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<title>NeL: NL3D::CZone class Reference</title>
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<h1>NL3D::CZone Class Reference</h1><code>#include &lt;<a class="el" href="a06760.html">zone.h</a>&gt;</code>
<p>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A landscape zone. There is 2 ways for building a zone:<ul>
<li>use <a class="el" href="a03730.html#NL3D_1_1CZonea4">build()</a>. (then you can use serial to save the zone, don't need to <a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a> the zone).</li><li>use <a class="el" href="a03730.html#NL3D_1_1CZonea33">serial()</a> for loading this zone.</li></ul>
<p>
Before a zone may be rendered, it must be <a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a>-ed, to compile and bind patch, to make vertices etc...<p>
NB: you must call <a class="el" href="a03730.html#NL3D_1_1CZonea29">release()</a> before deleting a compiled zone. (else assert in destruction). <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2000 </dd></dl>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00297">297</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea0">applyHeightField</a> (const <a class="el" href="a02702.html">CLandscape</a> &amp;landScape)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea1">averageTesselationVertices</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea2">build</a> (const <a class="el" href="a03730.html">CZone</a> &amp;zone)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea3">build</a> (<a class="el" href="a04558.html#a9">uint16</a> zoneId, const std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;patchs, const std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt; &amp;borderVertices, <a class="el" href="a04558.html#a11">uint32</a> numVertices=0)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea4">build</a> (const <a class="el" href="a03738.html">CZoneInfo</a> &amp;zoneInfo, <a class="el" href="a04558.html#a11">uint32</a> numVertices=0)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea5">changePatchTextureAndColor</a> (<a class="el" href="a04558.html#a14">sint</a> numPatch, const std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt; *tiles, const std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt; *colors)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea6">clip</a> (const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;pyramid)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Clip a zone. To know if must be rendered etc... A zone is IN if in BACK of at least one plane of the pyramid.  <a href="#NL3D_1_1CZonea6"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea7">compile</a> (<a class="el" href="a02702.html">CLandscape</a> *landscape, <a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea8">compiled</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea9">copyTilesFlags</a> (<a class="el" href="a04558.html#a14">sint</a> destPatchId, const <a class="el" href="a03057.html">CPatch</a> *srcPatch)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea10">CZone</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor.  <a href="#NL3D_1_1CZonea10"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea11">debugBinds</a> (FILE *f=stdout)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea12">excludePatchFromRefineAll</a> (<a class="el" href="a04558.html#a15">uint</a> patch, bool exclude)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is especially for Pacs. exlude a patch to be <a class="el" href="a03730.html#NL3D_1_1CZonea27">refineAll()</a>ed.  <a href="#NL3D_1_1CZonea12"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea13">forceMergeAtTileLevel</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">For changing TileMaxSubdivision. force tesselation to be under tile.  <a href="#NL3D_1_1CZonea13"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02702.html">CLandscape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea14">getLandscape</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03057.html">CPatch</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea16">getPatch</a> (<a class="el" href="a04558.html#a14">sint</a> patch) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea17">getPatchBias</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02291.html">CBSphere</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea18">getPatchBSphere</a> (<a class="el" href="a04558.html#a15">uint</a> patch) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt; &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea19">getPatchColor</a> (<a class="el" href="a04558.html#a14">sint</a> numPatch) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a03731.html">CPatchConnect</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea20">getPatchConnect</a> (<a class="el" href="a04558.html#a14">sint</a> patch) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea21">getPatchScale</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt; &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea22">getPatchTexture</a> (<a class="el" href="a04558.html#a14">sint</a> numPatch) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02157.html">CAABBoxExt</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea23">getZoneBB</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a9">uint16</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea24">getZoneId</a> () const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea25">isPatchRenderClipped</a> (<a class="el" href="a04558.html#a15">uint</a> patch) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Is the patch clipped (ie not visible). crash if bad Id.  <a href="#NL3D_1_1CZonea25"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea26">preRender</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">PreRender a zone (if needed).  <a href="#NL3D_1_1CZonea26"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea27">refineAll</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">force Refine a zone.  <a href="#NL3D_1_1CZonea27"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea28">refreshTesselationGeometry</a> (<a class="el" href="a04558.html#a14">sint</a> numPatch)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea29">release</a> (<a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea30">resetRenderFarAndDeleteVBFV</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea31">retrieve</a> (std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;patchs, std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt; &amp;borderVertices)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea32">retrieve</a> (<a class="el" href="a03738.html">CZoneInfo</a> &amp;zoneInfo)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea33">serial</a> (<a class="el" href="a02270.html">NLMISC::IStream</a> &amp;f)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea34">setTileColor</a> (bool monochrome, float factor)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea35">setupColorsFromTileFlags</a> (const <a class="el" href="a03337.html">NLMISC::CRGBA</a> colors[4])</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonea36">~CZone</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Destructor.  <a href="#NL3D_1_1CZonea36"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03408.html">NLMISC::CSmartPtr</a>&lt;<br>
 <a class="el" href="a03732.html">CTessBaseVertex</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoney3">PBaseVertex</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::vector&lt; <a class="el" href="a03408.html">PBaseVertex</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoney4">TBaseVerticesVec</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoney5">TClipResult</a> { <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney0">ClipIn</a> =  0, 
<a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a> =  1, 
<a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a> =  2
 }</td></tr>

<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned0">buildBindInfo</a> (<a class="el" href="a04558.html#a15">uint</a> patchId, <a class="el" href="a04558.html#a15">uint</a> edge, <a class="el" href="a03730.html">CZone</a> *neighborZone, <a class="el" href="a03058.html">CPatch::CBindInfo</a> &amp;paBind)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned1">clipPatchs</a> (const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;pyramid)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned2">computeBBScaleBias</a> (const <a class="el" href="a02156.html">CAABBox</a> &amp;bb)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03408.html">PBaseVertex</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned3">getBaseVertex</a> (<a class="el" href="a04558.html#a14">sint</a> vert) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03057.html">CPatch</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned4">getPatch</a> (<a class="el" href="a04558.html#a14">sint</a> patch)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned5">patchOnBorder</a> (const <a class="el" href="a03731.html">CPatchConnect</a> &amp;pc) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoned6">rebindBorder</a> (<a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones)</td></tr>

<tr><td colspan=2><br><h2>Static Private Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoneh0">bindPatch</a> (<a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones, <a class="el" href="a03057.html">CPatch</a> &amp;pa, <a class="el" href="a03731.html">CPatchConnect</a> &amp;pc, bool rebind)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03057.html">CPatch</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoneh1">getZonePatch</a> (<a class="el" href="a05363.html#a362">TZoneMap</a> &amp;loadedZones, <a class="el" href="a04558.html#a14">sint</a> zoneId, <a class="el" href="a04558.html#a14">sint</a> patch)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoneh2">unbindPatch</a> (<a class="el" href="a03057.html">CPatch</a> &amp;pa)</td></tr>

<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02291.html">CBSphere</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02272.html">NLMISC::CBitSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02272.html">NLMISC::CBitSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03095.html">CPointLightNamedArray</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03730.html#NL3D_1_1CZoney4">TBaseVerticesVec</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner7">Compiled</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02702.html">CLandscape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner8">Landscape</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a10">sint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner9">NumVertices</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03128.html">CVector</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner10">PatchBias</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03731.html">CPatchConnect</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a03057.html">CPatch</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner12">Patchs</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner13">PatchScale</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02157.html">CAABBoxExt</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a9">uint16</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a></td></tr>

<tr><td colspan=2><br><h2>Friends</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>class&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonen0">CLandscape</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>class&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonen1">CPatch</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>class&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03730.html#NL3D_1_1CZonen2">CTessFace</a></td></tr>

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<hr><h2>Member Typedef Documentation</h2>
<a class="anchor" name="NL3D_1_1CZoney3" doxytag="NL3D::CZone::PBaseVertex" ></a><p>
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          <td class="md" nowrap valign="top"> typedef <a class="el" href="a03408.html">NLMISC::CSmartPtr</a>&lt;<a class="el" href="a03732.html">CTessBaseVertex</a>&gt; <a class="el" href="a03408.html">NL3D::CZone::PBaseVertex</a><code> [private]</code>
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Definition at line <a class="el" href="a06760.html#l00551">551</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
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Referenced by <a class="el" href="a06760.html#l00606">getBaseVertex()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CZoney4" doxytag="NL3D::CZone::TBaseVerticesVec" ></a><p>
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          <td class="md" nowrap valign="top"> typedef std::vector&lt;<a class="el" href="a03408.html">PBaseVertex</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoney4">NL3D::CZone::TBaseVerticesVec</a><code> [private]</code>
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  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00552">552</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.    </td>
  </tr>
</table>
<hr><h2>Member Enumeration Documentation</h2>
<a class="anchor" name="NL3D_1_1CZoney5" doxytag="NL3D::CZone::TClipResult" ></a><p>
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          <td class="md" nowrap valign="top"> enum <a class="el" href="a03730.html#NL3D_1_1CZoney5">NL3D::CZone::TClipResult</a><code> [private]</code>
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    </td>
  </tr>
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<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
<dl compact><dt><b>Enumeration values: </b></dt><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CZoney5NL3D_1_1CZoney0" doxytag="ClipIn" ></a>ClipIn</em>&nbsp;</td><td>
</td></tr>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CZoney5NL3D_1_1CZoney1" doxytag="ClipOut" ></a>ClipOut</em>&nbsp;</td><td>
</td></tr>
<tr><td valign=top><em><a class="anchor" name="NL3D_1_1CZoney5NL3D_1_1CZoney2" doxytag="ClipSide" ></a>ClipSide</em>&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>
Definition at line <a class="el" href="a06760.html#l00596">596</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
<div class="fragment"><pre>00596 {<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney0">ClipIn</a>= 0, <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>= 1, <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>= 2};
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CZonea10" doxytag="NL3D::CZone::CZone" ></a><p>
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          <td class="md" nowrap valign="top"> NL3D::CZone::CZone </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
  </tr>
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  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Constructor. 
<p>

<p>
Definition at line <a class="el" href="a06758.html#l00083">83</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>, <a class="el" href="a06760.html#l00595">ClipResult</a>, and <a class="el" href="a06760.html#l00562">Compiled</a>.
<p>
<div class="fragment"><pre>00084 {
00085         <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>= 0;
00086         <a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>= <span class="keyword">false</span>;
00087         <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>= NULL;
00088         <a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>;
00089 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea36" doxytag="NL3D::CZone::~CZone" ></a><p>
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          <td class="md" nowrap valign="top"> NL3D::CZone::~<a class="el" href="a03730.html">CZone</a> </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
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      &nbsp;
    </td>
    <td>

