="fragment"><pre>00057 {
00058         <a class="code" href="a04199.html#a6">nlassert</a>(corner&lt;=3);
00059         <a class="code" href="a04558.html#a15">uint</a>    mask= 1&lt;&lt;corner;
00060         <span class="keywordflow">if</span>(smooth)
00061                 <a class="code" href="a03066.html#NL3D_1_1CPatchInfor0">_CornerSmoothFlag</a>|= mask;
00062         <span class="keywordflow">else</span>
00063                 <a class="code" href="a03066.html#NL3D_1_1CPatchInfor0">_CornerSmoothFlag</a>&amp;= ~mask;
00064 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPatchInfoz1197_2" doxytag="NL3D::CPatchInfo::setSmoothFlag" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CPatchInfo::setSmoothFlag </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>edge</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>flag</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [inline]</code></td>
        </tr>

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    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Set the smooth flag for the n-th edge. flag is false if this edge must by smoothed, true else.
<p>
Definition at line <a class="el" href="a06760.html#l00180">180</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>00181         {
00182                 <span class="comment">// Erase it</span>
00183                 <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1194_4">Flags</a>&amp;=~(1&lt;&lt;edge);
00184                 
00185                 <span class="comment">// Set it</span>
00186                 <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1194_4">Flags</a>|=(((<a class="code" href="a04558.html#a15">uint</a>)flag)&lt;&lt;edge);
00187         }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPatchInfoz1197_4" doxytag="NL3D::CPatchInfo::transform" ></a><p>
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        <tr>
          <td class="md" nowrap valign="top"> bool NL3D::CPatchInfo::transform </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>patchInfo</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03762.html">NL3D::CZoneSymmetrisation</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>zoneSymmetry</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a03517.html">NL3D::CTileBank</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>bank</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>symmetry</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>rotate</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap> <em>snapCell</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap> <em>weldThreshold</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a02851.html">NLMISC::CMatrix</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>toOriginalSpace</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Adjusts a <a class="el" href="a03066.html">CPatchInfo</a> array to get a symmetrized / rotated zone with matching oriented tiles. This method only adjuste tile and vertex color array, does'nt transform vertices.<p>
Transform an array of patchInfo by a symmetry on OY axis followed by a 90deg CCW rotation (0, 1, 2, 3).<p>
The method doesn't transform vertices. If symmetry, the method invert 0-3 and 1-2 vertices indexes to get CCW oriented patches. It will fix bind informations. The method fixes tile and color vertex arrays. The method fixes tile rotation, 256 cases and tile transistions.<p>
Return false if something wrong.
<p>
Definition at line <a class="el" href="a06758.html#l01825">1825</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00126">BaseVertices</a>, <a class="el" href="a06760.html#l00236">BindEdges</a>, <a class="el" href="a06778.html#l00186">NL3D::CZoneSymmetrisation::build()</a>, <a class="el" href="a06760.html#l00108">NL3D::CPatchInfo::CBindInfo::Edge</a>, <a class="el" href="a06760.html#l00130">Flags</a>, <a class="el" href="a06760.html#l00192">getSmoothFlag()</a>, <a class="el" href="a06540.html#l00064">NL3D::CTileElement::getTile256Info()</a>, <a class="el" href="a06540.html#l00046">NL3D::CTileElement::getTileOrient()</a>, <a class="el" href="a06778.html#l00057">NL3D::CZoneSymmetrisation::getTileState()</a>, <a class="el" href="a06758.html#l01667">getTileSymmetryRotate()</a>, <a class="el" href="a05479.html#l00081">NL3D::CBezierPatch::Interiors</a>, <a class="el" href="a06760.html#l00106">NL3D::CPatchInfo::CBindInfo::Next</a>, <a class="el" href="a05622.html#l00135">nlwarning</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00122">OrderS</a>, <a class="el" href="a06760.html#l00122">OrderT</a>, <a class="el" href="a06760.html#l00120">Patch</a>, <a class="el" href="a06540.html#l00054">NL3D::CTileElement::setTile256Info()</a>, <a class="el" href="a06540.html#l00036">NL3D::CTileElement::setTileOrient()</a>, <a class="el" href="a05479.html#l00079">NL3D::CBezierPatch::Tangents</a>, <a class="el" href="a06541.html#l00077">NL3D::CTileElement::Tile</a>, <a class="el" href="a06760.html#l00155">TileColors</a>, <a class="el" href="a06760.html#l00149">Tiles</a>, <a class="el" href="a06758.html#l01799">transform256Case()</a>, <a class="el" href="a06758.html#l01708">transformTile()</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00098">uint16</a>, <a class="el" href="a05981.html#l00096">uint8</a>, <a class="el" href="a05646.html#l00237">v</a>, and <a class="el" href="a05479.html#l00077">NL3D::CBezierPatch::Vertices</a>.
