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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 &amp;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 (&lt;=&gt; 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                &amp;tileVegetDesc= <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;getTileVegetableDesc(tileId);
00069         <font class="keyword">const</font> std::vector&lt;CVegetable&gt;   &amp;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-&gt;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-&gt;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-&gt;eval( (ts + 0.0f) * OOos, (tt + 0.5f) * OOot);
00092         tilePosBiLinear[1]= bpatch-&gt;eval( (ts + 1.0f) * OOos, (tt + 0.5f) * OOot);
00093         tilePosBiLinear[2]= bpatch-&gt;eval( (ts + 0.5f) * OOos, (tt + 0.0f) * OOot);
00094         tilePosBiLinear[3]= bpatch-&gt;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) &gt; 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&lt;<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&lt;CPointLightInfluence&gt;    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&lt;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-&gt;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       &amp;vegetLex= vegetIg-&gt;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&lt;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-&gt;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>-&gt;DLMUBias + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMUScale * tileU;
00174         dlmUV.V= <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;DLMVBias + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;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>-&gt;MinU8, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;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>-&gt;MinV8, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>-&gt;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&lt;NLMISC::CVector2f&gt;  TPositionVector;
00189         <font class="keyword">static</font>  std::vector&lt;TPositionVector&gt;    instanceUVArray;
00190         <font class="comment">// realloc if necessary.</font>
00191         <font class="keywordflow">if</font>(instanceUVArray.size() &lt; 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&lt;numVegetable; i++)
00201         {
00202                 <font class="comment">// get the vegetable</font>
00203                 <font class="keyword">const</font> CVegetable        &amp;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&lt;numVegetable; i++)
00212         {
00213                 <font class="comment">// get the vegetable</font>
00214                 <font class="keyword">const</font> CVegetable        &amp;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>()-&gt;_VegetableManager-&gt;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&lt;numVegetable; i++)
00226         {
00227                 <font class="comment">// get the vegetable</font>
00228                 <font class="keyword">const</font> CVegetable        &amp;veget= vegetableList[i];
00229 
00230                 <font class="comment">// get the relatives position of the instances</font>
00231                 std::vector&lt;CVector2f&gt;  &amp;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&lt;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&lt;&lt;<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&lt;<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 &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].TileMaterialRefCount&gt;0
00266                         &amp;&amp; <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;isVegetableActive())
00267                 {
00268                         <font class="comment">// compute tessBlock coordinate</font>
00269                         uint tbWidth= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>&gt;&gt;1;
00270                         uint ts= numtb&amp;(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&lt;<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> &gt;&gt; 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) &gt;&gt; <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 &gt;&gt; 1;
00304         tbt= tt &gt;&gt; 1;
00305         <font class="comment">// compute clipBlock coordinate.</font>
00306         uint    cbs,cbt;
00307         cbs= tbs &gt;&gt; <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>;
00308         cbt= tbt &gt;&gt; <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-&gt;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-&gt;init(center, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_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>()-&gt;_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-&gt;release(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_VegetableManager, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()-&gt;_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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