<p>
Destructor. 
<p>

<p>
Definition at line <a class="el" href="a06758.html#l00091">91</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00562">Compiled</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
<p>
<div class="fragment"><pre>00092 {
00093         <span class="comment">// release() must have been called.</span>
00094         <a class="code" href="a04199.html#a6">nlassert</a>(!Compiled);
00095 }
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CZonea0" doxytag="NL3D::CZone::applyHeightField" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::applyHeightField </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a02702.html">CLandscape</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>landScape</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
apply a landscape heightfield on a zone (modification of Z control points values). NB: this is done in Landscape addZone(), before <a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a>. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>landScape</em>&nbsp;</td><td>the landscape which gives Z delta values, for a x,y point.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a06758.html#l01452">1452</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a05384.html#l00215">NLMISC::CAABBox::extend()</a>, <a class="el" href="a05862.html#l02698">NL3D::CLandscape::getHeightFieldDeltaZ()</a>, <a class="el" href="a05479.html#l00081">NL3D::CBezierPatch::Interiors</a>, <a class="el" href="a06156.html#l00329">NL3D::CPatch::Interiors</a>, <a class="el" href="a06156.html#l00108">NL3D::CVector3s::pack()</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, <a class="el" href="a05385.html#l00067">NLMISC::CAABBox::setHalfSize()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05479.html#l00079">NL3D::CBezierPatch::Tangents</a>, <a class="el" href="a06156.html#l00328">NL3D::CPatch::Tangents</a>, <a class="el" href="a06156.html#l00121">NL3D::CVector3s::unpack()</a>, <a class="el" href="a05479.html#l00077">NL3D::CBezierPatch::Vertices</a>, <a class="el" href="a06156.html#l00327">NL3D::CPatch::Vertices</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>.
<p>
<div class="fragment"><pre>01453 {
01454         <a class="code" href="a04558.html#a14">sint</a>    i,j;
01455         vector&lt;CBezierPatch&gt;    patchs;
01456 
01457         <span class="comment">// no patch, do nothing.</span>
01458         <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()==0)
01459                 <span class="keywordflow">return</span>;
01460 
01461         <span class="comment">// 0. Unpack patchs to Bezier Patchs.</span>
01462         <span class="comment">//===================================</span>
01463         patchs.resize(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
01464         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
01465         {
01466                 CBezierPatch            &amp;p= patchs[j];
01467                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
01468 
01469                 <span class="comment">// re-Build the uncompressed bezier patch.</span>
01470                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
01471                         pa.Vertices[i].unpack(p.Vertices[i], PatchBias, PatchScale);
01472                 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
01473                         pa.Tangents[i].unpack(p.Tangents[i], PatchBias, PatchScale);
01474                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
01475                         pa.Interiors[i].unpack(p.Interiors[i], PatchBias, PatchScale);
01476         }
01477 
01478         <span class="comment">// 1. apply heightfield on bezier patchs.</span>
01479         <span class="comment">//===================================</span>
01480         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
01481         {
01482                 CBezierPatch            &amp;p= patchs[j];
01483 
01484                 <span class="comment">// apply delta.</span>
01485                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
01486                         p.Vertices[i]+= landScape.getHeightFieldDeltaZ(p.Vertices[i].x, p.Vertices[i].y);
01487                 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
01488                         p.Tangents[i]+= landScape.getHeightFieldDeltaZ(p.Tangents[i].x, p.Tangents[i].y);
01489                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
01490                         p.Interiors[i]+= landScape.getHeightFieldDeltaZ(p.Interiors[i].x, p.Interiors[i].y);
01491         }
01492 
01493 
01494         <span class="comment">// 2. Re-compute Patch Scale/Bias, and Zone BBox.</span>
01495         <span class="comment">//===================================</span>
01496         CAABBox         bb;
01497         bb.setCenter(patchs[0].Vertices[0]);
01498         bb.setHalfSize(CVector::Null);
01499         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
01500         {
01501                 <span class="comment">// extend bbox.</span>
01502                 <span class="keyword">const</span> CBezierPatch      &amp;p= patchs[j];
01503                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
01504                         bb.extend(p.Vertices[i]);
01505                 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
01506                         bb.extend(p.Tangents[i]);
01507                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
01508                         bb.extend(p.Interiors[i]);
01509         }
01510         <span class="comment">// Compute BBox, and Patch Scale Bias, according to Noise.</span>
01511         <a class="code" href="a03730.html#NL3D_1_1CZoned2">computeBBScaleBias</a>(bb);
01512 
01513 
01514         <span class="comment">// 3. Re-pack patchs.</span>
01515         <span class="comment">//===================================</span>
01516         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
01517         {
01518                 CBezierPatch            &amp;p= patchs[j];
01519                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
01520 
01521                 <span class="comment">// Build the packed patch.</span>
01522                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
01523                         pa.Vertices[i].pack(p.Vertices[i], PatchBias, PatchScale);
01524                 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
01525                         pa.Tangents[i].pack(p.Tangents[i], PatchBias, PatchScale);
01526                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
01527                         pa.Interiors[i].pack(p.Interiors[i], PatchBias, PatchScale);
01528         }
01529 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea1" doxytag="NL3D::CZone::averageTesselationVertices" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::averageTesselationVertices </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
This is especially for Pacs. see <a class="el" href="a02702.html">CLandscape</a> desc.
<p>
Definition at line <a class="el" href="a06758.html#l01157">1157</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06155.html#l01505">NL3D::CPatch::averageTesselationVertices()</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>01158 {
01159         <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
01160 
01161         <span class="comment">// Fuck stlport....</span>
01162         <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()==0)
01163                 <span class="keywordflow">return</span>;
01164 
01165         <span class="comment">// averageTesselationVertices of ALL patchs.</span>
01166         <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>          *pPatch= &amp;(*<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.begin());
01167         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> n=(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();n&gt;0;n--, pPatch++)
01168         {
01169                 pPatch-&gt;averageTesselationVertices();
01170         }
01171 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZoneh0" doxytag="NL3D::CZone::bindPatch" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::bindPatch </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>loadedZones</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03057.html">CPatch</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>pa</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03731.html">CPatchConnect</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>pc</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>rebind</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static, private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06758.html#l00776">776</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06155.html#l01847">NL3D::CPatch::bind()</a>, <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00108">NL3D::CPatchInfo::CBindInfo::Edge</a>, <a class="el" href="a06156.html#l00322">NL3D::CPatch::CBindInfo::Edge</a>, <a class="el" href="a06155.html#l02213">NL3D::CPatch::getBindNeighbor()</a>, <a class="el" href="a06760.html#l00106">NL3D::CPatchInfo::CBindInfo::Next</a>, <a class="el" href="a06156.html#l00321">NL3D::CPatch::CBindInfo::Next</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06156.html#l00312">NL3D::CPatch::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>, <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>, <a class="el" href="a06156.html#l00309">NL3D::CPatch::CBindInfo::Zone</a>, and <a class="el" href="a06760.html#l00104">NL3D::CPatchInfo::CBindInfo::ZoneId</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00499">compile()</a>, and <a class="el" href="a06758.html#l00686">rebindBorder()</a>.
<p>
<div class="fragment"><pre>00777 {
00778         CPatch::CBindInfo       edges[4];
00779 
00780         <span class="comment">// Fill all edges.</span>
00781         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;4;i++)
00782         {
00783                 CPatchInfo::CBindInfo   &amp;pcBind= pc.BindEdges[i];
00784                 CPatch::CBindInfo               &amp;paBind= edges[i];
00785 
00786                 <a class="code" href="a04199.html#a6">nlassert</a>(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
00787                 paBind.NPatchs= pcBind.NPatchs;
00788 
00789 
00790                 <span class="comment">// Find the zone.</span>
00791                 TZoneMap::iterator      itZoneMap;
00792                 <span class="comment">// If no neighbor, or if zone neighbor not loaded.</span>
00793                 <span class="keywordflow">if</span>( paBind.NPatchs==0 || (itZoneMap=loadedZones.find(pcBind.ZoneId)) == loadedZones.end() )
00794                         paBind.Zone= NULL;
00795                 <span class="keywordflow">else</span>
00796                         paBind.Zone= itZoneMap-&gt;second;
00797 
00798 
00799                 <span class="comment">// Special case of a small patch connected to a bigger.</span>
00800                 <span class="keywordflow">if</span>(paBind.NPatchs==5)
00801                 {
00802                         paBind.Edge[0]= pcBind.Edge[0];
00803                         paBind.Next[0]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[0]);
00804                         <span class="comment">// If not loaded, don't bind to this edge.</span>
00805                         <span class="keywordflow">if</span>(!paBind.Next[0])
00806                                 paBind.NPatchs=0;
00807                         <span class="keywordflow">else</span>
00808                         {
00809                                 <span class="comment">// Get the BindInfo on me stored in our neighbor bigger CPatch</span>
00810                                 CPatch::CBindInfo       nbOnMe;
00811                                 paBind.Next[0]-&gt;getBindNeighbor(paBind.Edge[0], nbOnMe);
00812                                 <span class="comment">// if this patch has not already been binded on me, nbOnMe.Zone==NULL</span>
00813                                 <span class="keywordflow">if</span>( nbOnMe.Zone == NULL )
00814                                 {
00815                                         <span class="comment">// Simple case: do nothing: don't need to rebind() to the bigger patch since </span>
00816                                         <span class="comment">// himself is not bound</span>
00817                                         paBind.NPatchs=0;
00818                                         paBind.Zone= NULL;
00819                                 }
00820                                 <span class="keywordflow">else</span>
00821                                 {
00822                                         <span class="comment">// pa.bind() will do the job.</span>
00823                                         <span class="comment">// Leave it flagged with NPatchs==5.</span>
00824                                         <span class="keywordflow">continue</span>;
00825                                 }
00826                         }
00827                 }
00828 
00829 
00830                 <span class="comment">// Bind 1/1 and 1/2,1/4</span>
00831                 <span class="keywordflow">if</span>(paBind.NPatchs&gt;=1)
00832                 {
00833                         paBind.Edge[0]= pcBind.Edge[0];
00834                         paBind.Next[0]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[0]);
00835                         <span class="comment">// If not loaded, don't bind to this edge.</span>
00836                         <span class="keywordflow">if</span>(!paBind.Next[0])
00837                                 paBind.NPatchs=0;
00838                 }
00839                 <span class="keywordflow">if</span>(paBind.NPatchs&gt;=2)
00840                 {
00841                         paBind.Edge[1]= pcBind.Edge[1];
00842                         paBind.Next[1]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[1]);
00843                         <span class="comment">// If not loaded, don't bind to this edge.</span>
00844                         <span class="keywordflow">if</span>(!paBind.Next[1])
00845                                 paBind.NPatchs=0;
00846                 }
00847                 <span class="keywordflow">if</span>(paBind.NPatchs&gt;=4)
00848                 {
00849                         paBind.Edge[2]= pcBind.Edge[2];
00850                         paBind.Edge[3]= pcBind.Edge[3];
00851                         paBind.Next[2]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[2]);
00852                         paBind.Next[3]= CZone::getZonePatch(loadedZones, pcBind.ZoneId, pcBind.Next[3]);
00853                         <span class="comment">// If not loaded, don't bind to this edge.</span>
00854                         <span class="keywordflow">if</span>(!paBind.Next[2] || !paBind.Next[3])
00855                                 paBind.NPatchs=0;
00856                 }
00857         }
00858 
00859         <span class="comment">// First, unbind.</span>
00860         pa.unbind();
00861 
00862         <span class="comment">// Then bind.</span>
00863         pa.bind(edges, rebind);
00864 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea2" doxytag="NL3D::CZone::build" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CZone::build </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03730.html">CZone</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>zone</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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

<p>
Build a copy of a zone. This method do a copy of zone (should be builded but maybe not compiled).<p>
NB: cannot build on a compiled zone. must release the zone before....
<p>
Definition at line <a class="el" href="a06758.html#l00365">365</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00581">_PatchOldRenderClipped</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a06760.html#l00586">_PointLightArray</a>, <a class="el" href="a06760.html#l00572">BorderVertices</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00568">NumVertices</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06760.html#l00576">Patchs</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a05484.html#l00081">NLMISC::CBitSet::resize()</a>, <a class="el" href="a05484.html#l00117">NLMISC::CBitSet::setAll()</a>, <a class="el" href="a06760.html#l00563">ZoneBB</a>, and <a class="el" href="a06760.html#l00561">ZoneId</a>.
<p>
<div class="fragment"><pre>00366 {
00367         <a class="code" href="a04199.html#a6">nlassert</a>(!Compiled);
00368 
00369         <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>= zone.ZoneId;
00370         <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>= zone.BorderVertices;
00371 
00372         <span class="comment">// Compute the bbox and the bias/scale.</span>
00373         <span class="comment">//=====================================</span>
00374         <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>= zone.ZoneBB;
00375         <a class="code" href="a03730.html#NL3D_1_1CZoner13">PatchScale</a>= zone.PatchScale;
00376         <a class="code" href="a03730.html#NL3D_1_1CZoner10">PatchBias</a>= zone.PatchBias;
00377 
00378 
00379         <span class="comment">// Compute/compress Patchs.</span>
00380         <span class="comment">//=========================</span>
00381         <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>= zone.Patchs;
00382         <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>= zone.PatchConnects;
00383 
00384         <span class="comment">// Init the Clip Arrays</span>
00385         <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
00386         <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
00387         <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
00388         <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
00389 
00390 
00391         <span class="comment">// copy pointLights.</span>
00392         <span class="comment">//=========================</span>
00393         <a class="code" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a>= zone._PointLightArray;
00394 
00395 
00396         <a class="code" href="a03730.html#NL3D_1_1CZoner9">NumVertices</a>= zone.NumVertices;
00397 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea3" doxytag="NL3D::CZone::build" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CZone::build </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a9">uint16</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>zoneId</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>patchs</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>borderVertices</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>numVertices</em> = 0</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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

<p>
Build a zone. Deprecated. Should use build(CZoneInfo &amp;) instead. see this method
<p>
Definition at line <a class="el" href="a06758.html#l00112">112</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00274">NL3D::CZoneInfo::BorderVertices</a>, <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06760.html#l00269">NL3D::CZoneInfo::Patchs</a>, <a class="el" href="a05981.html#l00098">uint16</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a06760.html#l00267">NL3D::CZoneInfo::ZoneId</a>.
<p>
<div class="fragment"><pre>00113 {
00114         CZoneInfo       zinfo;
00115         zinfo.ZoneId= zoneId;
00116         zinfo.Patchs= patchs;
00117         zinfo.BorderVertices= borderVertices;
00118 
00119         <a class="code" href="a03730.html#NL3D_1_1CZonea4">build</a>(zinfo, numVertices);
00120 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea4" doxytag="NL3D::CZone::build" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CZone::build </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03738.html">CZoneInfo</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>zoneInfo</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>numVertices</em> = 0</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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