<p>
<div class="fragment"><pre>01826 {
01827         <a class="code" href="a04558.html#a15">uint</a> patchCount = patchInfo.size ();
01828         <a class="code" href="a04558.html#a15">uint</a> i;
01829 
01830         <span class="comment">// --- Export tile info Symmetry of the bind info.</span>
01831         <span class="comment">// --- Parse each patch and each edge</span>
01832 
01833         <span class="comment">// For each patches</span>
01834         <a class="code" href="a03763.html">NL3D::CZoneSymmetrisation::CError</a> error;
01835         
01836         <span class="comment">// Build the structure</span>
01837         <span class="keywordflow">if</span> (!zoneSymmetry.<a class="code" href="a03762.html#NL3D_1_1CZoneSymmetrisationa0">build</a> (patchInfo, snapCell, weldThreshold, bank, error, toOriginalSpace))
01838         {
01839                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
01840         }
01841         
01842         <span class="comment">// Symmetry ?</span>
01843         <span class="keywordflow">if</span> (symmetry)
01844         {
01845                 <span class="keywordflow">for</span>(i=0 ; i&lt;patchCount; i++)
01846                 {
01847                         <span class="comment">// Ref on the current patch</span>
01848                         <a class="code" href="a03066.html#NL3D_1_1CPatchInfoa0">CPatchInfo</a> &amp;pi = patchInfo[i];
01849 
01850                         <span class="comment">// --- Symmetry vertex indexes</span>
01851 
01852                         <span class="comment">// Vertices</span>
01853                         CVector tmp = pi.Patch.Vertices[0];
01854                         pi.Patch.Vertices[0] = pi.Patch.Vertices[3];
01855                         pi.Patch.Vertices[3] = tmp;
01856                         tmp = pi.Patch.Vertices[1];
01857                         pi.Patch.Vertices[1] = pi.Patch.Vertices[2];
01858                         pi.Patch.Vertices[2] = tmp;
01859 
01860                         <span class="comment">// Tangents</span>
01861                         tmp = pi.Patch.Tangents[0];
01862                         pi.Patch.Tangents[0] = pi.Patch.Tangents[5];
01863                         pi.Patch.Tangents[5] = tmp;
01864                         tmp = pi.Patch.Tangents[1];
01865                         pi.Patch.Tangents[1] = pi.Patch.Tangents[4];
01866                         pi.Patch.Tangents[4] = tmp;
01867                         tmp = pi.Patch.Tangents[2];
01868                         pi.Patch.Tangents[2] = pi.Patch.Tangents[3];
01869                         pi.Patch.Tangents[3] = tmp;
01870                         tmp = pi.Patch.Tangents[6];
01871                         pi.Patch.Tangents[6] = pi.Patch.Tangents[7];
01872                         pi.Patch.Tangents[7] = tmp;
01873 
01874                         <span class="comment">// Interior</span>
01875                         tmp = pi.Patch.Interiors[0];
01876                         pi.Patch.Interiors[0] = pi.Patch.Interiors[3];
01877                         pi.Patch.Interiors[3] = tmp;
01878                         tmp = pi.Patch.Interiors[1];
01879                         pi.Patch.Interiors[1] = pi.Patch.Interiors[2];
01880                         pi.Patch.Interiors[2] = tmp;
01881 
01882                         <span class="comment">// ** Symmetries tile colors</span>
01883 
01884                         <a class="code" href="a04558.html#a15">uint</a> u,<a class="code" href="a04223.html#a576">v</a>;
01885                         <a class="code" href="a04558.html#a15">uint</a> countU = pi.OrderS/2+1;
01886                         <a class="code" href="a04558.html#a15">uint</a> countV = pi.OrderT+1;
01887                         <span class="keywordflow">for</span> (<a class="code" href="a04223.html#a576">v</a>=0; <a class="code" href="a04223.html#a576">v</a>&lt;countV; <a class="code" href="a04223.html#a576">v</a>++)
01888                         <span class="keywordflow">for</span> (u=0; u&lt;countU; u++)
01889                         {
01890                                 <span class="comment">// Store it in the tile info</span>
01891                                 <a class="code" href="a04558.html#a15">uint</a> index0 = u+<a class="code" href="a04223.html#a576">v</a>*(pi.OrderS+1);
01892                                 <a class="code" href="a04558.html#a15">uint</a> index1 = (pi.OrderS-u)+<a class="code" href="a04223.html#a576">v</a>*(pi.OrderS+1);
01893 
01894                                 <span class="comment">// XChg</span>
01895                                 <a class="code" href="a04558.html#a9">uint16</a> tmp = pi.TileColors[index0].Color565;
01896                                 pi.TileColors[index0].Color565 = pi.TileColors[index1].Color565;
01897                                 pi.TileColors[index1].Color565 = tmp;
01898                         }
01899 
01900                         <span class="comment">// Smooth flags</span>
01901                         <a class="code" href="a04558.html#a15">uint</a> flags = (<a class="code" href="a04558.html#a15">uint</a>)(pi.getSmoothFlag (0))&lt;&lt;2;
01902                         flags |= (<a class="code" href="a04558.html#a15">uint</a>)(pi.getSmoothFlag (2))&lt;&lt;0;
01903                         flags |= (<a class="code" href="a04558.html#a15">uint</a>)(pi.getSmoothFlag (1))&lt;&lt;1;
01904                         flags |= (<a class="code" href="a04558.html#a15">uint</a>)(pi.getSmoothFlag (3))&lt;&lt;3;
01905                         pi.Flags &amp;= ~3;
01906                         pi.Flags |= flags;
01907                 }
01908 
01909                 <span class="comment">// --- Symmetry of the bind info.</span>
