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<hr><h1>patch_vegetable.cpp</h1><a href="patch__vegetable_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028
00029 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="vegetable_8h.html">3d/vegetable.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="vegetable__manager_8h.html">3d/vegetable_manager.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="landscape__vegetable__block_8h.html">3d/landscape_vegetable_block.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="tile__vegetable__desc_8h.html">3d/tile_vegetable_desc.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="vegetable__light__ex_8h.html">3d/vegetable_light_ex.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font>
00040
00041
00042 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00043 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00044
00045 <font class="keyword">namespace </font>NL3D
00046 {
00047
00048
00049 <font class="comment">// ***************************************************************************</font>
<a name="l00050"></a><a class="code" href="classNL3D_1_1CPatch.html#z686_2">00050</a> <font class="keywordtype">void</font> CPatch::generateTileVegetable(CVegetableInstanceGroup *vegetIg, uint distType, uint ts, uint tt,
00051 CLandscapeVegetableBlockCreateContext &vbCreateCtx)
00052 {
00053 uint i;
00054
00055 <font class="comment">// Get tile infos for vegetable</font>
00056 <font class="comment">// =========================</font>
00057
00058 <font class="comment">// Get the state for this vegetable tile</font>
00059 CTileElement::TVegetableInfo vegetWaterState= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tt * <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a> + ts].getVegetableState();
00060 <font class="comment">// If vegetable disabled, skip!</font>
00061 <font class="keywordflow">if</font>(vegetWaterState == CTileElement::VegetableDisabled)
00062 <font class="keywordflow">return</font>;
00063
00064 <font class="comment">// get the tileId under this tile (<=> the tile material)</font>
00065 uint tileId= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tt * <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a> + ts].Tile[0];
00066
00067 <font class="comment">// get list of vegetable for this tile, and for hist distanceType category.</font>
00068 <font class="keyword">const</font> CTileVegetableDesc &tileVegetDesc= <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getTileVegetableDesc(tileId);
00069 <font class="keyword">const</font> std::vector<CVegetable> &vegetableList= tileVegetDesc.getVegetableList(distType);
00070 uint distAddSeed= tileVegetDesc.getVegetableSeed(distType);
00071 uint numVegetable= vegetableList.size();
00072
00073 <font class="comment">// If no vegetables at all, skip.</font>
00074 <font class="keywordflow">if</font>(numVegetable==0)
00075 <font class="keywordflow">return</font>;
00076
00077 <font class="comment">// compute approximate tile position and normal: get the middle</font>
00078 <font class="keywordtype">float</font> tileU= (ts + 0.5f) / (float)<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>;
00079 <font class="keywordtype">float</font> tileV= (tt + 0.5f) / (float)<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>;
00080 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
00081 <font class="comment">// Get approximate position for the tile (usefull for noise). NB: eval() is faster than computeVertex().</font>
00082 CVector tilePos= bpatch->eval(tileU, tileV);
00083 <font class="comment">// Get also the normal used for all instances on this tile (not precise, </font>
00084 <font class="comment">// don't take noise into account, but faster).</font>
00085 CVector tileNormal= bpatch->evalNormal(tileU, tileV);
00086
00087 <font class="comment">// Compute also position on middle of 4 edges of this tile, for generateGroupBiLinear().</font>
00088 CVector tilePosBiLinear[4];
00089 <font class="keywordtype">float</font> OOos= 1.0f / <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>;
00090 <font class="keywordtype">float</font> OOot= 1.0f / <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>;
00091 tilePosBiLinear[0]= bpatch->eval( (ts + 0.0f) * OOos, (tt + 0.5f) * OOot);
00092 tilePosBiLinear[1]= bpatch->eval( (ts + 1.0f) * OOos, (tt + 0.5f) * OOot);
00093 tilePosBiLinear[2]= bpatch->eval( (ts + 0.5f) * OOos, (tt + 0.0f) * OOot);
00094 tilePosBiLinear[3]= bpatch->eval( (ts + 0.5f) * OOos, (tt + 1.0f) * OOot);
00095
00096
00097 <font class="comment">// compute a rotation matrix with the normal</font>
00098 CMatrix matInstance;
00099 matInstance.setRot(CVector::I, CVector::J, tileNormal);
00100 <font class="comment">// must normalize the matrix. use the vector which is the most orthogonal to tileNormal</font>
00101 <font class="comment">// If tileNormal is much more a J vector, then use plane (I,tileNormal), and vice-versa</font>
00102 <font class="keywordflow">if</font>(fabs(tileNormal.y) > fabs(tileNormal.x))
00103 matInstance.normalize(CMatrix::ZXY);