<p>
Build a zone. This method do:<ul>
<li>compress the patchs coordinates.</li><li>build the patchs of the zone, but doesn't <a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a> them.</li><li>compress Lumels.</li><li>sort PointLights by name, and hence remap TileLightInfluences coordinates.</li></ul>
<p>
NB: cannot build on a compiled zone. must release the zone before....<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>numVertices</em>&nbsp;</td><td>maximize the numgber of vertices used by this zone with this value.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a06758.html#l00122">122</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00581">_PatchOldRenderClipped</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a06760.html#l00126">NL3D::CPatchInfo::BaseVertices</a>, <a class="el" href="a06760.html#l00306">NL3D::CZone::CPatchConnect::BaseVertices</a>, <a class="el" href="a06760.html#l00236">NL3D::CPatchInfo::BindEdges</a>, <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00274">NL3D::CZoneInfo::BorderVertices</a>, <a class="el" href="a06186.html#l00071">NL3D::CPointLightNamedArray::build()</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a06760.html#l00124">NL3D::CPatchInfo::ErrorSize</a>, <a class="el" href="a06760.html#l00305">NL3D::CZone::CPatchConnect::ErrorSize</a>, <a class="el" href="a05384.html#l00215">NLMISC::CAABBox::extend()</a>, <a class="el" href="a06760.html#l00130">NL3D::CPatchInfo::Flags</a>, <a class="el" href="a06156.html#l00840">NL3D::CPatch::Flags</a>, <a class="el" href="a06758.html#l00067">NL3D::CPatchInfo::getCornerSmoothFlag()</a>, <a class="el" href="a06187.html#l00063">NL3D::CPointLightNamedArray::getPointLights()</a>, <a class="el" href="a06156.html#l00329">NL3D::CPatch::Interiors</a>, <a class="el" href="a05479.html#l00081">NL3D::CBezierPatch::Interiors</a>, <a class="el" href="a06545.html#l00060">NL3D::CTileLightInfluence::Light</a>, <a class="el" href="a06760.html#l00161">NL3D::CPatchInfo::Lumels</a>, <a class="el" href="a06156.html#l00060">NL_LUMEL_BY_TILE</a>, <a class="el" href="a06156.html#l00057">NL_PATCH_SMOOTH_FLAG_MASK</a>, <a class="el" href="a06156.html#l00056">NL_PATCH_SMOOTH_FLAG_SHIFT</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00134">NL3D::CPatchInfo::NoiseRotation</a>, <a class="el" href="a06156.html#l00352">NL3D::CPatch::NoiseRotation</a>, <a class="el" href="a06760.html#l00122">NL3D::CPatchInfo::OrderS</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderS</a>, <a class="el" href="a06760.html#l00122">NL3D::CPatchInfo::OrderT</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderT</a>, <a class="el" href="a06156.html#l00108">NL3D::CVector3s::pack()</a>, <a class="el" href="a06157.html#l01267">NL3D::CPatch::packShadowMap()</a>, <a class="el" href="a06760.html#l00120">NL3D::CPatchInfo::Patch</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06760.html#l00269">NL3D::CZoneInfo::Patchs</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a06760.html#l00279">NL3D::CZoneInfo::PointLights</a>, <a class="el" href="a06157.html#l01384">NL3D::CPatch::resetCompressedLumels()</a>, <a class="el" href="a06157.html#l01529">NL3D::CPatch::resetTileLightInfluences()</a>, <a class="el" href="a05484.html#l00081">NLMISC::CBitSet::resize()</a>, <a class="el" href="a05484.html#l00117">NLMISC::CBitSet::setAll()</a>, <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, <a class="el" href="a06158.html#l00951">NL3D::CPatch::setCornerSmoothFlag()</a>, <a class="el" href="a05385.html#l00067">NLMISC::CAABBox::setHalfSize()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06156.html#l00328">NL3D::CPatch::Tangents</a>, <a class="el" href="a05479.html#l00079">NL3D::CBezierPatch::Tangents</a>, <a class="el" href="a06760.html#l00155">NL3D::CPatchInfo::TileColors</a>, <a class="el" href="a06156.html#l00343">NL3D::CPatch::TileColors</a>, <a class="el" href="a06156.html#l00346">NL3D::CPatch::TileLightInfluences</a>, <a class="el" href="a06760.html#l00171">NL3D::CPatchInfo::TileLightInfluences</a>, <a class="el" href="a06760.html#l00149">NL3D::CPatchInfo::Tiles</a>, <a class="el" href="a06156.html#l00340">NL3D::CPatch::Tiles</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00098">uint16</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a06156.html#l00327">NL3D::CPatch::Vertices</a>, <a class="el" href="a05479.html#l00077">NL3D::CBezierPatch::Vertices</a>, and <a class="el" href="a06760.html#l00267">NL3D::CZoneInfo::ZoneId</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06758.html#l00112">build()</a>, and <a class="el" href="a06768.html#l00920">NL3D::CZoneLighter::light()</a>.
<p>
<div class="fragment"><pre>00123 {
00124         <a class="code" href="a04558.html#a14">sint</a>    i,j;
00125         <a class="code" href="a04199.html#a6">nlassert</a>(!Compiled);
00126 
00127         <span class="comment">// Ref inupt</span>
00128         <a class="code" href="a04558.html#a9">uint16</a>          zoneId= zoneInfo.ZoneId;
00129         <span class="keyword">const</span> std::vector&lt;CPatchInfo&gt; &amp;patchs= zoneInfo.Patchs;
00130         <span class="keyword">const</span> std::vector&lt;CBorderVertex&gt; &amp;borderVertices= zoneInfo.BorderVertices;
00131         
00132 
00133         <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>= zoneId;
00134         <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>= borderVertices;
00135 
00136         <span class="comment">// Compute the bbox and the bias/scale.</span>
00137         <span class="comment">//=====================================</span>
00138         CAABBox         bb;
00139         <span class="keywordflow">if</span>(patchs.size())
00140                 bb.setCenter(patchs[0].Patch.Vertices[0]);
00141         bb.setHalfSize(CVector::Null);
00142         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
00143         {
00144                 <span class="keyword">const</span> CBezierPatch      &amp;p= patchs[j].Patch;
00145                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00146                         bb.extend(p.Vertices[i]);
00147                 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
00148                         bb.extend(p.Tangents[i]);
00149                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00150                         bb.extend(p.Interiors[i]);
00151         }
00152         <span class="comment">// Compute BBox, and Patch Scale Bias, according to Noise.</span>
00153         <a class="code" href="a03730.html#NL3D_1_1CZoned2">computeBBScaleBias</a>(bb);
00154 
00155 
00156         <span class="comment">// Compute/compress Patchs.</span>
00157         <span class="comment">//=========================</span>
00158         <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.resize(patchs.size());
00159         <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>.resize(patchs.size());
00160         <a class="code" href="a04558.html#a14">sint</a>    maxVertex=-1;
00161         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
00162         {
00163                 <span class="keyword">const</span> CPatchInfo        &amp;pi= patchs[j];
00164                 <span class="keyword">const</span> CBezierPatch      &amp;p= pi.Patch;
00165                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
00166                 CPatchConnect           &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
00167 
00168                 <span class="comment">// Smoothing flags</span>
00169                 pa.Flags&amp;=~<a class="code" href="a04733.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>;
00170                 pa.Flags|=<a class="code" href="a04733.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>&amp;(pi.Flags&lt;&lt;<a class="code" href="a04733.html#a4">NL_PATCH_SMOOTH_FLAG_SHIFT</a>);
00171 
00172 
00173                 <span class="comment">// Noise Data</span>
00174                 <span class="comment">// copy noise rotation.</span>
00175                 pa.NoiseRotation= pi.NoiseRotation;
00176                 <span class="comment">// copy all noise smoothing info.</span>
00177                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00178                 {
00179                         pa.setCornerSmoothFlag(i, pi.getCornerSmoothFlag(i));
00180                 }
00181 
00182                 <span class="comment">// Copy order of the patch</span>
00183                 pa.OrderS= pi.OrderS;
00184                 pa.OrderT= pi.OrderT;
00185 
00186                 <span class="comment">// Build the patch.</span>
00187                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00188                         pa.Vertices[i].pack(p.Vertices[i], PatchBias, PatchScale);
00189                 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
00190                         pa.Tangents[i].pack(p.Tangents[i], PatchBias, PatchScale);
00191                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00192                         pa.Interiors[i].pack(p.Interiors[i], PatchBias, PatchScale);
00193                 pa.Tiles= pi.Tiles;
00194                 pa.TileColors= pi.TileColors;
00195                 <span class="comment">/* Copy TileLightInfluences. It is possible that pi.TileLightInfluences.size()!= 0</span>
00196 <span class="comment">                        and pi.TileLightInfluences.size()!= (uint)(pi.OrderS/2+1)*(pi.OrderT/2+1)</span>
00197 <span class="comment">                        Because of a preceding bug where pa.OrderS and pa.OrderT were not initialized before the </span>
00198 <span class="comment">                        pa.resetTileLightInfluences();</span>
00199 <span class="comment">                */</span>
00200                 <span class="keywordflow">if</span>( pi.TileLightInfluences.size()!= (<a class="code" href="a04558.html#a15">uint</a>)(pi.OrderS/2+1)*(pi.OrderT/2+1) )
00201                 {
00202                         pa.resetTileLightInfluences();
00203                 }
00204                 <span class="keywordflow">else</span>
00205                 {
00206                         pa.TileLightInfluences= pi.TileLightInfluences;
00207                 }
00208 
00209                 <span class="comment">// Number of lumels in this patch</span>
00210                 <a class="code" href="a04558.html#a15">uint</a> lumelCount=(pi.OrderS*<a class="code" href="a04733.html#a7">NL_LUMEL_BY_TILE</a>)*(pi.OrderT*<a class="code" href="a04733.html#a7">NL_LUMEL_BY_TILE</a>);
00211 
00212                 <span class="comment">// Lumel empty ?</span>
00213                 <span class="keywordflow">if</span> (pi.Lumels.size ()==lumelCount)
00214                 {
00215                         <span class="comment">// Pack the lumel map</span>
00216                         pa.packShadowMap (&amp;pi.Lumels[0]);
00217                 }
00218                 <span class="keywordflow">else</span>
00219                 {
00220                         <span class="comment">// Reset lightmap</span>
00221                         pa.resetCompressedLumels ();
00222                 }
00223 
00224                 <a class="code" href="a04199.html#a6">nlassert</a>(pa.Tiles.size()== (<a class="code" href="a04558.html#a15">uint</a>)pi.OrderS*pi.OrderT);
00225                 <a class="code" href="a04199.html#a6">nlassert</a>(pa.TileColors.size()== (<a class="code" href="a04558.html#a15">uint</a>)(pi.OrderS+1)*(pi.OrderT+1));
00226 
00227                 <span class="comment">// Build the patchConnect.</span>
00228                 pc.ErrorSize= pi.ErrorSize;
00229                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00230                 {
00231                         pc.BaseVertices[i]= pi.BaseVertices[i];
00232                         maxVertex= max((<a class="code" href="a04558.html#a14">sint</a>)pc.BaseVertices[i], maxVertex);
00233                 }
00234                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00235                         pc.BindEdges[i]= pi.BindEdges[i];
00236         }
00237 
00238         <a class="code" href="a03730.html#NL3D_1_1CZoner9">NumVertices</a>= maxVertex+1;
00239         <a class="code" href="a03730.html#NL3D_1_1CZoner9">NumVertices</a>= max((<a class="code" href="a04558.html#a11">uint32</a>)NumVertices, numVertices);
00240 
00241         <span class="comment">// Init the Clip Arrays</span>
00242         <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(Patchs.size());
00243         <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(Patchs.size());
00244         <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
00245         <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
00246 
00247         <span class="comment">// Copy PointLights.</span>
00248         <span class="comment">//=========================</span>
00249         <span class="comment">// build array, lights are sorted</span>
00250         std::vector&lt;uint&gt;       plRemap;
00251         <a class="code" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a>.build(zoneInfo.PointLights, plRemap);
00252         <span class="comment">// Check TileLightInfluences integrity, and remap PointLight Indices.</span>
00253         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
00254         {
00255                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= Patchs[j];
00256                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> k= 0; k&lt;pa.TileLightInfluences.size(); k++)
00257                 {
00258                         CTileLightInfluence             &amp;tli= pa.TileLightInfluences[k];
00259                         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a05373.html#a2">l</a>=0; <a class="code" href="a05373.html#a2">l</a>&lt;CTileLightInfluence::NumLightPerCorner; <a class="code" href="a05373.html#a2">l</a>++)
00260                         {
00261                                 <span class="comment">// If NULL light, break and continue to next TileLightInfluence.</span>
00262                                 <span class="keywordflow">if</span>(tli.Light[<a class="code" href="a05373.html#a2">l</a>]== 0xFF)
00263                                         <span class="keywordflow">break</span>;
00264                                 <span class="keywordflow">else</span>
00265                                 {
00266                                         <span class="comment">// Check good index.</span>
00267                                         <a class="code" href="a04199.html#a6">nlassert</a>(tli.Light[l] &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a>.getPointLights().size());
00268                                         <span class="comment">// Remap index, because of light sorting.</span>
00269                                         tli.Light[<a class="code" href="a05373.html#a2">l</a>]= plRemap[tli.Light[<a class="code" href="a05373.html#a2">l</a>]];
00270                                 }
00271 
00272                         }
00273                 }
00274         }
00275 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZoned0" doxytag="NL3D::CZone::buildBindInfo" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::buildBindInfo </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>patchId</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>edge</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03730.html">CZone</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>neighborZone</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03058.html">CPatch::CBindInfo</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>paBind</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [private]</code></td>
        </tr>

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<p>

<p>
Definition at line <a class="el" href="a06758.html#l00718">718</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00108">NL3D::CPatchInfo::CBindInfo::Edge</a>, <a class="el" href="a06156.html#l00322">NL3D::CPatch::CBindInfo::Edge</a>, <a class="el" href="a06760.html#l00499">getPatch()</a>, <a class="el" href="a06760.html#l00507">getPatchConnect()</a>, <a class="el" href="a06156.html#l00318">NL3D::CPatch::CBindInfo::MultipleBindId</a>, <a class="el" href="a06156.html#l00316">NL3D::CPatch::CBindInfo::MultipleBindNum</a>, <a class="el" href="a06760.html#l00106">NL3D::CPatchInfo::CBindInfo::Next</a>, <a class="el" href="a06156.html#l00321">NL3D::CPatch::CBindInfo::Next</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06156.html#l00312">NL3D::CPatch::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a06156.html#l00309">NL3D::CPatch::CBindInfo::Zone</a>.
<p>
Referenced by <a class="el" href="a06155.html#l02213">NL3D::CPatch::getBindNeighbor()</a>.
<p>
<div class="fragment"><pre>00719 {
00720         <a class="code" href="a04199.html#a6">nlassert</a>(patchId &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
00721         <a class="code" href="a04199.html#a6">nlassert</a>(neighborZone);
00722 
00723         CPatchConnect   &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[patchId];
00724 
00725 
00726         <span class="comment">// Get the bind info of this patch to his neighbor on "edge".</span>
00727         CPatchInfo::CBindInfo   &amp;pcBind= pc.BindEdges[edge];
00728         <a class="code" href="a04199.html#a6">nlassert</a>(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
00729 
00730 
00731         <span class="comment">// copy zone ptr.</span>
00732         paBind.Zone= neighborZone;
00733 
00734 
00735         <span class="comment">// Special case of a small patch connected to a bigger.</span>
00736         <span class="keywordflow">if</span>(pcBind.NPatchs==5)
00737         {
00738                 paBind.NPatchs= 1;
00739                 paBind.Next[0]= neighborZone-&gt;getPatch(pcBind.Next[0]);
00740                 paBind.Edge[0]= pcBind.Edge[0];
00741                 
00742                 <span class="comment">// Get the twin bindInfo of pcBind.</span>
00743                 <span class="keyword">const</span> CPatchInfo::CBindInfo     &amp;pcBindNeighbor= 
00744                         neighborZone-&gt;getPatchConnect(pcBind.Next[0])-&gt;BindEdges[pcBind.Edge[0]];
00745                 <span class="comment">// must have a multiple bind.   </span>
00746                 <a class="code" href="a04199.html#a6">nlassert</a>(pcBindNeighbor.NPatchs == 2 || pcBindNeighbor.NPatchs == 4);
00747 
00748                 <span class="comment">// number of bind is stored on the twin bindInfo.</span>
00749                 paBind.MultipleBindNum= pcBindNeighbor.NPatchs;
00750 
00751                 <span class="comment">// Search our patchId on neighbor;</span>
00752                 paBind.MultipleBindId= 255;
00753                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0; i&lt;paBind.MultipleBindNum; i++)
00754                 {
00755                         <span class="keywordflow">if</span>(pcBindNeighbor.Next[i]==patchId)
00756                                 paBind.MultipleBindId= i;
00757                 }
00758                 <a class="code" href="a04199.html#a6">nlassert</a>(paBind.MultipleBindId!= 255);
00759         }
00760         <span class="keywordflow">else</span>
00761         {
00762                 paBind.MultipleBindNum= 0;
00763                 paBind.NPatchs= pcBind.NPatchs;
00764                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;paBind.NPatchs; i++)
00765                 {
00766                         paBind.Next[i]= neighborZone-&gt;getPatch(pcBind.Next[i]);
00767                         paBind.Edge[i]= pcBind.Edge[i];
00768                 }
00769         }
00770 
00771 
00772 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea5" doxytag="NL3D::CZone::changePatchTextureAndColor" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::changePatchTextureAndColor </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>numPatch</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt; *&nbsp;</td>
          <td class="mdname" nowrap> <em>tiles</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt; *&nbsp;</td>
          <td class="mdname" nowrap> <em>colors</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
Update and refresh a patch texture. Usefull for Tile edition. Even if patch is in tile mode, it is refreshed... <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>numPatch</em>&nbsp;</td><td>the index of patch in this zone which will receive his new texture. assert if bad id. </td></tr>
    <tr><td valign=top><em>tiles</em>&nbsp;</td><td>the patch texture. assert if not of good size (OrderS*OrderT). Can be NULL if you don't want to change the patch texture. </td></tr>
    <tr><td valign=top><em>colors</em>&nbsp;</td><td>the patch texture. assert if not of good size ((OrderS+1)*(OrderT+1)). Can be NULL if you don't want to change the patch colors.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a06758.html#l01279">1279</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06760.html#l00489">getNumPatchs()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05862.html#l00877">NL3D::CLandscape::unlockBuffers()</a>, <a class="el" href="a05862.html#l00799">NL3D::CLandscape::updateGlobalsAndLockBuffers()</a>, and <a class="el" href="a05862.html#l00896">NL3D::CLandscape::updateTessBlocksFaceVector()</a>.
<p>
<div class="fragment"><pre>01280 {
01281         <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&gt;=0);
01282         <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&lt;<a class="code" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a>());
01283         
01284 
01285         <span class="comment">// Update the patch texture.</span>
01286         <span class="keywordflow">if</span> (tiles)
01287         {
01288                 <a class="code" href="a04199.html#a6">nlassert</a>( Patchs[numPatch].Tiles.size() == tiles-&gt;size() );
01289                 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].Tiles = *tiles;
01290         }
01291 
01292         <span class="comment">// Update the patch colors.</span>
01293         <span class="keywordflow">if</span> (colors)
01294         {
01295                 <a class="code" href="a04199.html#a6">nlassert</a>( Patchs[numPatch].TileColors.size() == colors-&gt;size() );
01296                 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].TileColors = *colors;
01297         }
01298 
01299         <span class="keywordflow">if</span> (<a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>)
01300         {
01301                 <span class="comment">// If the patch is visible, then we must LockBuffers, because new VertexVB may be created.</span>
01302                 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>[numPatch])
01303                         <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>-&gt;updateGlobalsAndLockBuffers(CVector::Null);
01304 
01305                 <span class="comment">// Recompute UVs for new setup of Tiles.</span>
01306                 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].deleteTileUvs();
01307                 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].recreateTileUvs();
01308 
01309                 <span class="comment">// unlockBuffers() if necessary.</span>
01310                 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>[numPatch])
01311                 {
01312                         <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>-&gt;unlockBuffers();
01313                         <span class="comment">// This patch is visible, and TileFaces have been deleted / added.</span>
01314                         <span class="comment">// So must update TessBlock.</span>
01315                         <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>-&gt;updateTessBlocksFaceVector();
01316                 }
01317         }
01318 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea6" doxytag="NL3D::CZone::clip" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::clip </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>pyramid</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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      &nbsp;
    </td>
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<p>
Clip a zone. To know if must be rendered etc... A zone is IN if in BACK of at least one plane of the pyramid. 
<p>