01910                 <span class="comment">// --- Parse each patch and each edge</span>
01911                 <span class="comment">// For each patches</span>
01912                 <span class="keywordflow">for</span> (i=0 ; i&lt;patchCount; i++)
01913                 {
01914                         <span class="comment">// Ref on the patch info</span>
01915                         <a class="code" href="a03066.html#NL3D_1_1CPatchInfoa0">CPatchInfo</a> &amp;pi = patchInfo[i];
01916 
01917                         <span class="comment">// Xchg left and right</span>
01918                         swap (pi.BindEdges[0], pi.BindEdges[2]);
01919                         swap (pi.BaseVertices[0], pi.BaseVertices[3]);
01920                         swap (pi.BaseVertices[1], pi.BaseVertices[2]);
01921 
01922                         <span class="comment">// Flip edges</span>
01923                         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> edge=0; edge&lt;4; edge++)
01924                         {
01925                                 <span class="comment">// Ref on the patch info</span>
01926                                 CPatchInfo::CBindInfo &amp;bindEdge = pi.BindEdges[edge];
01927 
01928                                 <a class="code" href="a04558.html#a15">uint</a> next;
01929                                 <span class="comment">// Look if it is a bind ?</span>
01930                                 <span class="keywordflow">if</span> ( (bindEdge.NPatchs&gt;1) &amp;&amp; (bindEdge.NPatchs!=5) )
01931                                 {
01932                                         <span class="keywordflow">for</span> (next=0; next&lt;(<a class="code" href="a04558.html#a15">uint</a>)bindEdge.NPatchs/2; next++)
01933                                         {
01934                                                 swap (bindEdge.Next[bindEdge.NPatchs - next - 1], bindEdge.Next[next]);
01935                                                 swap (bindEdge.Edge[bindEdge.NPatchs - next - 1], bindEdge.Edge[next]);
01936                                         }
01937                                 }
01938 
01939                                 <span class="comment">// Look if we are binded on a reversed edge</span>
01940                                 <a class="code" href="a04558.html#a15">uint</a> bindCount = (bindEdge.NPatchs==5) ? 1 : bindEdge.NPatchs;
01941                                 <span class="keywordflow">for</span> (next=0; next&lt;bindCount; next++)
01942                                 {
01943                                         <span class="comment">// Left or right ?</span>
01944                                         <span class="keywordflow">if</span> ( (bindEdge.Edge[next] &amp; 1) == 0)
01945                                         {
01946                                                 <span class="comment">// Invert</span>
01947                                                 bindEdge.Edge[next] += 2;
01948                                                 bindEdge.Edge[next] &amp;= 3;
01949                                         }
01950                                 }
01951                         }
01952                 }
01953         }
01954 
01955         <span class="comment">// For each patches</span>
01956         <span class="keywordflow">for</span> (i=0 ; i&lt;patchCount; i++)
01957         {
01958                 <span class="comment">// Tile infos</span>
01959                 <a class="code" href="a03066.html#NL3D_1_1CPatchInfoa0">CPatchInfo</a> &amp;pi = patchInfo[i];
01960 
01961                 <span class="comment">// Backup tiles</span>
01962                 std::vector&lt;CTileElement&gt;       tiles = pi.Tiles;
01963 
01964                 <span class="keywordtype">int</span> u,<a class="code" href="a04223.html#a576">v</a>;
01965                 <span class="keywordflow">for</span> (<a class="code" href="a04223.html#a576">v</a>=0; <a class="code" href="a04223.html#a576">v</a>&lt;pi.OrderT; <a class="code" href="a04223.html#a576">v</a>++)
01966                 <span class="keywordflow">for</span> (u=0; u&lt;pi.OrderS; u++)
01967                 {
01968                         <span class="comment">// U tile</span>
01969                         <span class="keywordtype">int</span> uSymmetry = symmetry ? (pi.OrderS-u-1) : u;
01970 
01971                         <span class="comment">// Destination tile</span>
01972                         CTileElement &amp;element = pi.Tiles[u+<a class="code" href="a04223.html#a576">v</a>*pi.OrderS];
01973 
01974                         <span class="comment">// Copy the orginal symmetrical element</span>
01975                         element = tiles[uSymmetry+<a class="code" href="a04223.html#a576">v</a>*pi.OrderS];
01976 
01977                         <span class="comment">// For each layer</span>
01978                         <span class="keywordflow">for</span> (<span class="keywordtype">int</span> <a class="code" href="a05373.html#a2">l</a>=0; <a class="code" href="a05373.html#a2">l</a>&lt;3; <a class="code" href="a05373.html#a2">l</a>++)
01979                         {
01980                                 <span class="comment">// Empty ?</span>
01981                                 <span class="keywordflow">if</span> (element.Tile[<a class="code" href="a05373.html#a2">l</a>] != 0xffff)
01982                                 {
01983                                         <span class="comment">// Get the tile index</span>
01984                                         <a class="code" href="a04558.html#a15">uint</a> tile = element.Tile[<a class="code" href="a05373.html#a2">l</a>];