00104 <font class="keywordflow">else</font>
00105 matInstance.normalize(CMatrix::ZYX);
00106
00107
00108 <font class="comment">// prepare color / lighting</font>
00109 <font class="comment">// =========================</font>
00110
00111 <font class="comment">// say that ambient never change. VegetableManager handle the ambient and diffuse itself (for precomputeLighting)</font>
00112 CRGBAF ambientF= CRGBAF(1,1,1,1);
00113
00114 <font class="comment">// Compute the tileLightmap (not modified by tileColor).</font>
00115 <font class="keyword">static</font> uint8 tileLumelmap[<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a> * <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>];
00116 <a class="code" href="classNL3D_1_1CPatch.html#z686_3">getTileLumelmapPrecomputed</a>(ts, tt, tileLumelmap, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>);
00117 <font class="comment">// compute diffuse color by substracting from ambient.</font>
00118 CRGBAF diffuseColorF[<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a> * <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>];
00119 <font class="comment">// TODO_VEGET_OPTIM: optimize this.</font>
00120 <font class="comment">// For all lumel of this tile.</font>
00121 <font class="keywordflow">for</font>(i= 0; i<<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; i++)
00122 {
00123 <font class="comment">// mul by 2, because shade is done twice here: by vertex, and by landscape.</font>
00124 sint tileLumel= 2*tileLumelmap[i];
00125 tileLumel= <a class="code" href="bit__set_8cpp.html#a0">min</a>(tileLumel, 255);
00126 <font class="keywordtype">float</font> tlf= tileLumel / 255.f;
00127 diffuseColorF[i].R= tlf;
00128 diffuseColorF[i].G= tlf;
00129 diffuseColorF[i].B= tlf;
00130 diffuseColorF[i].A= 1;
00131 }
00132
00133 <font class="comment">// Compute The CVegetableLightEx, adding pointLight effect to vegetation</font>
00134 <font class="comment">// First get pointLight at this tiles.</font>
00135 <font class="keyword">static</font> vector<CPointLightInfluence> lightList;
00136 lightList.clear();
00137 <a class="code" href="classNL3D_1_1CPatch.html#z671_1">appendTileLightInfluences</a>( CUV(tileU, tileV), lightList);
00138 <font class="comment">// for each light, modulate the factor of influence</font>
00139 <font class="keywordflow">for</font>(i=0; i<lightList.size();i++)
00140 {
00141 CPointLight *pl= lightList[i].PointLight;
00142 <font class="comment">// compute the attenuation to the pos of the tile</font>
00143 <font class="keywordtype">float</font> att= pl->computeLinearAttenuation(tilePos);
00144 <font class="comment">// modulate the influence with this factor</font>
00145 lightList[i].BkupInfluence= lightList[i].Influence;
00146 lightList[i].Influence*= att;
00147 }
00148 <font class="comment">// sort the light by influence</font>
00149 sort(lightList.begin(), lightList.end());
00150 <font class="comment">// Setup the vegetLex directly in the ig. </font>
00151 CVegetableLightEx &vegetLex= vegetIg->VegetableLightEx;
00152 <font class="comment">// take only 2 first, computing direction to tilePos and computing attenuation.</font>
00153 vegetLex.NumLights= <a class="code" href="bit__set_8cpp.html#a0">min</a>((uint)CVegetableLightEx::MaxNumLight, lightList.size());
00154 <font class="keywordflow">for</font>(i=0;i<vegetLex.NumLights;i++)
00155 {
00156 CPointLight *pl= lightList[i].PointLight;
00157 <font class="comment">// copy to vegetLex.</font>
00158 vegetLex.PointLight[i]= pl;
00159 <font class="comment">// get the attenuation</font>
00160 vegetLex.PointLightFactor[i]= (uint)(256* lightList[i].Influence);
00161 <font class="comment">// Setup the direction from pointLight.</font>
00162 vegetLex.Direction[i]= tilePos - pl->getPosition();
00163 vegetLex.Direction[i].normalize();
00164 }
00165 <font class="comment">// compute now the current colors of the vegetLex.</font>
00166 vegetLex.computeCurrentColors();
00167
00168
00169 <font class="comment">// Compute Dynamic Lightmap UV for this tile.</font>
00170 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>);
00171 CUV dlmUV;
00172 <font class="comment">// get coordinate in 0..1 in texture.</font>
00173 dlmUV.U= <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale * tileU;
00174 dlmUV.V= <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale * tileV;
00175 <font class="comment">// get coordinate in 0..255.</font>
00176 CVegetableUV8 dlmUV8;
00177 dlmUV8.U= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(dlmUV.U * 255 + 0.5f);
00178 dlmUV8.V= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(dlmUV.V * 255 + 0.5f);
00179 <font class="comment">// bound them, ensuring 8Bits UV "uncompressed" by driver are in the lightmap area.</font>
00180 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(dlmUV8.U, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->MinU8, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->MaxU8);
00181 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(dlmUV8.V, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->MinV8, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->MaxV8);