<p>
Definition at line <a class="el" href="a06758.html#l00922">922</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00581">_PatchOldRenderClipped</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a05484.html#l00125">NLMISC::CBitSet::clearAll()</a>, <a class="el" href="a05384.html#l00319">NLMISC::CAABBoxExt::clipBack()</a>, <a class="el" href="a05384.html#l00301">NLMISC::CAABBoxExt::clipFront()</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney0">ClipIn</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>, <a class="el" href="a06758.html#l01038">clipPatchs()</a>, <a class="el" href="a06760.html#l00595">ClipResult</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05485.html#l00173">NLMISC::CBitSet::getVector()</a>, <a class="el" href="a05788.html#l00056">H_AUTO</a>, <a class="el" href="a05484.html#l00038">min</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05484.html#l00117">NLMISC::CBitSet::setAll()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a06760.html#l00563">ZoneBB</a>.
<p>
<div class="fragment"><pre>00923 {
00924         <a class="code" href="a04365.html#a4">H_AUTO</a>( NLMISC_ClipZone );
00925 
00926         <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
00927 
00928         <span class="comment">// bkup old ClipResult. NB: by default, it is ClipOut (no VB created).</span>
00929         <a class="code" href="a04558.html#a14">sint</a>    oldClipResult= <a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>;
00930 
00931         <span class="comment">// Pyramid with only the planes that clip the zone</span>
00932         <span class="keyword">static</span> std::vector&lt;CPlane&gt;              patchPyramid(10);
00933         <span class="keyword">static</span> std::vector&lt;uint&gt;                patchPyramidIndex(10);
00934         patchPyramidIndex.clear();
00935 
00936         <span class="comment">// Compute ClipResult.</span>
00937         <span class="comment">//-------------------</span>
00938         ClipResult= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney0">ClipIn</a>;
00939         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)pyramid.size();i++)
00940         {
00941                 <span class="comment">// If entirely out.</span>
00942                 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1914_0">clipBack</a>(pyramid[i]))
00943                 {
00944                         ClipResult= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>;
00945                         <span class="comment">// If out of only one plane, out of all.</span>
00946                         <span class="keywordflow">break</span>;
00947                 }
00948                 <span class="comment">// If partially IN (ie not entirely out, and not entirely IN)</span>
00949                 <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1914_1">clipFront</a>(pyramid[i]))
00950                 {
00951                         <span class="comment">// Force ClipResult to be ClipSide, and not ClipIn.</span>
00952                         ClipResult=<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>;
00953                         <span class="comment">// Append the plane index to list to test</span>
00954                         patchPyramidIndex.push_back(i);
00955                 }
00956         }
00957 
00958 
00959         <span class="comment">// Easy Clip  :)</span>
00960         <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.empty())
00961         {
00962                 ClipResult= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>;
00963                 <span class="comment">// don't need to go below...</span>
00964                 <span class="keywordflow">return</span>;
00965         }
00966 
00967 
00968         <span class="comment">// Clip By Patch Pass.</span>
00969         <span class="comment">//--------------------</span>
00970         <span class="keywordflow">if</span>(ClipResult==<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>)
00971         {
00972                 <a class="code" href="a04365.html#a4">H_AUTO</a>( NLMISC_ClipZone_Out );
00973 
00974                 <span class="comment">// Set All RenderClip flags to true.</span>
00975                 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
00976         }
00977         <span class="keywordflow">else</span> <span class="keywordflow">if</span>(ClipResult==ClipIn)
00978         {
00979                 <a class="code" href="a04365.html#a4">H_AUTO</a>( NLMISC_ClipZone_In );
00980 
00981                 <span class="comment">// Set All RenderClip flags to false.</span>
00982                 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_2">clearAll</a>();
00983         }
00984         <span class="keywordflow">else</span>
00985         {
00986                 <a class="code" href="a04365.html#a4">H_AUTO</a>( NLMISC_ClipZone_Side );
00987 
00988                 <span class="comment">// Copy only the pyramid planes of interest</span>
00989                 patchPyramid.resize(patchPyramidIndex.size());
00990                 <a class="code" href="a04558.html#a15">uint</a> i;
00991                 <span class="keywordflow">for</span>(i=0;i&lt;patchPyramidIndex.size();i++)
00992                 {
00993                         patchPyramid[i]= pyramid[patchPyramidIndex[i]];
00994                 }
00995 
00996                 <span class="comment">// clip all patchs with the simplified pyramid</span>
00997                 <a class="code" href="a03730.html#NL3D_1_1CZoned1">clipPatchs</a>(patchPyramid);
00998         }
00999 
01000 
01001         <span class="comment">// delete / reallocate / fill VBuffers.</span>
01002         <span class="comment">//-------------------</span>
01003         <span class="comment">// If there is a change in the Clip of the zone, or if patchs may have change (ie ClipSide is undetermined).</span>
01004         <span class="keywordflow">if</span>(oldClipResult!=ClipResult || oldClipResult==<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>)
01005         {
01006                 <span class="comment">// get BitSet as Raw Array of uint32</span>
01007                 <a class="code" href="a04558.html#a11">uint32</a>  *oldRenderClip= const_cast&lt;uint32*&gt;(&amp;<a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSeta0">getVector</a>()[0]);
01008                 <span class="keyword">const</span>   <a class="code" href="a04558.html#a11">uint32</a>  *newRenderClip= &amp;<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSeta0">getVector</a>()[0];
01009                 <a class="code" href="a04558.html#a15">uint</a>    numPatchs= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();
01010                 <span class="comment">// Then, we must test by patch.</span>
01011                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;numPatchs;oldRenderClip++, newRenderClip++)
01012                 {
01013                         <a class="code" href="a04558.html#a11">uint32</a>  oldWord= *oldRenderClip;
01014                         <a class="code" href="a04558.html#a11">uint32</a>  newWord= *newRenderClip;
01015                         <span class="comment">// process at max 32 patch</span>
01016                         <a class="code" href="a04558.html#a15">uint</a>    maxNumBits= <a class="code" href="a04061.html#a0">min</a>((numPatchs-i), 32U);
01017                         <a class="code" href="a04558.html#a11">uint32</a>  mask= 1;
01018                         <span class="keywordflow">for</span>(;maxNumBits&gt;0;maxNumBits--, mask&lt;&lt;=1, i++)
01019                         {
01020                                 <span class="comment">// same as: if(_PatchOldRenderClipped[i] != _PatchRenderClipped[i])</span>
01021                                 <span class="keywordflow">if</span>( (oldWord^newWord)&amp;mask )
01022                                 {
01023                                         <span class="comment">// set the flag.</span>
01024                                         *oldRenderClip&amp;= ~mask;
01025                                         *oldRenderClip|= newWord&amp;mask;
01026                                         <span class="comment">// update clip patch</span>
01027                                         <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].updateClipPatchVB( (newWord&amp;mask)!=0 );
01028                                 }
01029                         }
01030                 }
01031 
01032         }
01033 
01034 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZoned1" doxytag="NL3D::CZone::clipPatchs" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::clipPatchs </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const std::vector&lt; <a class="el" href="a03082.html">CPlane</a> &gt; &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>pyramid</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06758.html#l01038">1038</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00579">_PatchBSpheres</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a05484.html#l00125">NLMISC::CBitSet::clearAll()</a>, <a class="el" href="a05504.html#l00050">NLMISC::CBSphere::clipBack()</a>, <a class="el" href="a05485.html#l00075">NLMISC::CBitSet::set()</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00922">clip()</a>.
<p>
<div class="fragment"><pre>01039 {
01040         <span class="comment">// Init all to Not clipped</span>
01041         <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_2">clearAll</a>();
01042 
01043         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> j=0;j&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>.size();j++)
01044         {
01045                 <a class="code" href="a02291.html">CBSphere</a>        &amp;bSphere= <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>[j];
01046                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)pyramid.size();i++)
01047                 {
01048                         <span class="comment">// If entirely out.</span>
01049                         <span class="keywordflow">if</span>(!bSphere.<a class="code" href="a02291.html#NLMISC_1_1CBSpherez1931_0">clipBack</a>(pyramid[i]))
01050                         {
01051                                 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_8">set</a>(j, <span class="keyword">true</span>);
01052                                 <span class="keywordflow">break</span>;
01053                         }
01054                 }
01055         }
01056 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea7" doxytag="NL3D::CZone::compile" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::compile </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02702.html">CLandscape</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>landscape</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>loadedZones</em></td>
        </tr>
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          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
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<p>
Compile a zone. Make it usable for <a class="el" href="a03730.html#NL3D_1_1CZonea6">clip()</a>/refine()/render(). This method do:<ul>
<li>attach this to loadedZones.</li><li>create/link the base vertices (internal..), according to present neigbor zones.</li><li><a class="el" href="a03730.html#NL3D_1_1CZonea7">compile()</a> the patchs.</li><li>bind() the patchs.</li><li><a class="el" href="a03730.html#NL3D_1_1CZoned6">rebindBorder()</a> on neighbor zones.</li></ul>
<p>
A zone must keep a pointer on a landscape, for texture management. NB: assert if already compiled. assert if zone already exist in loadedZones.
<p>
Definition at line <a class="el" href="a06758.html#l00499">499</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00579">_PatchBSpheres</a>, <a class="el" href="a06760.html#l00306">NL3D::CZone::CPatchConnect::BaseVertices</a>, <a class="el" href="a06758.html#l00776">bindPatch()</a>, <a class="el" href="a06155.html#l00257">NL3D::CPatch::buildBBox()</a>, <a class="el" href="a06155.html#l01283">NL3D::CPatch::compile()</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06760.html#l00305">NL3D::CZone::CPatchConnect::ErrorSize</a>, <a class="el" href="a05385.html#l00090">NLMISC::CAABBox::getCenter()</a>, <a class="el" href="a05385.html#l00096">NLMISC::CAABBox::getRadius()</a>, <a class="el" href="a06760.html#l00058">NL3D::ItZoneMap</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderS</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderT</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>.
<p>
<div class="fragment"><pre>00500 {
00501         <a class="code" href="a04558.html#a14">sint</a>    i,j;
00502         <a class="code" href="a05363.html#a362">TZoneMap</a>                neighborZones;
00503 
00504         <span class="comment">//nlinfo("Compile Zone: %d \n", (sint32)getZoneId());</span>
00505 
00506         <span class="comment">// Can't compile if compiled.</span>
00507         <a class="code" href="a04199.html#a6">nlassert</a>(!Compiled);
00508         <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>= landscape;
00509 
00510         <span class="comment">// Attach this to loadedZones.</span>
00511         <span class="comment">//============================</span>
00512         <a class="code" href="a04199.html#a6">nlassert</a>(loadedZones.find(ZoneId)==loadedZones.end());
00513         loadedZones[<a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>]= <span class="keyword">this</span>;
00514         
00515         <span class="comment">// Create/link the base vertices according to present neigbor zones.</span>
00516         <span class="comment">//============================</span>
00517         <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>.clear();
00518         <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>.resize(NumVertices);
00519         <span class="comment">// First try to link vertices to other.</span>
00520         <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>.size();i++)
00521         {
00522                 <a class="code" href="a04558.html#a14">sint</a>    cur= <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>[i].CurrentVertex;
00523                 <a class="code" href="a04558.html#a14">sint</a>    vertto= BorderVertices[i].NeighborVertex;
00524                 <a class="code" href="a04558.html#a14">sint</a>    zoneto= BorderVertices[i].NeighborZoneId;
00525                 <a class="code" href="a04199.html#a6">nlassert</a>(cur&lt;NumVertices);
00526 
00527                 <span class="keywordflow">if</span>(loadedZones.find(zoneto)!=loadedZones.end())
00528                 {
00529                         <a class="code" href="a03730.html#NL3D_1_1CZonea10">CZone</a>   *zone;
00530                         zone= (*loadedZones.find(zoneto)).second;
00531                         <a class="code" href="a04199.html#a6">nlassert</a>(zone!=<span class="keyword">this</span>);
00532                         <span class="comment">// insert the zone in the neigborood (if not done...).</span>
00533                         neighborZones[zoneto]= zone;
00534                         <span class="comment">// Doesn't matter if BaseVertices is already linked to an other zone... </span>
00535                         <span class="comment">// This should be the same pointer in this case...</span>
00536                         <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[cur]=  zone-&gt;getBaseVertex(vertto);
00537                 }
00538         }
00539         <span class="comment">// Else, create unbounded vertices.</span>
00540         <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>.size();i++)
00541         {
00542                 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[i]==NULL)
00543                 {
00544                         <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[i]=  <span class="keyword">new</span> CTessBaseVertex;
00545                 }
00546         }
00547 
00548 
00549         <span class="comment">// compile() the patchs.</span>
00550         <span class="comment">//======================</span>
00551         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
00552         {
00553                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
00554                 CPatchConnect           &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
00555                 CTessVertex                     *baseVertices[4];
00556 
00557                 baseVertices[0]= &amp;(<a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[pc.BaseVertices[0]]-&gt;Vert);
00558                 baseVertices[1]= &amp;(BaseVertices[pc.BaseVertices[1]]-&gt;Vert);
00559                 baseVertices[2]= &amp;(BaseVertices[pc.BaseVertices[2]]-&gt;Vert);
00560                 baseVertices[3]= &amp;(BaseVertices[pc.BaseVertices[3]]-&gt;Vert);
00561                 pa.compile(<span class="keyword">this</span>, j, pa.OrderS, pa.OrderT, baseVertices, pc.ErrorSize);
00562         };
00563 
00564         <span class="comment">// compile() the Clip information for the patchs.</span>
00565         <span class="comment">//======================</span>
00566         <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>.resize(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
00567         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
00568         {
00569                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
00570 
00571                 <span class="comment">// Buil the BSPhere of the patch.</span>
00572                 CAABBox bb= pa.buildBBox();
00573                 <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>[j].Center= bb.getCenter();
00574                 <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>[j].Radius= bb.getRadius();
00575         }
00576 
00577         <span class="comment">// bind() the patchs. (after all compiled).</span>
00578         <span class="comment">//===================</span>
00579         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
00580         {
00581                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
00582                 CPatchConnect           &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
00583 
00584                 <span class="comment">// bind the patch. This is the original bind, not a rebind.</span>
00585                 <a class="code" href="a03730.html#NL3D_1_1CZoneh0">bindPatch</a>(loadedZones, pa, pc, <span class="keyword">false</span>);
00586         }
00587         
00588         
00589         <span class="comment">// rebindBorder() on neighbor zones.</span>
00590         <span class="comment">//==================================</span>
00591         <a class="code" href="a05363.html#a363">ItZoneMap</a>               zoneIt;
00592         <span class="comment">// Traverse the neighborood.</span>
00593         <span class="keywordflow">for</span>(zoneIt= neighborZones.begin(); zoneIt!=neighborZones.end(); zoneIt++)
00594         {
00595                 (*zoneIt).second-&gt;rebindBorder(loadedZones);
00596         }
00597 
00598         <span class="comment">// End!!</span>
00599         <a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>= <span class="keyword">true</span>;
00600 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea8" doxytag="NL3D::CZone::compiled" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CZone::compiled </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00487">487</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a06760.html#l00562">Compiled</a>.
<p>
<div class="fragment"><pre>00487 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>;}
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<a class="anchor" name="NL3D_1_1CZoned2" doxytag="NL3D::CZone::computeBBScaleBias" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::computeBBScaleBias </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a02156.html">CAABBox</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>bb</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06758.html#l00099">99</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a05385.html#l00199">NLMISC::CAABBoxExt::getCenter()</a>, <a class="el" href="a05385.html#l00200">NLMISC::CAABBoxExt::getHalfSize()</a>, <a class="el" href="a06156.html#l00089">NL3D_NOISE_MAX</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a05385.html#l00182">NLMISC::CAABBoxExt::setHalfSize()</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>, and <a class="el" href="a06760.html#l00563">ZoneBB</a>.
<p>
Referenced by <a class="el" href="a06758.html#l01452">applyHeightField()</a>, and <a class="el" href="a06758.html#l00122">build()</a>.
<p>
<div class="fragment"><pre>00100 {
00101         <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>= bb;
00102         <span class="comment">// Take a security for noise. (usefull for zone clipping).</span>
00103         <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1910_2">setHalfSize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1912_2">getHalfSize</a>()+CVector(NL3D_NOISE_MAX, NL3D_NOISE_MAX, NL3D_NOISE_MAX));
00104         CVector hs= <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1912_2">getHalfSize</a>();
00105         <span class="keywordtype">float</span>   rmax= <a class="code" href="a05378.html#a378">maxof</a>(hs.x, hs.y, hs.z);
00106         <a class="code" href="a03730.html#NL3D_1_1CZoner13">PatchScale</a>= rmax / 32760;               <span class="comment">// Prevent from float imprecision by taking 32760 and not 32767.</span>
00107         <a class="code" href="a03730.html#NL3D_1_1CZoner10">PatchBias</a>= <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>.<a class="code" href="a02157.html#NLMISC_1_1CAABBoxExtz1912_1">getCenter</a>();
00108 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea9" doxytag="NL3D::CZone::copyTilesFlags" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::copyTilesFlags </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>destPatchId</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a03057.html">CPatch</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>srcPatch</em></td>
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          <td></td>
          <td class="md">)&nbsp;</td>
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<p>
Copy the tiles flags from a src patch to a patch of this zone. the patch must match of course...
<p>
Definition at line <a class="el" href="a06758.html#l01542">1542</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06155.html#l02245">NL3D::CPatch::copyTileFlagsFromPatch()</a>, <a class="el" href="a06760.html#l00499">getPatch()</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
Referenced by <a class="el" href="a06768.html#l01261">NL3D::CZoneLighter::copyTileFlags()</a>.
<p>
<div class="fragment"><pre>01543 {
01544         <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a> *destPatch = <a class="code" href="a03730.html#NL3D_1_1CZonea16">getPatch</a>(destPatchId);
01545         
01546         destPatch-&gt;copyTileFlagsFromPatch(srcPatch);
01547 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea11" doxytag="NL3D::CZone::debugBinds" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::debugBinds </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">FILE *&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>f</em> = stdout          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Debug a zone, print binds in display.
<p>
Definition at line <a class="el" href="a06758.html#l01420">1420</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00108">NL3D::CPatchInfo::CBindInfo::Edge</a>, <a class="el" href="a06760.html#l00106">NL3D::CPatchInfo::CBindInfo::Next</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00104">NL3D::CPatchInfo::CBindInfo::ZoneId</a>.
<p>
<div class="fragment"><pre>01421 {
01422         fprintf(f, <span class="stringliteral">"*****************************\n"</span>);
01423         fprintf(f, <span class="stringliteral">"ZoneId: %d. NPatchs:%d\n"</span>, ZoneId, <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>.size());
01424         <a class="code" href="a04558.html#a14">sint</a> i;
01425         <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>.size();i++)
01426         {
01427                 CPatchConnect   &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[i];
01428                 fprintf(f, <span class="stringliteral">"patch%d:\n"</span>, i);
01429                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> j=0;j&lt;4;j++)
01430                 {
01431                         CPatchInfo::CBindInfo   &amp;bd= pc.BindEdges[j];
01432                         fprintf(f, <span class="stringliteral">"    edge%d: Zone:%d. NPatchs:%d. "</span>, j, bd.ZoneId, bd.NPatchs);
01433                         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> k=0;k&lt;bd.NPatchs;k++)
01434                         {
01435                                 fprintf(f, <span class="stringliteral">"p%de%d - "</span>, bd.Next[k], bd.Edge[k]);
01436                         }
01437                         fprintf(f, <span class="stringliteral">"\n"</span>);
01438                 }
01439         }
01440 
01441         fprintf(f,<span class="stringliteral">"Vertices :\n"</span>);
01442         <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>.size();i++)
01443         {
01444                 fprintf(f,<span class="stringliteral">"current : %d -&gt; (zone %d) vertex %d\n"</span>,BorderVertices[i].CurrentVertex,
01445                                                                                         BorderVertices[i].NeighborZoneId,
01446                                                                                         BorderVertices[i].NeighborVertex);
01447         }
01448 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea12" doxytag="NL3D::CZone::excludePatchFromRefineAll" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::excludePatchFromRefineAll </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>patch</em>, </td>
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          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap> <em>exclude</em></td>
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          <td class="md">)&nbsp;</td>
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<p>
This is especially for Pacs. exlude a patch to be <a class="el" href="a03730.html#NL3D_1_1CZonea27">refineAll()</a>ed. 
<p>