01985                                         <a class="code" href="a04558.html#a15">uint</a> tileRotation = element.getTileOrient (l);
01986 
01987                                         <span class="comment">// Get rot and symmetry for this tile</span>
01988                                         <a class="code" href="a04558.html#a15">uint</a> tileRotate = rotate;
01989                                         <span class="keywordtype">bool</span> tileSymmetry = symmetry;
01990                                         <span class="keywordtype">bool</span> goofy = symmetry &amp;&amp; (zoneSymmetry.<a class="code" href="a03762.html#NL3D_1_1CZoneSymmetrisationa5">getTileState</a> (i, uSymmetry+v*pi.OrderS, l) == CZoneSymmetrisation::Goofy);
01991 
01992                                         <span class="comment">// Transform the transfo</span>
01993                                         <span class="keywordflow">if</span> (<a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1197_3">getTileSymmetryRotate</a> (bank, tile, tileSymmetry, tileRotate))
01994                                         {
01995                                                 <span class="comment">// Transform the tile</span>
01996                                                 <span class="keywordflow">if</span> (!<a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1197_6">transformTile</a> (bank, tile, tileRotation, tileSymmetry, (4-tileRotate)&amp;3, goofy))
01997                                                 {
01998                                                         <span class="comment">// Info</span>
01999                                                         <a class="code" href="a04199.html#a2">nlwarning</a> (<span class="stringliteral">"Error getting symmetrical / rotated zone tile."</span>);
02000                                                         <span class="keywordflow">return</span> <span class="keyword">false</span>;
02001                                                 }
02002                                         }
02003                                         <span class="keywordflow">else</span>
02004                                         {
02005                                                 <span class="comment">// Info</span>
02006                                                 <a class="code" href="a04199.html#a2">nlwarning</a> (<span class="stringliteral">"Error getting symmetrical / rotated zone tile."</span>);
02007                                                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
02008                                         }
02009 
02010                                         <span class="comment">// Set the tile</span>
02011                                         element.Tile[<a class="code" href="a05373.html#a2">l</a>] = tile;
02012                                         element.setTileOrient (l, (<a class="code" href="a04558.html#a7">uint8</a>)tileRotation);
02013                                 }
02014                         }
02015 
02016                         <span class="comment">// Empty ?</span>
02017                         <span class="keywordflow">if</span> (element.Tile[0]!=0xffff)
02018                         {
02019                                 <span class="comment">// Get 256 info</span>
02020                                 <span class="keywordtype">bool</span> is256x256;
02021                                 <a class="code" href="a04558.html#a7">uint8</a> uvOff;
02022                                 element.getTile256Info (is256x256, uvOff);
02023 
02024                                 <span class="comment">// 256 ?</span>
02025                                 <span class="keywordflow">if</span> (is256x256)
02026                                 {
02027                                         <span class="comment">// Get rot and symmetry for this tile</span>
02028                                         <a class="code" href="a04558.html#a15">uint</a> tileRotate = rotate;
02029                                         <span class="keywordtype">bool</span> tileSymmetry = symmetry;
02030                                         <a class="code" href="a04558.html#a15">uint</a> tileRotation = tiles[uSymmetry+<a class="code" href="a04223.html#a576">v</a>*pi.OrderS].getTileOrient (0);
02031                                         <span class="keywordtype">bool</span> goofy = symmetry &amp;&amp; (zoneSymmetry.<a class="code" href="a03762.html#NL3D_1_1CZoneSymmetrisationa5">getTileState</a> (i, uSymmetry+v*pi.OrderS, 0) == CZoneSymmetrisation::Goofy);
02032 
02033                                         <span class="comment">// Transform the transfo</span>
02034                                         <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1197_3">getTileSymmetryRotate</a> (bank, element.Tile[0], tileSymmetry, tileRotate);
02035 
02036                                         <span class="comment">// Transform the case</span>
02037                                         <a class="code" href="a03066.html#NL3D_1_1CPatchInfoz1197_5">transform256Case</a> (bank, uvOff, tileRotation, tileSymmetry, (4-tileRotate)&amp;3, goofy);
02038 
02039                                         element.setTile256Info (<span class="keyword">true</span>, uvOff);
02040                                 }
02041                         }
02042                 }
02043         }
02044 
02045         <span class="comment">// Ok</span>
02046         <span class="keywordflow">return</span> <span class="keyword">true</span>;