00182
00183
00184 <font class="comment">// for all vegetable of this list, generate instances.</font>
00185 <font class="comment">// =========================</font>
00186
00187 <font class="comment">// Get an array for each vegetable (static for speed).</font>
00188 <font class="keyword">typedef</font> std::vector<NLMISC::CVector2f> TPositionVector;
00189 <font class="keyword">static</font> std::vector<TPositionVector> instanceUVArray;
00190 <font class="comment">// realloc if necessary.</font>
00191 <font class="keywordflow">if</font>(instanceUVArray.size() < numVegetable)
00192 {
00193 <font class="comment">// clean.</font>
00194 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(instanceUVArray);
00195 <font class="comment">// realloc.</font>
00196 instanceUVArray.resize(numVegetable);
00197 }
00198
00199 <font class="comment">// First, for each vegetable, generate the number of instance to create, and their relative position.</font>
00200 <font class="keywordflow">for</font>(i= 0; i<numVegetable; i++)
00201 {
00202 <font class="comment">// get the vegetable</font>
00203 <font class="keyword">const</font> CVegetable &veget= vegetableList[i];
00204
00205 <font class="comment">// generate instance for this vegetable.</font>
00206 veget.generateGroupBiLinear(tilePos, tilePosBiLinear, tileNormal, <a class="code" href="landscape__def_8h.html#a11">NL3D_PATCH_TILE_AREA</a>, i + distAddSeed, instanceUVArray[i]);
00207 }
00208
00209 <font class="comment">// Then, now that we kno how many instance to generate for each vegetable, reserve space.</font>
00210 CVegetableInstanceGroupReserve vegetIgReserve;
00211 <font class="keywordflow">for</font>(i= 0; i<numVegetable; i++)
00212 {
00213 <font class="comment">// get the vegetable</font>
00214 <font class="keyword">const</font> CVegetable &veget= vegetableList[i];
00215
00216 <font class="comment">// reseve instance space for this vegetable.</font>
00217 <font class="comment">// instanceUVArray[i].size() is the number of instances to create.</font>
00218 veget.reserveIgAddInstances(vegetIgReserve, (CVegetable::TVegetableWater)vegetWaterState, instanceUVArray[i].<a class="code" href="cf__lexical_8cpp.html#a94">size</a>());
00219 }
00220 <font class="comment">// actual reseve memory of the ig.</font>
00221 <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableManager->reserveIgCompile(vegetIg, vegetIgReserve);
00222
00223
00224 <font class="comment">// generate the instances for all the vegetables.</font>
00225 <font class="keywordflow">for</font>(i= 0; i<numVegetable; i++)
00226 {
00227 <font class="comment">// get the vegetable</font>
00228 <font class="keyword">const</font> CVegetable &veget= vegetableList[i];
00229
00230 <font class="comment">// get the relatives position of the instances</font>
00231 std::vector<CVector2f> &instanceUV= instanceUVArray[i];
00232
00233 <font class="comment">// For all instance, generate the real instances.</font>
00234 <font class="keywordflow">for</font>(uint j=0; j<instanceUV.size(); j++)
00235 {
00236 <font class="comment">// generate the position in world Space.</font>
00237 <font class="comment">// instanceUV is in [0..1] interval, which maps to a tile, so explode to the patch</font>
00238 CVector instancePos;
00239 vbCreateCtx.eval(ts, tt, instanceUV[j].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, instanceUV[j].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, instancePos);
00240 <font class="comment">// NB: use same normal for rotation for all instances in a same tile.</font>
00241 matInstance.setPos( instancePos );
00242
00243 <font class="comment">// peek color into the lightmap.</font>
00244 sint lumelS= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(instanceUV[j].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> * <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>);
00245 sint lumelT= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(instanceUV[j].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> * <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>);
00246 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(lumelS, 0, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1);
00247 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(lumelT, 0, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1);
00248
00249 <font class="comment">// generate the instance of the vegetable</font>
00250 veget.generateInstance(vegetIg, matInstance, ambientF,
00251 diffuseColorF[ (lumelT<<<a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>) + lumelS ],
00252 (distType+1) * <a class="code" href="vegetable__def_8h.html#a8">NL3D_VEGETABLE_BLOCK_ELTDIST</a>, (CVegetable::TVegetableWater)vegetWaterState, dlmUV8);
00253 }
00254 }
00255 }
00256
00257
00258 <font class="comment">// ***************************************************************************</font>
<a name="l00259"></a><a class="code" href="classNL3D_1_1CPatch.html#z674_1">00259</a> <font class="keywordtype">void</font> CPatch::recreateAllVegetableIgs()
00260 {