<p>
Definition at line <a class="el" href="a06758.html#l01119">1119</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>01120 {
01121         <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
01122         <a class="code" href="a04199.html#a6">nlassert</a>(patch&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
01123 
01124         <span class="keywordflow">if</span>(patch&gt;=<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size())
01125                 <span class="keywordflow">return</span>;
01126 
01127         <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[patch].ExcludeFromRefineAll= exclude;
01128 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea13" doxytag="NL3D::CZone::forceMergeAtTileLevel" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::forceMergeAtTileLevel </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
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<p>
For changing TileMaxSubdivision. force tesselation to be under tile. 
<p>

<p>
Definition at line <a class="el" href="a06758.html#l01259">1259</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06155.html#l02022">NL3D::CPatch::forceMergeAtTileLevel()</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>01260 {
01261         <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>          *pPatch=0;
01262         <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()&gt;0)
01263                 pPatch= &amp;(*<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.begin());
01264         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> n=(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();n&gt;0;n--, pPatch++)
01265         {
01266                 pPatch-&gt;forceMergeAtTileLevel();
01267         }
01268 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZoned3" doxytag="NL3D::CZone::getBaseVertex" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03408.html">PBaseVertex</a> NL3D::CZone::getBaseVertex </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>vert</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline, private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00606">606</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a06760.html#l00551">PBaseVertex</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>00606 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>[vert];}
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<a class="anchor" name="NL3D_1_1CZonea14" doxytag="NL3D::CZone::getLandscape" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02702.html">CLandscape</a>* NL3D::CZone::getLandscape </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>
Get the landscape in which is placed this zone. If no landscape, return NULL.<p>
<dl compact><dt><b>Returns:</b></dt><dd>the pointer of the landscape of the zone or NULL if the zone hasn't be compiled.</dd></dl>

<p>
Definition at line <a class="el" href="a06760.html#l00461">461</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06158.html#l00136">NL3D::CPatch::computeDisplaceRawInteger()</a>, <a class="el" href="a06155.html#l02186">NL3D::CPatch::getLandscape()</a>, and <a class="el" href="a06519.html#l00465">NL3D::CTextureFar::rebuildPatch()</a>.
<p>
<div class="fragment"><pre>00462         {
00463                 <span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>;
00464         }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea15" doxytag="NL3D::CZone::getNumPatchs" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> NL3D::CZone::getNumPatchs </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00489">489</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a05981.html#l00104">sint</a>.
<p>
Referenced by <a class="el" href="a06034.html#l00116">NL3D::CMiniCol::addZone()</a>, <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06758.html#l01279">changePatchTextureAndColor()</a>, <a class="el" href="a05862.html#l02232">NL3D::CLandscape::checkZoneBinds()</a>, <a class="el" href="a06764.html#l00134">NL3D::CZoneCornerSmoother::computeAllCornerSmoothFlags()</a>, <a class="el" href="a06768.html#l01261">NL3D::CZoneLighter::copyTileFlags()</a>, <a class="el" href="a06768.html#l01985">NL3D::CZoneLighter::excludeAllPatchFromRefineAll()</a>, <a class="el" href="a05824.html#l00278">NL3D::CInstanceLighter::excludeAllPatchFromRefineAll()</a>, <a class="el" href="a06758.html#l01347">getPatchColor()</a>, <a class="el" href="a06758.html#l01336">getPatchTexture()</a>, <a class="el" href="a06758.html#l01322">refreshTesselationGeometry()</a>, and <a class="el" href="a05862.html#l00447">NL3D::CLandscape::removeZone()</a>.
<p>
<div class="fragment"><pre>00489 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();}
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<a class="anchor" name="NL3D_1_1CZoned4" doxytag="NL3D::CZone::getPatch" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03057.html">CPatch</a>* NL3D::CZone::getPatch </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>patch</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline, private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00607">607</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>00607 {<a class="code" href="a04199.html#a6">nlassert</a>(patch&gt;=0 &amp;&amp; patch&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()); <span class="keywordflow">return</span> &amp;(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[patch]);}
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<a class="anchor" name="NL3D_1_1CZonea16" doxytag="NL3D::CZone::getPatch" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a03057.html">CPatch</a>* NL3D::CZone::getPatch </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>patch</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>
Get a read only patch pointer.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>patch</em>&nbsp;</td><td>the index of patch to get. </td></tr>
  </table>
</dl>
<dl compact><dt><b>Returns:</b></dt><dd>A patch pointer in read only.</dd></dl>

<p>
Definition at line <a class="el" href="a06760.html#l00499">499</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00718">buildBindInfo()</a>, <a class="el" href="a06768.html#l01261">NL3D::CZoneLighter::copyTileFlags()</a>, and <a class="el" href="a06758.html#l01542">copyTilesFlags()</a>.
<p>
<div class="fragment"><pre>00499 {<a class="code" href="a04199.html#a6">nlassert</a>(patch&gt;=0 &amp;&amp; patch&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()); <span class="keywordflow">return</span> &amp;(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[patch]);}
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea17" doxytag="NL3D::CZone::getPatchBias" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a03128.html">CVector</a>&amp; NL3D::CZone::getPatchBias </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00485">485</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a06760.html#l00564">PatchBias</a>.
<p>
Referenced by <a class="el" href="a06155.html#l00192">NL3D::CPatch::unpack()</a>.
<p>
<div class="fragment"><pre>00485 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner10">PatchBias</a>;}
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<a class="anchor" name="NL3D_1_1CZonea18" doxytag="NL3D::CZone::getPatchBSphere" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a02291.html">CBSphere</a> &amp; NL3D::CZone::getPatchBSphere </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>patch</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>
Get the Bounding spehere of a patch. Stored in Zone as an array and not in <a class="el" href="a03057.html">CPatch</a> for Fast Memory access consideration during clipping. Work only when zone compiled.
<p>
Definition at line <a class="el" href="a06758.html#l00911">911</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00579">_PatchBSpheres</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06034.html#l00116">NL3D::CMiniCol::addZone()</a>, and <a class="el" href="a05862.html#l03489">NL3D::CLandscape::computeDynamicLighting()</a>.
<p>
<div class="fragment"><pre>00912 {
00913         <span class="keyword">static</span>  <a class="code" href="a02291.html">CBSphere</a>        dummySphere;
00914         <span class="keywordflow">if</span>(patch&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>.size())
00915                 <span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner0">_PatchBSpheres</a>[patch];
00916         <span class="keywordflow">else</span>
00917                 <span class="keywordflow">return</span> dummySphere;
00918 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea19" doxytag="NL3D::CZone::getPatchColor" ></a><p>
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          <td class="md" nowrap valign="top"> const std::vector&lt; <a class="el" href="a03520.html">CTileColor</a> &gt; &amp; NL3D::CZone::getPatchColor </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>numPatch</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>
Get a patch colors Return the color array. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>numPatch</em>&nbsp;</td><td>the index of patch in this zone which will get his colors. assert if bad id. </td></tr>
    <tr><td valign=top><em>\return</em>&nbsp;</td><td>The tiles the patch colors. The size should be (OrderS+1)*(OrderT+1). </td></tr>
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</dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a03730.html#NL3D_1_1CZonea16">getPatch()</a></dd></dl>

<p>
Definition at line <a class="el" href="a06758.html#l01347">1347</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00489">getNumPatchs()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>01348 {
01349         <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&gt;=0);
01350         <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&lt;<a class="code" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a>());
01351 
01352         <span class="comment">// Update the patch texture.</span>
01353         <span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].TileColors;
01354 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea20" doxytag="NL3D::CZone::getPatchConnect" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a03731.html">CPatchConnect</a>* NL3D::CZone::getPatchConnect </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>patch</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>
Get a read only patch connect pointer.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>patch</em>&nbsp;</td><td>the index of patch to get. </td></tr>
  </table>
</dl>
<dl compact><dt><b>Returns:</b></dt><dd>A patch pointer in read only.</dd></dl>

<p>
Definition at line <a class="el" href="a06760.html#l00507">507</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00718">buildBindInfo()</a>, <a class="el" href="a05862.html#l02232">NL3D::CLandscape::checkZoneBinds()</a>, and <a class="el" href="a06764.html#l00134">NL3D::CZoneCornerSmoother::computeAllCornerSmoothFlags()</a>.
<p>
<div class="fragment"><pre>00508                 {<a class="code" href="a04199.html#a6">nlassert</a>(patch&gt;=0 &amp;&amp; patch&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()); <span class="keywordflow">return</span> &amp;(<a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[patch]);}
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea21" doxytag="NL3D::CZone::getPatchScale" ></a><p>
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          <td class="md" nowrap valign="top"> float NL3D::CZone::getPatchScale </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00486">486</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a06760.html#l00565">PatchScale</a>.
<p>
Referenced by <a class="el" href="a06155.html#l00192">NL3D::CPatch::unpack()</a>.
<p>
<div class="fragment"><pre>00486 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner13">PatchScale</a>;}
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<a class="anchor" name="NL3D_1_1CZonea22" doxytag="NL3D::CZone::getPatchTexture" ></a><p>
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          <td class="md" nowrap valign="top"> const std::vector&lt; <a class="el" href="a03522.html">CTileElement</a> &gt; &amp; NL3D::CZone::getPatchTexture </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>numPatch</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
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<p>
Get a patch texture. Return the tile array. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>numPatch</em>&nbsp;</td><td>the index of patch in this zone which will get his texture. assert if bad id. </td></tr>
    <tr><td valign=top><em>\return</em>&nbsp;</td><td>The tiles the patch texture. The size should be OrderS*OrderT. </td></tr>
  </table>
</dl>
<dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a03730.html#NL3D_1_1CZonea16">getPatch()</a></dd></dl>

<p>
Definition at line <a class="el" href="a06758.html#l01336">1336</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00489">getNumPatchs()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>01337 {
01338         <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&gt;=0);
01339         <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&lt;<a class="code" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a>());
01340 
01341         <span class="comment">// Update the patch texture.</span>
01342         <span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].Tiles;
01343 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea23" doxytag="NL3D::CZone::getZoneBB" ></a><p>
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          <td class="md" nowrap valign="top"> const <a class="el" href="a02157.html">CAABBoxExt</a>&amp; NL3D::CZone::getZoneBB </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00491">491</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a06760.html#l00563">ZoneBB</a>.
<p>
Referenced by <a class="el" href="a06034.html#l00116">NL3D::CMiniCol::addZone()</a>, <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a06768.html#l00920">NL3D::CZoneLighter::light()</a>, and <a class="el" href="a05862.html#l00447">NL3D::CLandscape::removeZone()</a>.
<p>
<div class="fragment"><pre>00491 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner14">ZoneBB</a>;}
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea24" doxytag="NL3D::CZone::getZoneId" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a9">uint16</a> NL3D::CZone::getZoneId </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00488">488</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a05981.html#l00098">uint16</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06768.html#l02045">NL3D::CZoneLighter::buildZoneInformation()</a>, <a class="el" href="a05862.html#l02232">NL3D::CLandscape::checkZoneBinds()</a>, <a class="el" href="a06768.html#l01261">NL3D::CZoneLighter::copyTileFlags()</a>, <a class="el" href="a06768.html#l01506">NL3D::CZoneLighter::getNormal()</a>, <a class="el" href="a05874.html#l00265">NL3D::CLandscapeUser::refreshZonesAround()</a>, <a class="el" href="a05862.html#l00447">NL3D::CLandscape::removeZone()</a>, and <a class="el" href="a06758.html#l00289">retrieve()</a>.
<p>
<div class="fragment"><pre>00488 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>;}
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZoneh1" doxytag="NL3D::CZone::getZonePatch" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a03057.html">CPatch</a> * NL3D::CZone::getZonePatch </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>loadedZones</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>zoneId</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>patch</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [static, private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06758.html#l00705">705</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>.
<p>
<div class="fragment"><pre>00706 {
00707 <span class="preprocessor">#ifdef NL3D_DEBUG_DONT_BIND_PATCH</span>
00708 <span class="preprocessor"></span>        <span class="keywordflow">return</span> NULL;
00709 <span class="preprocessor">#endif</span>
00710 <span class="preprocessor"></span>        <span class="keywordflow">if</span>(loadedZones.find(zoneId)==loadedZones.end())
00711                 <span class="keywordflow">return</span> NULL;
00712         <span class="keywordflow">else</span>
00713                 <span class="keywordflow">return</span> (loadedZones[zoneId])-&gt;getPatch(patch);
00714 }
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<a class="anchor" name="NL3D_1_1CZonea25" doxytag="NL3D::CZone::isPatchRenderClipped" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CZone::isPatchRenderClipped </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>patch</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
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<p>
Is the patch clipped (ie not visible). crash if bad Id. 
<p>