02047 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPatchInfoz1197_5" doxytag="NL3D::CPatchInfo::transform256Case" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CPatchInfo::transform256Case </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03517.html">NL3D::CTileBank</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>bank</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a7">uint8</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>case256</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>tileRotation</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>symmetry</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>rotate</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>goofy</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Get neighbor tile across a edge<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>patchid</em>&nbsp;</td><td>is the id of this patch </td></tr>
    <tr><td valign=top><em>edge</em>&nbsp;</td><td>is the edge shared with the neigbor </td></tr>
    <tr><td valign=top><em>position</em>&nbsp;</td><td>is the position over the edge in CCW across the patch. So if edge == 0, position is oriented like OT So if edge == 1, position is oriented like OS So if edge == 2, position is oriented like -OT So if edge == 3, position is oriented like -OS </td></tr>
    <tr><td valign=top><em>patchOut</em>&nbsp;</td><td>will be filled with the output patch id </td></tr>
    <tr><td valign=top><em>sOut</em>&nbsp;</td><td>will be filled with the output patch s coordinate </td></tr>
    <tr><td valign=top><em>tOut</em>&nbsp;</td><td>will be filled with the output patch t coordinate </td></tr>
    <tr><td valign=top><em>patchInfos</em>&nbsp;</td><td>is the vector of all patch info </td></tr>
  </table>
</dl>
<dl compact><dt><b>Returns:</b></dt><dd>false if no neighbor has been found or tile ratio is not the same than in this patch.</dd></dl>

<p>
Definition at line <a class="el" href="a06758.html#l01799">1799</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05981.html#l00096">uint8</a>.
<p>
Referenced by <a class="el" href="a06758.html#l01825">transform()</a>.
<p>
<div class="fragment"><pre>01800 {
01801         <span class="comment">// Tile exist ?</span>
01802         <span class="keywordflow">if</span> ( (rotate!=0) || symmetry )
01803         {
01804                 <span class="comment">// Symmetry ?</span>
01805                 <span class="keywordflow">if</span> (symmetry)
01806                 {
01807                         <span class="comment">// Take the symmetry</span>
01808                         <a class="code" href="a04558.html#a15">uint</a> symArray[4] = {3, 2, 1, 0};
01809                         case256 = symArray[case256];
01810 
01811                         <span class="keywordflow">if</span> (goofy &amp;&amp; ((tileRotation &amp; 1) ==0))
01812                                 case256 += 2;
01813                         <span class="keywordflow">if</span> ((!goofy) &amp;&amp; (tileRotation &amp; 1))
01814                                 case256 += 2;
01815                 }
01816 
01817                 <span class="comment">// Rotation ?</span>
01818                 case256 -= rotate;
01819                 case256 &amp;= 3;
01820         }
01821 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPatchInfoz1197_6" doxytag="NL3D::CPatchInfo::transformTile" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool NL3D::CPatchInfo::transformTile </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03517.html">NL3D::CTileBank</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>bank</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>tile</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>tileRotation</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>symmetry</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>rotate</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>goofy</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Get neighbor tile across a edge<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>patchid</em>&nbsp;</td><td>is the id of this patch </td></tr>
    <tr><td valign=top><em>edge</em>&nbsp;</td><td>is the edge shared with the neigbor </td></tr>
    <tr><td valign=top><em>position</em>&nbsp;</td><td>is the position over the edge in CCW across the patch. So if edge == 0, position is oriented like OT So if edge == 1, position is oriented like OS So if edge == 2, position is oriented like -OT So if edge == 3, position is oriented like -OS </td></tr>
    <tr><td valign=top><em>patchOut</em>&nbsp;</td><td>will be filled with the output patch id </td></tr>
    <tr><td valign=top><em>sOut</em>&nbsp;</td><td>will be filled with the output patch s coordinate </td></tr>
    <tr><td valign=top><em>tOut</em>&nbsp;</td><td>will be filled with the output patch t coordinate </td></tr>
    <tr><td valign=top><em>patchInfos</em>&nbsp;</td><td>is the vector of all patch info </td></tr>
  </table>
</dl>
<dl compact><dt><b>Returns:</b></dt><dd>false if no neighbor has been found or tile ratio is not the same than in this patch.</dd></dl>

<p>
Definition at line <a class="el" href="a06758.html#l01708">1708</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06536.html#l01373">NL3D::CTileSet::getOrientedBorder()</a>, <a class="el" href="a06537.html#l00207">NL3D::CTileSetTransition::getTile()</a>, <a class="el" href="a06537.html#l00528">NL3D::CTileBank::getTileCount()</a>, <a class="el" href="a06537.html#l00520">NL3D::CTileBank::getTileSet()</a>, <a class="el" href="a06537.html#l00560">NL3D::CTileBank::getTileXRef()</a>, <a class="el" href="a06537.html#l00353">NL3D::CTileSet::getTransition()</a>, <a class="el" href="a06536.html#l01274">NL3D::CTileSet::getTransitionTile()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05646.html#l00244">type</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06758.html#l01825">transform()</a>.