00261 <font class="comment">// For all TessBlocks, try to release their VegetableBlock</font>
00262 <font class="keywordflow">for</font>(uint numtb=0; numtb<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); numtb++)
00263 {
00264 <font class="comment">// if the vegetableBlock is deleted, and if there is at least one Material in the tessBlock, and if possible</font>
00265 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].VegetableBlock==NULL && <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].TileMaterialRefCount>0
00266 && <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->isVegetableActive())
00267 {
00268 <font class="comment">// compute tessBlock coordinate</font>
00269 uint tbWidth= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>>>1;
00270 uint ts= numtb&(tbWidth-1);
00271 uint tt= numtb/tbWidth;
00272 <font class="comment">// crate the vegetable with tilecooridante (ie tessBlock coord *2);</font>
00273 <a class="code" href="classNL3D_1_1CPatch.html#z686_0">createVegetableBlock</a>(numtb, ts*2, tt*2);
00274 }
00275 }
00276
00277 }
00278
00279
00280 <font class="comment">// ***************************************************************************</font>
<a name="l00281"></a><a class="code" href="classNL3D_1_1CPatch.html#z674_0">00281</a> <font class="keywordtype">void</font> CPatch::deleteAllVegetableIgs()
00282 {
00283 <font class="comment">// For all TessBlocks, try to release their VegetableBlock</font>
00284 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00285 {
00286 <a class="code" href="classNL3D_1_1CPatch.html#z686_1">releaseVegetableBlock</a>(i);
00287 }
00288
00289 }
00290
00291
00292 <font class="comment">// ***************************************************************************</font>
<a name="l00293"></a><a class="code" href="classNL3D_1_1CPatch.html#z686_0">00293</a> <font class="keywordtype">void</font> CPatch::createVegetableBlock(uint numTb, uint ts, uint tt)
00294 {
00295 <font class="comment">// TessBlock width</font>
00296 uint tbWidth= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a> >> 1;
00297 <font class="comment">// clipBlock width</font>
00298 uint nTbPerCb= <a class="code" href="patch_8h.html#a13">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK</a>;
00299 uint cbWidth= (tbWidth + nTbPerCb-1) >> <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>;
00300
00301 <font class="comment">// compute tessBlock coordinate.</font>
00302 uint tbs ,tbt;
00303 tbs= ts >> 1;
00304 tbt= tt >> 1;
00305 <font class="comment">// compute clipBlock coordinate.</font>
00306 uint cbs,cbt;
00307 cbs= tbs >> <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>;
00308 cbt= tbt >> <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>;
00309
00310 <font class="comment">// create the vegetable block.</font>
00311 <a class="code" href="classNL3D_1_1CPatch.html#l2">CLandscapeVegetableBlock</a> *vegetBlock= <font class="keyword">new</font> <a class="code" href="classNL3D_1_1CPatch.html#l2">CLandscapeVegetableBlock</a>;
00312 <font class="comment">// Init / append to list.</font>
00313 <font class="comment">// compute center of the vegetableBlock (approx).</font>
00314 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
00315 CVector center= bpatch->eval( (<font class="keywordtype">float</font>)(tbs*2+1)/<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>, (<font class="keywordtype">float</font>)(tbt*2+1)/<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a> );
00316 <font class="comment">// Lower-Left tile is (tbs*2, tbt*2)</font>
00317 vegetBlock->init(center, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableManager, <a class="code" href="classNL3D_1_1CPatch.html#z679_0">VegetableClipBlocks</a>[cbt *cbWidth + cbs], <font class="keyword">this</font>, tbs*2, tbt*2, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableBlockList);
00318
00319 <font class="comment">// set in the tessBlock</font>
00320 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock= vegetBlock;
00321 }
00322
00323
00324 <font class="comment">// ***************************************************************************</font>
<a name="l00325"></a><a class="code" href="classNL3D_1_1CPatch.html#z686_1">00325</a> <font class="keywordtype">void</font> CPatch::releaseVegetableBlock(uint numTb)
00326 {
00327 <font class="comment">// if exist, must delete the VegetableBlock.</font>
00328 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock)
00329 {
00330 <font class="comment">// delete Igs, and remove from list.</font>
00331 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock->release(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableManager, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableBlockList);
00332 <font class="comment">// delete.</font>
00333 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock;
00334 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock= NULL;
00335 }
00336 }
00337
00338
00339
00340
00341
00342 } <font class="comment">// NL3D</font>
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