<p>
Definition at line <a class="el" href="a06760.html#l00539">539</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
References <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a05485.html#l00087">NLMISC::CBitSet::get()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06155.html#l00594">NL3D::CPatch::isRenderClipped()</a>.
<p>
<div class="fragment"><pre>00539 {<span class="keywordflow">return</span> <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_3">get</a>(patch);}
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZoned5" doxytag="NL3D::CZone::patchOnBorder" ></a><p>
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          <td class="md" nowrap valign="top"> bool NL3D::CZone::patchOnBorder </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03731.html">CPatchConnect</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>pc</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [private]</code></td>
        </tr>

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<p>

<p>
Definition at line <a class="el" href="a06758.html#l00882">882</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06760.html#l00101">NL3D::CPatchInfo::CBindInfo::NPatchs</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00104">NL3D::CPatchInfo::CBindInfo::ZoneId</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00686">rebindBorder()</a>.
<p>
<div class="fragment"><pre>00883 {
00884         <span class="comment">// If only one of neighbor patch is not of this zone, we are on a border.</span>
00885 
00886         <span class="comment">// Test all edges.</span>
00887         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a14">sint</a> i=0;i&lt;4;i++)
00888         {
00889                 <span class="keyword">const</span> CPatchInfo::CBindInfo     &amp;pcBind= pc.BindEdges[i];
00890 
00891                 <a class="code" href="a04199.html#a6">nlassert</a>(pcBind.NPatchs==0 || pcBind.NPatchs==1 || pcBind.NPatchs==2 || pcBind.NPatchs==4 || pcBind.NPatchs==5);
00892                 <span class="keywordflow">if</span>(pcBind.NPatchs&gt;=1)
00893                 {
00894                         <span class="keywordflow">if</span>(pcBind.ZoneId != <a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>)
00895                                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
00896                 }
00897         }
00898 
00899         <span class="keywordflow">return</span> <span class="keyword">false</span>;
00900 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea26" doxytag="NL3D::CZone::preRender" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::preRender </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
PreRender a zone (if needed). 
<p>

<p>
Definition at line <a class="el" href="a06758.html#l01175">1175</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00579">_PatchBSpheres</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>, <a class="el" href="a06760.html#l00595">ClipResult</a>, <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>01176 {
01177         <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
01178 
01179         <span class="comment">// Must be 2^X-1.</span>
01180         <span class="keyword">static</span> <span class="keyword">const</span>    <a class="code" href="a04558.html#a15">uint</a>    updateFarRefineFreq= 15;
01181         <span class="comment">// Take the renderDate here.</span>
01182         <a class="code" href="a04558.html#a15">uint</a>            curDateMod= CLandscapeGlobals::CurrentRenderDate &amp; updateFarRefineFreq;
01183 
01184         <span class="comment">// If no patchs, do nothing.</span>
01185         <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.empty())
01186                 <span class="keywordflow">return</span>;
01187 
01188         <span class="comment">/* If patchs invisible, must still update their Far Textures,</span>
01189 <span class="comment">                else, there may be slowdown when we turn the head.</span>
01190 <span class="comment">        */</span>
01191 
01192 
01193         <span class="comment">// If all the zone is invisible.</span>
01194         <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>==<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>)
01195         {
01196                 <span class="comment">// No patchs are visible, but maybe update the far textures.</span>
01197                 <span class="keywordflow">if</span>( curDateMod==(<a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a> &amp; updateFarRefineFreq) )
01198                 {
01199                         <span class="comment">// updateTextureFarOnly for all patchs.</span>
01200                         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();i++)
01201                         {
01202                                 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].updateTextureFarOnly(_PatchBSpheres[i]);
01203                         }
01204                 }
01205         }
01206         <span class="comment">// else If some patchs only are visible.</span>
01207         <span class="keywordflow">else</span> <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>==<a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney2">ClipSide</a>)
01208         {
01209                 <span class="comment">// PreRender Pass, or updateTextureFarOnly(), according to _PatchRenderClipped state.</span>
01210                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();i++)
01211                 {
01212                         <span class="comment">// If the patch is visible</span>
01213                         <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>[i])
01214                         {
01215                                 <span class="comment">// Then preRender it.</span>
01216                                 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].preRender(_PatchBSpheres[i]);
01217                         }
01218                         <span class="keywordflow">else</span>
01219                         {
01220                                 <span class="comment">// else maybe updateFar it.</span>
01221                                 <span class="comment">// ZoneId+i for better repartition.</span>
01222                                 <span class="keywordflow">if</span>( curDateMod==((<a class="code" href="a03730.html#NL3D_1_1CZoner15">ZoneId</a>+i) &amp; updateFarRefineFreq) )
01223                                         <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].updateTextureFarOnly(_PatchBSpheres[i]);
01224                         }
01225                 }
01226         }
01227         <span class="keywordflow">else</span>    <span class="comment">// ClipResult==ClipIn</span>
01228         {
01229                 <span class="comment">// PreRender Pass for All</span>
01230                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();i++)
01231                 {
01232                         <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].preRender(_PatchBSpheres[i]);
01233                 }
01234         }
01235 
01236 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZoned6" doxytag="NL3D::CZone::rebindBorder" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::rebindBorder </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>loadedZones</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
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<p>
Force border patchs (those who don't bind to current zone) to re bind() them, using new neighborood. no-op if zone is not compiled.
<p>
Definition at line <a class="el" href="a06758.html#l00686">686</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06758.html#l00776">bindPatch()</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06758.html#l00882">patchOnBorder()</a>, <a class="el" href="a05981.html#l00104">sint</a>, and <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>.
<p>
<div class="fragment"><pre>00687 {
00688         <a class="code" href="a04558.html#a14">sint</a>    j;
00689 
00690         <span class="comment">// rebind patchs which are on border.</span>
00691         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
00692         {
00693                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
00694                 CPatchConnect           &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
00695 
00696                 <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoned5">patchOnBorder</a>(pc))
00697                 {
00698                         <span class="comment">// rebind the patch. This is a rebind.</span>
00699                         <a class="code" href="a03730.html#NL3D_1_1CZoneh0">bindPatch</a>(loadedZones, pa, pc, <span class="keyword">true</span>);
00700                 }
00701         }
00702 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea27" doxytag="NL3D::CZone::refineAll" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::refineAll </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
force Refine a zone. 
<p>

<p>
Definition at line <a class="el" href="a06758.html#l01132">1132</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06156.html#l00807">NL3D::CPatch::ExcludeFromRefineAll</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06155.html#l01493">NL3D::CPatch::refineAll()</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>01133 {
01134         <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
01135 
01136         <span class="comment">// Fuck stlport....</span>
01137         <span class="keywordflow">if</span>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size()==0)
01138                 <span class="keywordflow">return</span>;
01139 
01140         <span class="comment">// DO NOT do a forceNoRenderClip(), to avoid big allocation of Near/Far VB vertices in driver.</span>
01141         <span class="comment">// DO NOT modify ClipResult, to avoid big allocation of Near/Far VB vertices in driver.</span>
01142 
01143         <span class="comment">// refine ALL patchs (even those which may be invisible).</span>
01144         <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>          *pPatch= &amp;(*<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.begin());
01145         <a class="code" href="a04558.html#a14">sint</a> n;
01146         <span class="keywordflow">for</span>(n=(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();n&gt;0;n--, pPatch++)
01147         {
01148                 <span class="comment">// For Pacs construction: may exclude some patch from refineAll (for speed improvement).</span>
01149                 <span class="keywordflow">if</span>(!pPatch-&gt;ExcludeFromRefineAll)
01150                         pPatch-&gt;refineAll();
01151         }
01152 
01153 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea28" doxytag="NL3D::CZone::refreshTesselationGeometry" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::refreshTesselationGeometry </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a14">sint</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>numPatch</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
refresh the geometry (re-compute vertices). Usefull for Tile Noise edition. Do it after calling <a class="el" href="a03730.html#NL3D_1_1CZonea5">changePatchTextureAndColor()</a>. NB: a <a class="el" href="a03730.html#NL3D_1_1CZonea28">refreshTesselationGeometry()</a> should be done on All patchs, and all direct neighbors of this patch (including patchs on corners). WARNING: specially coded for Tile edition. Result is not perfect:<ul>
<li>only EndPos of tesselation is modified. because Tile edition always subdivide at max.</li><li>Pos=EndPos. because TileEdition always subdivide at max, and don't refine...</li><li>TessBlocks BSphere may be too big. Clip is worse (too big), but doesn't matter. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>numPatch</em>&nbsp;</td><td>the index of patch in this zone. assert if bad id.</td></tr>
  </table>
</dl>
</li></ul>

<p>
Definition at line <a class="el" href="a06758.html#l01322">1322</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a05863.html#l00719">NL3D::CLandscape::_RenderMustRefillVB</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06760.html#l00489">getNumPatchs()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00104">sint</a>.
<p>
<div class="fragment"><pre>01323 {
01324         <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&gt;=0);
01325         <a class="code" href="a04199.html#a6">nlassert</a>(numPatch&lt;<a class="code" href="a03730.html#NL3D_1_1CZonea15">getNumPatchs</a>());
01326         <a class="code" href="a04199.html#a6">nlassert</a>(Compiled);
01327 
01328         <span class="comment">// At next render, we must re-fill the entire unclipped VB, so change are taken into account.</span>
01329         <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>-&gt;_RenderMustRefillVB= <span class="keyword">true</span>;
01330 
01331         <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[numPatch].refreshTesselationGeometry();
01332 }
</pre></div>    </td>
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<a class="anchor" name="NL3D_1_1CZonea29" doxytag="NL3D::CZone::release" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::release </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a362">TZoneMap</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>loadedZones</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
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<p>
Release a zone. This method do:<ul>
<li>detach this zone to loadedZones.</li><li>destroy/unlink the base vertices (internal..), according to present neigbor zones.</li><li>unbind() the patchs.</li><li><a class="el" href="a03730.html#NL3D_1_1CZonea29">release()</a> the patchs.</li><li><a class="el" href="a03730.html#NL3D_1_1CZoned6">rebindBorder()</a> on neighbor zones.</li></ul>
<p>
NB: no-op if not compiled.
<p>
Definition at line <a class="el" href="a06758.html#l00603">603</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>, <a class="el" href="a06760.html#l00595">ClipResult</a>, <a class="el" href="a06760.html#l00562">Compiled</a>, <a class="el" href="a06760.html#l00058">NL3D::ItZoneMap</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a06760.html#l00057">NL3D::TZoneMap</a>, and <a class="el" href="a06758.html#l00868">unbindPatch()</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00447">NL3D::CLandscape::removeZone()</a>.
<p>
<div class="fragment"><pre>00604 {
00605         <a class="code" href="a04558.html#a14">sint</a>    i,j;
00606 
00607         <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>)
00608                 <span class="keywordflow">return</span>;
00609 
00610         <span class="comment">// detach this zone to loadedZones.</span>
00611         <span class="comment">//=================================</span>
00612         <a class="code" href="a04199.html#a6">nlassert</a>(loadedZones.find(ZoneId)!=loadedZones.end());
00613         loadedZones.erase(ZoneId);
00614         <span class="comment">// It doesn't server to unbindPatch(), since patch is not binded to neigbors.</span>
00615 
00616 
00617         <span class="comment">// unbind() the patchs.</span>
00618         <span class="comment">//=====================</span>
00619         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
00620         {
00621                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
00622                 <a class="code" href="a03730.html#NL3D_1_1CZoneh2">unbindPatch</a>(pa);
00623         }
00624 
00625 
00626         <span class="comment">// rebindBorder() on neighbor zones.</span>
00627         <span class="comment">//==================================</span>
00628         <span class="comment">// Build the nieghborood.</span>
00629         <a class="code" href="a05363.html#a362">TZoneMap</a>                neighborZones;
00630         <span class="keywordflow">for</span>(i=0;i&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>.size();i++)
00631         {
00632                 <a class="code" href="a04558.html#a14">sint</a>    cur= <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>[i].CurrentVertex;
00633                 <a class="code" href="a04558.html#a14">sint</a>    zoneto= BorderVertices[i].NeighborZoneId;
00634                 <a class="code" href="a04199.html#a6">nlassert</a>(cur&lt;NumVertices);
00635 
00636                 <span class="keywordflow">if</span>(loadedZones.find(zoneto)!=loadedZones.end())
00637                 {
00638                         <a class="code" href="a03730.html#NL3D_1_1CZonea10">CZone</a>   *zone;
00639                         zone= (*loadedZones.find(zoneto)).second;
00640                         <a class="code" href="a04199.html#a6">nlassert</a>(zone!=<span class="keyword">this</span>);
00641                         <span class="comment">// insert the zone in the neigborood (if not done...).</span>
00642                         neighborZones[zoneto]= zone;
00643                 }
00644         }
00645         <span class="comment">// rebind borders.</span>
00646         <a class="code" href="a05363.html#a363">ItZoneMap</a>               zoneIt;
00647         <span class="comment">// Traverse the neighborood.</span>
00648         <span class="keywordflow">for</span>(zoneIt= neighborZones.begin(); zoneIt!=neighborZones.end(); zoneIt++)
00649         {
00650                 <span class="comment">// Since </span>
00651                 (*zoneIt).second-&gt;rebindBorder(loadedZones);
00652         }
00653 
00654 
00655         <span class="comment">// release() the patchs.</span>
00656         <span class="comment">//======================</span>
00657         <span class="comment">// unbind() need compiled neigbor patchs, so do the release after all unbind (so after rebindBorder() too...).</span>
00658         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();j++)
00659         {
00660                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
00661                 pa.release();
00662         }
00663 
00664 
00665         <span class="comment">// destroy/unlink the base vertices (internal..), according to present neigbor zones.</span>
00666         <span class="comment">//=================================</span>
00667         <span class="comment">// Just release the smartptrs (easy!!). Do it after patchs released...</span>
00668         <a class="code" href="a03730.html#NL3D_1_1CZoner4">BaseVertices</a>.clear();
00669         
00670 
00671         <span class="comment">// End!!</span>
00672         <a class="code" href="a03730.html#NL3D_1_1CZoner7">Compiled</a>= <span class="keyword">false</span>;
00673         <a class="code" href="a03730.html#NL3D_1_1CZoner8">Landscape</a>= NULL;
00674         <a class="code" href="a03730.html#NL3D_1_1CZoner6">ClipResult</a>= <a class="code" href="a03730.html#NL3D_1_1CZoney5NL3D_1_1CZoney1">ClipOut</a>;
00675 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea30" doxytag="NL3D::CZone::resetRenderFarAndDeleteVBFV" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> void NL3D::CZone::resetRenderFarAndDeleteVBFV </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
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    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06758.html#l01240">1240</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a05485.html#l00075">NLMISC::CBitSet::set()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>01241 {
01242         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size();i++)
01243         {
01244                 <span class="comment">// If patch is visible</span>
01245                 <span class="keywordflow">if</span>(!<a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>[i])
01246                 {
01247                         <span class="comment">// release VertexBuffer, and FaceBuffer</span>
01248                         <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].deleteVBAndFaceVector();
01249                         <span class="comment">// Flag.</span>
01250                         <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_8">set</a>(i, <span class="keyword">true</span>);
01251                 }
01252 
01253                 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].resetRenderFar();
01254         }
01255 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea31" doxytag="NL3D::CZone::retrieve" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::retrieve </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">std::vector&lt; <a class="el" href="a03066.html">CPatchInfo</a> &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>patchs</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>std::vector&lt; <a class="el" href="a02290.html">CBorderVertex</a> &gt; &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>borderVertices</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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      &nbsp;
    </td>
    <td>