<p>
<div class="fragment"><pre>01709 {
01710         <span class="comment">// Tile exist ?</span>
01711         <span class="keywordflow">if</span> ( (rotate!=0) || symmetry )
01712         {
01713                 <span class="keywordflow">if</span> (tile &lt; (<a class="code" href="a04558.html#a15">uint</a>)bank.<a class="code" href="a03517.html#NL3D_1_1CTileBanka16">getTileCount</a>())
01714                 {
01715                         <span class="comment">// Get xref</span>
01716                         <span class="keywordtype">int</span> tileSet;
01717                         <span class="keywordtype">int</span> number;
01718                         CTileBank::TTileType <a class="code" href="a04223.html#a581">type</a>;
01719 
01720                         <span class="comment">// Get tile xref</span>
01721                         bank.<a class="code" href="a03517.html#NL3D_1_1CTileBanka20">getTileXRef</a> ((<span class="keywordtype">int</span>)tile, tileSet, number, type);
01722 
01723                         <span class="comment">// Transition ?</span>
01724                         <span class="keywordflow">if</span> (<a class="code" href="a04223.html#a581">type</a> == CTileBank::transition)
01725                         {
01726                                 <span class="comment">// Rotation for transition</span>
01727                                 <a class="code" href="a04558.html#a15">uint</a> transRotate = rotate;
01728 
01729                                 <span class="comment">// Number should be ok</span>
01730                                 <a class="code" href="a04199.html#a6">nlassert</a> (number&gt;=0);
01731                                 <a class="code" href="a04199.html#a6">nlassert</a> (number&lt;CTileSet::count);
01732 
01733                                 <span class="comment">// Tlie set number</span>
01734                                 <span class="keyword">const</span> CTileSet *pTileSet = bank.<a class="code" href="a03517.html#NL3D_1_1CTileBanka18">getTileSet</a> (tileSet);
01735 
01736                                 <span class="comment">// Get border desc</span>
01737                                 CTileSet::TFlagBorder oriented[4] = 
01738                                 {       
01739                                         pTileSet-&gt;getOrientedBorder (CTileSet::left, CTileSet::getEdgeType ((CTileSet::TTransition)number, CTileSet::left)),
01740                                         pTileSet-&gt;getOrientedBorder (CTileSet::bottom, CTileSet::getEdgeType ((CTileSet::TTransition)number, CTileSet::bottom)),
01741                                         pTileSet-&gt;getOrientedBorder (CTileSet::right, CTileSet::getEdgeType ((CTileSet::TTransition)number, CTileSet::right)),
01742                                         pTileSet-&gt;getOrientedBorder (CTileSet::top, CTileSet::getEdgeType ((CTileSet::TTransition)number, CTileSet::top))
01743                                 };
01744 
01745                                 <span class="comment">// Symmetry ?</span>
01746                                 <span class="keywordflow">if</span> (symmetry)
01747                                 {
01748                                         <span class="keywordflow">if</span> ( (tileRotation &amp; 1) ^ goofy )
01749                                         {
01750                                                 CTileSet::TFlagBorder tmp = oriented[1];
01751                                                 oriented[1] = CTileSet::getInvertBorder (oriented[3]);
01752                                                 oriented[3] = CTileSet::getInvertBorder (tmp);
01753                                                 oriented[2] = CTileSet::getInvertBorder (oriented[2]);
01754                                                 oriented[0] = CTileSet::getInvertBorder (oriented[0]);
01755                                         }
01756                                         <span class="keywordflow">else</span>
01757                                         {
01758                                                 CTileSet::TFlagBorder tmp = oriented[0];
01759                                                 oriented[0] = CTileSet::getInvertBorder (oriented[2]);
01760                                                 oriented[2] = CTileSet::getInvertBorder (tmp);
01761                                                 oriented[1] = CTileSet::getInvertBorder (oriented[1]);
01762                                                 oriented[3] = CTileSet::getInvertBorder (oriented[3]);
01763                                         }
01764                                 }
01765 
01766                                 <span class="comment">// Rotation</span>
01767                                 CTileSet::TFlagBorder edges[4];
01768                                 edges[0] = pTileSet-&gt;getOrientedBorder (CTileSet::left, oriented[(0 + transRotate )&amp;3]);
01769                                 edges[1] = pTileSet-&gt;getOrientedBorder (CTileSet::bottom, oriented[(1 + transRotate )&amp;3]);
01770                                 edges[2] = pTileSet-&gt;getOrientedBorder (CTileSet::right, oriented[(2 + transRotate )&amp;3]);
01771                                 edges[3] = pTileSet-&gt;getOrientedBorder (CTileSet::top, oriented[(3 + transRotate )&amp;3]);
01772 
01773                                 <span class="comment">// Get the good tile number</span>
01774                                 CTileSet::TTransition transition = pTileSet-&gt;getTransitionTile (edges[3], edges[1], edges[0], edges[2]);