<p>
Retrieve zone patchinfo. Deprecated. Should use <a class="el" href="a03730.html#NL3D_1_1CZonea32">retrieve(CZoneInfo &amp;)</a> instead. see this method.
<p>
Definition at line <a class="el" href="a06758.html#l00278">278</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00274">NL3D::CZoneInfo::BorderVertices</a>, <a class="el" href="a06760.html#l00269">NL3D::CZoneInfo::Patchs</a>, and <a class="el" href="a06758.html#l00289">retrieve()</a>.
<p>
<div class="fragment"><pre>00279 {
00280         CZoneInfo       zinfo;
00281 
00282         <a class="code" href="a03730.html#NL3D_1_1CZonea32">retrieve</a>(zinfo);
00283 
00284         patchs= zinfo.Patchs;
00285         borderVertices= zinfo.BorderVertices;
00286 }
</pre></div>    </td>
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</table>
<a class="anchor" name="NL3D_1_1CZonea32" doxytag="NL3D::CZone::retrieve" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::retrieve </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03738.html">CZoneInfo</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>zoneInfo</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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

<p>
Retrieve zone patchinfo. This method uncompress the patchs coordinates and all info into the patch info/borderVertices. Warning!!! Due to compression, data won't be the same as those given in <a class="el" href="a03730.html#NL3D_1_1CZonea4">build()</a>. Same remark for TileLightInfluences, due to light sorting.
<p>
Definition at line <a class="el" href="a06758.html#l00289">289</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00306">NL3D::CZone::CPatchConnect::BaseVertices</a>, <a class="el" href="a06760.html#l00126">NL3D::CPatchInfo::BaseVertices</a>, <a class="el" href="a06760.html#l00307">NL3D::CZone::CPatchConnect::BindEdges</a>, <a class="el" href="a06760.html#l00236">NL3D::CPatchInfo::BindEdges</a>, <a class="el" href="a06760.html#l00274">NL3D::CZoneInfo::BorderVertices</a>, <a class="el" href="a06760.html#l00305">NL3D::CZone::CPatchConnect::ErrorSize</a>, <a class="el" href="a06760.html#l00124">NL3D::CPatchInfo::ErrorSize</a>, <a class="el" href="a06156.html#l00840">NL3D::CPatch::Flags</a>, <a class="el" href="a06760.html#l00130">NL3D::CPatchInfo::Flags</a>, <a class="el" href="a06158.html#l00962">NL3D::CPatch::getCornerSmoothFlag()</a>, <a class="el" href="a06187.html#l00063">NL3D::CPointLightNamedArray::getPointLights()</a>, <a class="el" href="a06760.html#l00488">getZoneId()</a>, <a class="el" href="a05479.html#l00081">NL3D::CBezierPatch::Interiors</a>, <a class="el" href="a06156.html#l00329">NL3D::CPatch::Interiors</a>, <a class="el" href="a06760.html#l00161">NL3D::CPatchInfo::Lumels</a>, <a class="el" href="a06156.html#l00057">NL_PATCH_SMOOTH_FLAG_MASK</a>, <a class="el" href="a06156.html#l00056">NL_PATCH_SMOOTH_FLAG_SHIFT</a>, <a class="el" href="a06156.html#l00352">NL3D::CPatch::NoiseRotation</a>, <a class="el" href="a06760.html#l00134">NL3D::CPatchInfo::NoiseRotation</a>, <a class="el" href="a06760.html#l00122">NL3D::CPatchInfo::OrderS</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderS</a>, <a class="el" href="a06760.html#l00122">NL3D::CPatchInfo::OrderT</a>, <a class="el" href="a06156.html#l00804">NL3D::CPatch::OrderT</a>, <a class="el" href="a06760.html#l00120">NL3D::CPatchInfo::Patch</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06760.html#l00269">NL3D::CZoneInfo::Patchs</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a06760.html#l00279">NL3D::CZoneInfo::PointLights</a>, <a class="el" href="a06758.html#l00056">NL3D::CPatchInfo::setCornerSmoothFlag()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05479.html#l00079">NL3D::CBezierPatch::Tangents</a>, <a class="el" href="a06156.html#l00328">NL3D::CPatch::Tangents</a>, <a class="el" href="a06156.html#l00343">NL3D::CPatch::TileColors</a>, <a class="el" href="a06760.html#l00155">NL3D::CPatchInfo::TileColors</a>, <a class="el" href="a06156.html#l00346">NL3D::CPatch::TileLightInfluences</a>, <a class="el" href="a06760.html#l00171">NL3D::CPatchInfo::TileLightInfluences</a>, <a class="el" href="a06156.html#l00340">NL3D::CPatch::Tiles</a>, <a class="el" href="a06760.html#l00149">NL3D::CPatchInfo::Tiles</a>, <a class="el" href="a06156.html#l00121">NL3D::CVector3s::unpack()</a>, <a class="el" href="a06157.html#l00170">NL3D::CPatch::unpackShadowMap()</a>, <a class="el" href="a05479.html#l00077">NL3D::CBezierPatch::Vertices</a>, <a class="el" href="a06156.html#l00327">NL3D::CPatch::Vertices</a>, and <a class="el" href="a06760.html#l00267">NL3D::CZoneInfo::ZoneId</a>.
<p>
Referenced by <a class="el" href="a06768.html#l00920">NL3D::CZoneLighter::light()</a>, and <a class="el" href="a06758.html#l00278">retrieve()</a>.
<p>
<div class="fragment"><pre>00290 {
00291         <a class="code" href="a04558.html#a14">sint</a> i,j;
00292 
00293         <span class="comment">// Ref on input.</span>
00294         std::vector&lt;CPatchInfo&gt; &amp;patchs= zoneInfo.Patchs;
00295         std::vector&lt;CBorderVertex&gt; &amp;borderVertices= zoneInfo.BorderVertices;
00296         <span class="comment">// Copy zoneId.</span>
00297         zoneInfo.ZoneId= <a class="code" href="a03730.html#NL3D_1_1CZonea24">getZoneId</a>();
00298 
00299 
00300         <span class="comment">// uncompress Patchs.</span>
00301         <span class="comment">//=========================</span>
00302         patchs.resize(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
00303         <span class="keywordflow">for</span>(j=0;j&lt;(<a class="code" href="a04558.html#a14">sint</a>)patchs.size();j++)
00304         {
00305                 CPatchInfo                      &amp;pi= patchs[j];
00306                 CBezierPatch            &amp;p= pi.Patch;
00307                 <a class="code" href="a03730.html#NL3D_1_1CZonen1">CPatch</a>                          &amp;pa= <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[j];
00308                 CPatchConnect           &amp;pc= <a class="code" href="a03730.html#NL3D_1_1CZoner11">PatchConnects</a>[j];
00309 
00310 
00311                 <span class="comment">// Smoothing flags</span>
00312                 pi.Flags= (pa.Flags&amp;<a class="code" href="a04733.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>)&gt;&gt;<a class="code" href="a04733.html#a4">NL_PATCH_SMOOTH_FLAG_SHIFT</a>;
00313 
00314 
00315                 <span class="comment">// Noise Data</span>
00316                 <span class="comment">// copy noise rotation.</span>
00317                 pi.NoiseRotation= pa.NoiseRotation;
00318                 <span class="comment">// copy all noise smoothing info.</span>
00319                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00320                 {
00321                         pi.setCornerSmoothFlag(i, pa.getCornerSmoothFlag(i));
00322                 }
00323 
00324 
00325                 <span class="comment">// re-Build the uncompressed bezier patch.</span>
00326                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00327                         pa.Vertices[i].unpack(p.Vertices[i], PatchBias, PatchScale);
00328                 <span class="keywordflow">for</span>(i=0;i&lt;8;i++)
00329                         pa.Tangents[i].unpack(p.Tangents[i], PatchBias, PatchScale);
00330                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00331                         pa.Interiors[i].unpack(p.Interiors[i], PatchBias, PatchScale);
00332                 pi.Tiles= pa.Tiles;
00333                 pi.TileColors= pa.TileColors;
00334                 pi.TileLightInfluences= pa.TileLightInfluences;
00335                 pi.Lumels.resize ((pa.OrderS*4)*(pa.OrderT*4));
00336                 pi.Flags=(pa.Flags&amp;<a class="code" href="a04733.html#a5">NL_PATCH_SMOOTH_FLAG_MASK</a>)&gt;&gt;<a class="code" href="a04733.html#a4">NL_PATCH_SMOOTH_FLAG_SHIFT</a>;
00337 
00338                 <span class="comment">// Unpack the lumel map</span>
00339                 pa.unpackShadowMap (&amp;pi.Lumels[0]);
00340 
00341                 <span class="comment">// from the patchConnect.</span>
00342                 pi.OrderS= pa.OrderS;
00343                 pi.OrderT= pa.OrderT;
00344                 pi.ErrorSize= pc.ErrorSize;
00345                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00346                 {
00347                         pi.BaseVertices[i]= pc.BaseVertices[i];
00348                 }
00349                 <span class="keywordflow">for</span>(i=0;i&lt;4;i++)
00350                         pi.BindEdges[i]= pc.BindEdges[i];
00351         }
00352 
00353         <span class="comment">// retrieve bordervertices.</span>
00354         <span class="comment">//=========================</span>
00355         borderVertices= <a class="code" href="a03730.html#NL3D_1_1CZoner5">BorderVertices</a>;
00356 
00357         <span class="comment">// retrieve PointLights.</span>
00358         <span class="comment">//=========================</span>
00359         zoneInfo.PointLights= <a class="code" href="a03730.html#NL3D_1_1CZoner3">_PointLightArray</a>.getPointLights();
00360 
00361 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea33" doxytag="NL3D::CZone::serial" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> void NL3D::CZone::serial </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02270.html">NLMISC::IStream</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>f</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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    </td>
    <td>

<p>
Load/save a zone. Save work even if zone is not compiled, but load must be done on a not compiled zone...
<p>
Definition at line <a class="el" href="a06758.html#l00432">432</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06760.html#l00581">_PatchOldRenderClipped</a>, <a class="el" href="a06760.html#l00580">_PatchRenderClipped</a>, <a class="el" href="a06463.html#l00064">NLMISC::IStream::isReading()</a>, <a class="el" href="a06760.html#l00564">PatchBias</a>, <a class="el" href="a06760.html#l00577">PatchConnects</a>, <a class="el" href="a06760.html#l00565">PatchScale</a>, <a class="el" href="a05484.html#l00081">NLMISC::CBitSet::resize()</a>, <a class="el" href="a06462.html#l00232">NLMISC::IStream::serial()</a>, <a class="el" href="a06462.html#l00520">NLMISC::IStream::serialCheck()</a>, <a class="el" href="a06462.html#l00324">NLMISC::IStream::serialCont()</a>, <a class="el" href="a06461.html#l00266">NLMISC::IStream::serialVersion()</a>, <a class="el" href="a05484.html#l00117">NLMISC::CBitSet::setAll()</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a06462.html#l00759">NLMISC::IStream::xmlPop()</a>, <a class="el" href="a06462.html#l00701">NLMISC::IStream::xmlPush()</a>, <a class="el" href="a06462.html#l00647">NLMISC::IStream::xmlSerial()</a>, and <a class="el" href="a06760.html#l00563">ZoneBB</a>.
<p>
Referenced by <a class="el" href="a06770.html#l00244">NL3D::CZoneLoadingTask::run()</a>.
<p>
<div class="fragment"><pre>00433 {
00434         <span class="comment">/*</span>
00435 <span class="comment">        Version 4:</span>
00436 <span class="comment">                - PointLights</span>
00437 <span class="comment">        Version 3:</span>
00438 <span class="comment">                - Lumels compression version 2.</span>
00439 <span class="comment">        Version 2:</span>
00440 <span class="comment">                - Lumels.</span>
00441 <span class="comment">        Version 1:</span>
00442 <span class="comment">                - Tile color.</span>
00443 <span class="comment">        Version 0:</span>
00444 <span class="comment">                - base verison.</span>
00445 <span class="comment">        */</span>
00446         <a class="code" href="a04558.html#a15">uint</a>    ver= f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_8">serialVersion</a>(4);
00447 
00448         <span class="comment">// No more compatibility before version 3</span>
00449         <span class="keywordflow">if</span> (ver&lt;3)
00450         {
00451                 <span class="keywordflow">throw</span> <a class="code" href="a03798.html">EOlderStream</a>(f);
00452         }
00453 
00454         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2035_0">serialCheck</a>((<a class="code" href="a04558.html#a11">uint32</a>)'ENOZ');
00455 
00456         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (ZoneId, <span class="stringliteral">"ZONE_ID"</span>);
00457         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (ZoneBB, <span class="stringliteral">"BB"</span>);
00458         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (PatchBias, <span class="stringliteral">"PATCH_BIAS"</span>);
00459         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (PatchScale, <span class="stringliteral">"PATCH_SCALE"</span>);
00460         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2037_3">xmlSerial</a> (NumVertices, <span class="stringliteral">"NUM_VERTICES"</span>);
00461 
00462         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2038_0">xmlPush</a> (<span class="stringliteral">"BORDER_VERTICES"</span>);
00463         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(BorderVertices);
00464         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2039_2">xmlPop</a> ();
00465 
00466         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2038_0">xmlPush</a> (<span class="stringliteral">"PATCHES"</span>);
00467         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(Patchs);
00468         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2039_2">xmlPop</a> ();
00469 
00470         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2038_0">xmlPush</a> (<span class="stringliteral">"PATCH_CONNECTS"</span>);
00471         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2033_9">serialCont</a>(PatchConnects);
00472         f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2039_2">xmlPop</a> ();
00473 
00474         <span class="keywordflow">if</span> (ver&gt;=4)
00475         {
00476                 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2038_0">xmlPush</a> (<span class="stringliteral">"POINT_LIGHTS"</span>);
00477                 f.<a class="code" href="a02270.html#NLMISC_1_1IStreama5">serial</a>(_PointLightArray);
00478                 f.<a class="code" href="a02270.html#NLMISC_1_1IStreamz2039_2">xmlPop</a> ();
00479         }
00480 
00481         <span class="comment">// If read, must create and init Patch Clipped state to true (clipped even if not compiled)</span>
00482         <span class="keywordflow">if</span>(f.<a class="code" href="a02270.html#NLMISC_1_1IStreama0">isReading</a>())
00483         {
00484                 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
00485                 <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_5">resize</a>(<a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size());
00486                 <a class="code" href="a03730.html#NL3D_1_1CZoner2">_PatchRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
00487                 <a class="code" href="a03730.html#NL3D_1_1CZoner1">_PatchOldRenderClipped</a>.<a class="code" href="a02272.html#NLMISC_1_1CBitSetz1920_9">setAll</a>();
00488         }
00489 
00490         <span class="comment">// If read and version 0, must init default TileColors of patchs.</span>
00491         <span class="comment">//===============================================================</span>
00492         <span class="comment">// if(f.isReading() &amp;&amp; ver&lt;2) ... </span>
00493         <span class="comment">// Deprecated, because ver&lt;3 not supported</span>
00494 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea34" doxytag="NL3D::CZone::setTileColor" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::setTileColor </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">bool&nbsp;</td>
          <td class="mdname" nowrap> <em>monochrome</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap> <em>factor</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