01775                                 <a class="code" href="a04199.html#a6">nlassert</a> ((CTileSet::TTransition)transition != CTileSet::notfound);
01776                                 tile = (<a class="code" href="a04558.html#a15">uint</a>)(pTileSet-&gt;getTransition (transition)-&gt;getTile ());
01777                         }
01778 
01779                         <span class="comment">// Transform rotation: invert rotation</span>
01780                         tileRotation += rotate;
01781 
01782                         <span class="comment">// If goofy, add +2</span>
01783                         <span class="keywordflow">if</span> (goofy &amp;&amp; symmetry)
01784                                 tileRotation += 2;
01785 
01786                         <span class="comment">// Mask the rotation</span>
01787                         tileRotation &amp;= 3;
01788                 }
01789                 <span class="keywordflow">else</span>
01790                         <span class="keywordflow">return</span> <span class="keyword">false</span>;
01791         }
01792 
01793         <span class="comment">// Ok</span>
01794         <span class="keywordflow">return</span> <span class="keyword">true</span>;
01795 }
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CPatchInfor0" doxytag="NL3D::CPatchInfo::_CornerSmoothFlag" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03066.html#NL3D_1_1CPatchInfor0">NL3D::CPatchInfo::_CornerSmoothFlag</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00251">251</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CPatchInfoz1194_2" doxytag="NL3D::CPatchInfo::BaseVertices" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a9">uint16</a> <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_2">NL3D::CPatchInfo::BaseVertices</a>[4]
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<p>
The base corner vertices indices in the current zone. Used for patch connectivity. 
<p>

<p>
Definition at line <a class="el" href="a06760.html#l00126">126</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06782.html#l00039">NL3D::CZoneTgtSmoother::makeVerticesCoplanar()</a>, <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>, and <a class="el" href="a06758.html#l01825">transform()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1199_0" doxytag="NL3D::CPatchInfo::BindEdges" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03067.html">CBindInfo</a> <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1199_0">NL3D::CPatchInfo::BindEdges</a>[4]
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00236">236</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06758.html#l01551">getNeighborTile()</a>, <a class="el" href="a06782.html#l00039">NL3D::CZoneTgtSmoother::makeVerticesCoplanar()</a>, <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>, <a class="el" href="a06776.html#l00067">NL3D::CZoneSmoother::smoothTangents()</a>, and <a class="el" href="a06758.html#l01825">transform()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1194_3" doxytag="NL3D::CPatchInfo::ErrorSize" ></a><p>
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          <td class="md" nowrap valign="top"> float <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_3">NL3D::CPatchInfo::ErrorSize</a>
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<p>
The Base Size*bumpiness of the patch (/2 at each subdivide). Set to 0, if you want <a class="el" href="a03730.html">CZone</a> to compute it for you. 
<p>

<p>
Definition at line <a class="el" href="a06760.html#l00124">124</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, and <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1194_4" doxytag="NL3D::CPatchInfo::Flags" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_4">NL3D::CPatchInfo::Flags</a>
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<p>
"The don't smooth" flags. For each edge of the patch (0~3), the flag means that this patch mustn't be smoothed with its neightbor. The n-th edge links the vertices "n" and "(n+1)%4". The flag for the n-th edge is (1&lt;&lt;n). 
<p>
Definition at line <a class="el" href="a06760.html#l00130">130</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>, and <a class="el" href="a06758.html#l01825">transform()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1196_0" doxytag="NL3D::CPatchInfo::Lumels" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a04558.html#a7">uint8</a>&gt; <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1196_0">NL3D::CPatchInfo::Lumels</a>
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<p>
The Tile lumels for this patch. There must be (OrderS*4+1)*(OrderT*4+1) tile lumels. Those are lumel value in tiles. There is 4x4 lumels by tiles plus last lumels. They are stored in line first order, from S=0 to 1, and T=0 to 1.
<p>
Definition at line <a class="el" href="a06760.html#l00161">161</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06768.html#l01293">NL3D::CZoneLighter::processCalc()</a>, and <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1194_5" doxytag="NL3D::CPatchInfo::NoiseRotation" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_5">NL3D::CPatchInfo::NoiseRotation</a>
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<p>
The orientation of the NoiseMap. 0,1,2,3. This represent a CCW rotation of the NoiseMap. 
<p>

<p>
Definition at line <a class="el" href="a06760.html#l00134">134</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, and <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1194_6" doxytag="NL3D::CPatchInfo::OrderS" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_6">NL3D::CPatchInfo::OrderS</a>
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<p>
Tile Order for the patch. 
<p>

<p>
Definition at line <a class="el" href="a06760.html#l00122">122</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06778.html#l00186">NL3D::CZoneSymmetrisation::build()</a>, <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06778.html#l00670">NL3D::CZoneSymmetrisation::propagateTileState()</a>, <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>, <a class="el" href="a06778.html#l00472">NL3D::CZoneSymmetrisation::setOrientedTileState()</a>, <a class="el" href="a06778.html#l00312">NL3D::CZoneSymmetrisation::setTileState()</a>, <a class="el" href="a06778.html#l00641">NL3D::st2uv()</a>, <a class="el" href="a06758.html#l01825">transform()</a>, and <a class="el" href="a06778.html#l00648">NL3D::uv2st()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1194_7" doxytag="NL3D::CPatchInfo::OrderT" ></a><p>
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<p>
Tile Order for the patch. 
<p>

<p>
Definition at line <a class="el" href="a06760.html#l00122">122</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06778.html#l00186">NL3D::CZoneSymmetrisation::build()</a>, <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>, <a class="el" href="a06778.html#l00472">NL3D::CZoneSymmetrisation::setOrientedTileState()</a>, <a class="el" href="a06778.html#l00312">NL3D::CZoneSymmetrisation::setTileState()</a>, <a class="el" href="a06778.html#l00641">NL3D::st2uv()</a>, <a class="el" href="a06758.html#l01825">transform()</a>, and <a class="el" href="a06778.html#l00648">NL3D::uv2st()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1194_8" doxytag="NL3D::CPatchInfo::Patch" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02258.html">CBezierPatch</a> <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1194_8">NL3D::CPatchInfo::Patch</a>
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<p>
The patch coordinates. 
<p>

<p>
Definition at line <a class="el" href="a06760.html#l00120">120</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06782.html#l00039">NL3D::CZoneTgtSmoother::makeVerticesCoplanar()</a>, <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>, <a class="el" href="a06778.html#l00472">NL3D::CZoneSymmetrisation::setOrientedTileState()</a>, <a class="el" href="a06778.html#l00312">NL3D::CZoneSymmetrisation::setTileState()</a>, <a class="el" href="a06776.html#l00067">NL3D::CZoneSmoother::smoothTangents()</a>, and <a class="el" href="a06758.html#l01825">transform()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1196_1" doxytag="NL3D::CPatchInfo::TileColors" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03520.html">CTileColor</a>&gt; <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1196_1">NL3D::CPatchInfo::TileColors</a>
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<p>
The Tile colors for this patch. There must be (OrderS+1)*(OrderT+1) tile colors. Those are the colors at the corners of the tiles. They are stored in line first order, from S=0 to 1, and T=0 to 1.
<p>
Definition at line <a class="el" href="a06760.html#l00155">155</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>, and <a class="el" href="a06758.html#l01825">transform()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1196_2" doxytag="NL3D::CPatchInfo::TileLightInfluences" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03527.html">CTileLightInfluence</a>&gt; <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1196_2">NL3D::CPatchInfo::TileLightInfluences</a>
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<p>
There is (OrderS/2+1) * (OrderT/2+1) tiles light influence. It indicates which static pointLight influence each corner of a TessBlock (block of 2*2 tiles).<p>
If <a class="el" href="a04223.html#a587">size()</a>==0, suppose no light influence. but <a class="el" href="a03730.html#NL3D_1_1CZonea32">CZone::retrieve()</a> always return a <a class="el" href="a04223.html#a587">size()</a> == (OrderS/2+1) * (OrderT/2+1).<p>
They are stored in line first order, from S=0 to 1, and T=0 to 1.
<p>
Definition at line <a class="el" href="a06760.html#l00171">171</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06768.html#l03346">NL3D::CZoneLighter::processZonePointLightRT()</a>, and <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CPatchInfoz1196_3" doxytag="NL3D::CPatchInfo::Tiles" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03522.html">CTileElement</a>&gt; <a class="el" href="a03066.html#NL3D_1_1CPatchInfoz1196_3">NL3D::CPatchInfo::Tiles</a>
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<p>
The Tiles for this patch. There must be OrderS*OrderT tiles. They are stored in line first order, from S=0 to 1, and T=0 to 1.
<p>
Definition at line <a class="el" href="a06760.html#l00149">149</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">NL3D::CZone::build()</a>, <a class="el" href="a06778.html#l00670">NL3D::CZoneSymmetrisation::propagateTileState()</a>, <a class="el" href="a06758.html#l00289">NL3D::CZone::retrieve()</a>, <a class="el" href="a06778.html#l00472">NL3D::CZoneSymmetrisation::setOrientedTileState()</a>, <a class="el" href="a06778.html#l00312">NL3D::CZoneSymmetrisation::setTileState()</a>, and <a class="el" href="a06758.html#l01825">transform()</a>.    </td>
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<hr>The documentation for this struct was generated from the following files:<ul>
<li><a class="el" href="a06760.html">src/3d/zone.h</a><li><a class="el" href="a06758.html">3d/zone.cpp</a></ul>
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