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

<p>
Set the zone tile color to monochrome or not and apply multiplier factor Set all tile colors of all patch of this zone to monochrome or not and apply a multiplier factor convertion to monochrome is done by that formula : newR = newG = newB = 0.28 * R + 0.59 * G + 0.13 * B; for monochrome the factor is applied like for the color mode
<p>
Definition at line <a class="el" href="a06758.html#l01357">1357</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00098">uint16</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
Referenced by <a class="el" href="a06770.html#l00244">NL3D::CZoneLoadingTask::run()</a>.
<p>
<div class="fragment"><pre>01358 {
01359         <a class="code" href="a04199.html#a6">nlassert</a>(factor &gt;= 0.0f); <span class="comment">// factor must not be negative as its a multiplier</span>
01360 
01361         <span class="keywordflow">if</span> (monochrome)
01362         {
01363                 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a11">uint32</a> i = 0; i &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size(); ++i)
01364                 {
01365                         vector&lt;CTileColor&gt; &amp;rTC = <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].TileColors;
01366                         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a11">uint32</a> j =  0; j &lt; rTC.size(); ++j)
01367                         {
01368                                 <span class="keywordtype">float</span> fR = (rTC[j].Color565 &amp; 31) / 32.0f;
01369                                 <span class="keywordtype">float</span> fG = ((rTC[j].Color565 &gt;&gt; 5) &amp; 63) / 64.0f;
01370                                 <span class="keywordtype">float</span> fB = ((rTC[j].Color565 &gt;&gt; 11) &amp; 31) / 32.0f;
01371 
01372                                 fR = 0.28f * fR + 0.59f * fG + 0.13f * fB;
01373                                 
01374                                 <a class="code" href="a04199.html#a6">nlassert</a>(fR &lt; 0.99f);
01375 
01376                                 fR *= factor;
01377                                 <span class="keywordflow">if</span> (fR &gt; 0.99f) fR = 0.99f; <span class="comment">// Avoid reaching 1</span>
01378 
01379                                 <a class="code" href="a04558.html#a9">uint16</a> nR = (<a class="code" href="a04558.html#a9">uint16</a>)(fR * 32.0f);
01380                                 <a class="code" href="a04558.html#a9">uint16</a> nG = (<a class="code" href="a04558.html#a9">uint16</a>)(fR * 64.0f);
01381                                 <a class="code" href="a04558.html#a9">uint16</a> nB = (<a class="code" href="a04558.html#a9">uint16</a>)(fR * 32.0f);
01382 
01383                                 rTC[j].Color565 = nR + (nG &lt;&lt; 5) + (nB &lt;&lt; 11);
01384                         }
01385                 }
01386         }
01387         <span class="keywordflow">else</span>
01388         {
01389                 <span class="keywordflow">if</span> (factor != 1.0f)
01390                 {
01391                         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a11">uint32</a> i = 0; i &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size(); ++i)
01392                         {
01393                                 vector&lt;CTileColor&gt; &amp;rTC = <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[i].TileColors;
01394                                 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a11">uint32</a> j =  0; j &lt; rTC.size(); ++j)
01395                                 {
01396                                         <span class="keywordtype">float</span> fR = (rTC[j].Color565 &amp; 31) / 32.0f;
01397                                         <span class="keywordtype">float</span> fG = ((rTC[j].Color565 &gt;&gt; 5) &amp; 63) / 64.0f;
01398                                         <span class="keywordtype">float</span> fB = ((rTC[j].Color565 &gt;&gt; 11) &amp; 31) / 32.0f;
01399 
01400                                         fR *= factor;
01401                                         fG *= factor;
01402                                         fB *= factor;
01403                                         
01404                                         <span class="keywordflow">if</span> (fR &gt; 0.99f) fR = 0.99f;
01405                                         <span class="keywordflow">if</span> (fG &gt; 0.99f) fG = 0.99f;
01406                                         <span class="keywordflow">if</span> (fB &gt; 0.99f) fB = 0.99f;
01407 
01408                                         <a class="code" href="a04558.html#a9">uint16</a> nR = (<a class="code" href="a04558.html#a9">uint16</a>)(fR * 32.0f);
01409                                         <a class="code" href="a04558.html#a9">uint16</a> nG = (<a class="code" href="a04558.html#a9">uint16</a>)(fG * 64.0f);
01410                                         <a class="code" href="a04558.html#a9">uint16</a> nB = (<a class="code" href="a04558.html#a9">uint16</a>)(fB * 32.0f);
01411 
01412                                         rTC[j].Color565 = nR + (nG &lt;&lt; 5) + (nB &lt;&lt; 11);
01413                                 }
01414                         }
01415                 }
01416         }
01417 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonea35" doxytag="NL3D::CZone::setupColorsFromTileFlags" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::setupColorsFromTileFlags </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>colors</em>[4]          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

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

<p>
Debug purpose only : setup the colors of the patch of this zone so that it shows which tiles have vegetable disabled, or are above, below water. User provides a table with 4 colors for each state : color 0 = above water color 1 = underwater color 2 = intersect water color 3 = vegetable disabled
<p>
Definition at line <a class="el" href="a06758.html#l01532">1532</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>01533 {
01534         <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> k = 0; k &lt; <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>.size(); ++k)
01535         {
01536                 <a class="code" href="a03730.html#NL3D_1_1CZoner12">Patchs</a>[k].setupColorsFromTileFlags(colors);
01537         }
01538 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZoneh2" doxytag="NL3D::CZone::unbindPatch" ></a><p>
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          <td class="md" nowrap valign="top"> void NL3D::CZone::unbindPatch </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a03057.html">CPatch</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>pa</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [static, private]</code></td>
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<p>

<p>
Definition at line <a class="el" href="a06758.html#l00868">868</a> of file <a class="el" href="a06758.html">3d/zone.cpp</a>.
<p>
References <a class="el" href="a06155.html#l01724">NL3D::CPatch::unbind()</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00603">release()</a>.
<p>
<div class="fragment"><pre>00869 {
00870         <span class="comment">/*</span>
00871 <span class="comment">                Remind: the old version with CPatch::unbindFrom*() doesn't work because of CZone::release(). This function</span>
00872 <span class="comment">                first erase the zone from loadedZones...</span>
00873 <span class="comment">                Not matter here. We use CPatch::unbind() which should do all the good job correctly (unbind pa from ohters</span>
00874 <span class="comment">                , and unbind others from pa at same time).</span>
00875 <span class="comment">        */</span>
00876 
00877         pa.unbind();
00878 }
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Friends And Related Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CZonen0" doxytag="NL3D::CZone::CLandscape" ></a><p>
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          <td class="md" nowrap valign="top"> friend class <a class="el" href="a02702.html">CLandscape</a><code> [friend]</code>
      </table>
    </td>
  </tr>
</table>
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      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00590">590</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonen1" doxytag="NL3D::CZone::CPatch" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> friend class <a class="el" href="a03057.html">CPatch</a><code> [friend]</code>
      </table>
    </td>
  </tr>
</table>
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    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00593">593</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZonen2" doxytag="NL3D::CZone::CTessFace" ></a><p>
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  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> friend class <a class="el" href="a03476.html">CTessFace</a><code> [friend]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
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      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00591">591</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.    </td>
  </tr>
</table>
<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CZoner0" doxytag="NL3D::CZone::_PatchBSpheres" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02291.html">CBSphere</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoner0">NL3D::CZone::_PatchBSpheres</a><code> [private]</code>
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    </td>
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      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00579">579</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l01038">clipPatchs()</a>, <a class="el" href="a06758.html#l00499">compile()</a>, <a class="el" href="a06758.html#l00911">getPatchBSphere()</a>, and <a class="el" href="a06758.html#l01175">preRender()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZoner1" doxytag="NL3D::CZone::_PatchOldRenderClipped" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a02272.html">NLMISC::CBitSet</a> <a class="el" href="a03730.html#NL3D_1_1CZoner1">NL3D::CZone::_PatchOldRenderClipped</a><code> [private]</code>
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    </td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00581">581</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>.    </td>
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</table>
<a class="anchor" name="NL3D_1_1CZoner2" doxytag="NL3D::CZone::_PatchRenderClipped" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02272.html">NLMISC::CBitSet</a> <a class="el" href="a03730.html#NL3D_1_1CZoner2">NL3D::CZone::_PatchRenderClipped</a><code> [private]</code>
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    </td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00580">580</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l01279">changePatchTextureAndColor()</a>, <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06758.html#l01038">clipPatchs()</a>, <a class="el" href="a06760.html#l00539">isPatchRenderClipped()</a>, <a class="el" href="a06758.html#l01175">preRender()</a>, <a class="el" href="a06155.html#l00115">NL3D::CPatch::release()</a>, <a class="el" href="a06758.html#l01240">resetRenderFarAndDeleteVBFV()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZoner3" doxytag="NL3D::CZone::_PointLightArray" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03095.html">CPointLightNamedArray</a> <a class="el" href="a03730.html#NL3D_1_1CZoner3">NL3D::CZone::_PointLightArray</a><code> [private]</code>
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    </td>
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<p>
List of PointLights that may influences Patchs and objects walking on them.
<p>
Definition at line <a class="el" href="a06760.html#l00586">586</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a05862.html#l00385">NL3D::CLandscape::addZone()</a>, <a class="el" href="a06157.html#l01543">NL3D::CPatch::appendTileLightInfluences()</a>, <a class="el" href="a06758.html#l00365">build()</a>, and <a class="el" href="a06157.html#l01655">NL3D::CPatch::getCurrentTileTLIColors()</a>.    </td>
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</table>
<a class="anchor" name="NL3D_1_1CZoner4" doxytag="NL3D::CZone::BaseVertices" ></a><p>
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      <table cellpadding="0" cellspacing="0" border="0">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03730.html#NL3D_1_1CZoney4">TBaseVerticesVec</a> <a class="el" href="a03730.html#NL3D_1_1CZoner4">NL3D::CZone::BaseVertices</a><code> [private]</code>
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00570">570</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CZoner5" doxytag="NL3D::CZone::BorderVertices" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02290.html">CBorderVertex</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoner5">NL3D::CZone::BorderVertices</a><code> [private]</code>
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00572">572</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00365">build()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZoner6" doxytag="NL3D::CZone::ClipResult" ></a><p>
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  <tr>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a14">sint</a> <a class="el" href="a03730.html#NL3D_1_1CZoner6">NL3D::CZone::ClipResult</a><code> [private]</code>
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    </td>
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      &nbsp;
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00595">595</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06758.html#l00083">CZone()</a>, <a class="el" href="a06758.html#l01175">preRender()</a>, and <a class="el" href="a06758.html#l00603">release()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZoner7" doxytag="NL3D::CZone::Compiled" ></a><p>
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          <td class="md" nowrap valign="top"> bool <a class="el" href="a03730.html#NL3D_1_1CZoner7">NL3D::CZone::Compiled</a><code> [private]</code>
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00562">562</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l01157">averageTesselationVertices()</a>, <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l01279">changePatchTextureAndColor()</a>, <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06758.html#l00499">compile()</a>, <a class="el" href="a06760.html#l00487">compiled()</a>, <a class="el" href="a06758.html#l00083">CZone()</a>, <a class="el" href="a06758.html#l01119">excludePatchFromRefineAll()</a>, <a class="el" href="a06758.html#l01175">preRender()</a>, <a class="el" href="a06758.html#l01132">refineAll()</a>, <a class="el" href="a06758.html#l01322">refreshTesselationGeometry()</a>, <a class="el" href="a06758.html#l00603">release()</a>, and <a class="el" href="a06758.html#l00091">~CZone()</a>.    </td>
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</table>
<a class="anchor" name="NL3D_1_1CZoner8" doxytag="NL3D::CZone::Landscape" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a02702.html">CLandscape</a>* <a class="el" href="a03730.html#NL3D_1_1CZoner8">NL3D::CZone::Landscape</a><code> [private]</code>
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    <td>

<p>

<p>
Definition at line <a class="el" href="a06760.html#l00558">558</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06161.html#l00054">NL3D::CPatch::computeNewFar()</a>, <a class="el" href="a06157.html#l01191">NL3D::CPatch::getTileLightMap()</a>, <a class="el" href="a06157.html#l01225">NL3D::CPatch::getTileLightMapUvInfo()</a>, <a class="el" href="a06155.html#l02040">NL3D::CPatch::getTileRenderPass()</a>, <a class="el" href="a06155.html#l02080">NL3D::CPatch::getTileUvInfo()</a>, <a class="el" href="a06157.html#l01247">NL3D::CPatch::releaseTileLightMap()</a>, <a class="el" href="a06155.html#l01555">NL3D::CPatch::resetRenderFar()</a>, and <a class="el" href="a06157.html#l01909">NL3D::CPatch::updateTessBlockLighting()</a>.    </td>
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</table>
<a class="anchor" name="NL3D_1_1CZoner9" doxytag="NL3D::CZone::NumVertices" ></a><p>
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  <tr>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a10">sint32</a> <a class="el" href="a03730.html#NL3D_1_1CZoner9">NL3D::CZone::NumVertices</a><code> [private]</code>
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    </td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00568">568</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00365">build()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZoner10" doxytag="NL3D::CZone::PatchBias" ></a><p>
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    <td class="mdRow">
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          <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">CVector</a> <a class="el" href="a03730.html#NL3D_1_1CZoner10">NL3D::CZone::PatchBias</a><code> [private]</code>
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    </td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00564">564</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l01452">applyHeightField()</a>, <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a06760.html#l00485">getPatchBias()</a>, <a class="el" href="a06758.html#l00289">retrieve()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CZoner11" doxytag="NL3D::CZone::PatchConnects" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03731.html">CPatchConnect</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoner11">NL3D::CZone::PatchConnects</a><code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00577">577</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l00718">buildBindInfo()</a>, <a class="el" href="a06758.html#l00499">compile()</a>, <a class="el" href="a06758.html#l01420">debugBinds()</a>, <a class="el" href="a06760.html#l00507">getPatchConnect()</a>, <a class="el" href="a06758.html#l00686">rebindBorder()</a>, <a class="el" href="a06758.html#l00289">retrieve()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>.    </td>
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<a class="anchor" name="NL3D_1_1CZoner12" doxytag="NL3D::CZone::Patchs" ></a><p>
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          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a03057.html">CPatch</a>&gt; <a class="el" href="a03730.html#NL3D_1_1CZoner12">NL3D::CZone::Patchs</a><code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00576">576</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00365">build()</a>.    </td>
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</table>
<a class="anchor" name="NL3D_1_1CZoner13" doxytag="NL3D::CZone::PatchScale" ></a><p>
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          <td class="md" nowrap valign="top"> float <a class="el" href="a03730.html#NL3D_1_1CZoner13">NL3D::CZone::PatchScale</a><code> [private]</code>
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    </td>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00565">565</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l01452">applyHeightField()</a>, <a class="el" href="a06758.html#l00122">build()</a>, <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a06760.html#l00486">getPatchScale()</a>, <a class="el" href="a06758.html#l00289">retrieve()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>.    </td>
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</table>
<a class="anchor" name="NL3D_1_1CZoner14" doxytag="NL3D::CZone::ZoneBB" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
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          <td class="md" nowrap valign="top"> <a class="el" href="a02157.html">CAABBoxExt</a> <a class="el" href="a03730.html#NL3D_1_1CZoner14">NL3D::CZone::ZoneBB</a><code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00563">563</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00365">build()</a>, <a class="el" href="a06758.html#l00922">clip()</a>, <a class="el" href="a06758.html#l00099">computeBBScaleBias()</a>, <a class="el" href="a06760.html#l00491">getZoneBB()</a>, and <a class="el" href="a06758.html#l00432">serial()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CZoner15" doxytag="NL3D::CZone::ZoneId" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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    <td class="mdRow">
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a9">uint16</a> <a class="el" href="a03730.html#NL3D_1_1CZoner15">NL3D::CZone::ZoneId</a><code> [private]</code>
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<p>

<p>
Definition at line <a class="el" href="a06760.html#l00561">561</a> of file <a class="el" href="a06760.html">src/3d/zone.h</a>.
<p>
Referenced by <a class="el" href="a06758.html#l00365">build()</a>.    </td>
  </tr>
</table>
<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a06760.html">src/3d/zone.h</a><li><a class="el" href="a06758.html">3d/zone.cpp</a></ul>
<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 08:34:04 2004 for NeL by
<a href="http://www.doxygen.org/index.html">
<img src="doxygen.png" alt="doxygen" align="middle" border=0 > 
</a>1.3.6 </small></address>
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