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<hr><h1>tessellation.cpp</h1><a href="tessellation_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00008 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font>
00009 <font class="comment"> *</font>
00010 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00011 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00012 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00013 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00014 <font class="comment"> * any later version.</font>
00015 <font class="comment"></font>
00016 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00017 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00018 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00019 <font class="comment"> * General Public License for more details.</font>
00020 <font class="comment"></font>
00021 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00022 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00023 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00024 <font class="comment"> * MA 02111-1307, USA.</font>
00025 <font class="comment"> */</font>
00026 
00027 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00028 
00029 <font class="preprocessor">#include "<a class="code" href="tessellation_8h.html">3d/tessellation.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="landscape__profile_8h.html">3d/landscape_profile.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font>
00036 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00037 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00038 
00039 
00040 <font class="keyword">namespace </font>NL3D 
00041 {
00042 
00043 
00044 <font class="comment">// ***************************************************************************</font>
<a name="l00045"></a><a class="code" href="tessellation_8cpp.html#a0">00045</a> <font class="preprocessor">#define NL3D_TESS_USE_QUADRANT_THRESHOLD                0.1f</font>
00046 <font class="preprocessor"></font>
00047 
00048 <font class="comment">// ***************************************************************************</font>
00049 <font class="comment">// The normal Uvs format.</font>
00050 <font class="keyword">const</font>   uint8   <a class="code" href="namespaceNL3D.html#a238">TileUvFmtNormal1</a>= 0;
00051 <font class="keyword">const</font>   uint8   <a class="code" href="namespaceNL3D.html#a239">TileUvFmtNormal2</a>= 1;
00052 <font class="keyword">const</font>   uint8   <a class="code" href="namespaceNL3D.html#a240">TileUvFmtNormal3</a>= 2;
00053 <font class="keyword">const</font>   uint8   <a class="code" href="namespaceNL3D.html#a241">TileUvFmtNormal4</a>= 3;
00054 <font class="keyword">const</font>   uint8   <a class="code" href="namespaceNL3D.html#a242">TileUvFmtNormal5</a>= 4;
00055 
00056 
00057 <font class="comment">// ***************************************************************************</font>
00058 <font class="comment">// \todo yoyo: may change this.</font>
00059 <font class="keyword">const</font>   <font class="keywordtype">float</font> <a class="code" href="namespaceNL3D.html#a243">TileSize</a>= 128;
00060 
00061 
00062 
00063 
00064 <font class="comment">// ***************************************************************************</font>
00065 <font class="comment">// ***************************************************************************</font>
00066 <font class="comment">// CTileMaterial</font>
00067 <font class="comment">// ***************************************************************************</font>
00068 <font class="comment">// ***************************************************************************</font>
00069 
00070 
00071 <font class="comment">// ***************************************************************************</font>
<a name="l00072"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a0">00072</a> CTileMaterial::CTileMaterial()
00073 {
00074         <font class="comment">// By default, all pass are NULL.</font>
00075         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>; i++)
00076         {
00077                 <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[i]= NULL;
00078         }
00079 }
00080 
00081 
00082 <font class="comment">// ***************************************************************************</font>
<a name="l00083"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a1">00083</a> <font class="keywordtype">void</font>            CTileMaterial::appendTileToEachRenderPass(uint patchNumRenderableFaces)
00084 {
00085         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a0">NL3D_MAX_TILE_PASS</a>;i++)
00086         {
00087                 <font class="comment">// If RdrPass exist, add this Material Id</font>
00088                 CPatchRdrPass   *rdrPass= <a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[i].PatchRdrPass;
00089                 <font class="keywordflow">if</font>(rdrPass!=NULL)
00090                 {
00091                         <font class="comment">/* enlarge the capacity of the pass so it can renders the tile faces of this patch.</font>
00092 <font class="comment">                         *      NumRenderableFaces is really too big since the tile-material surely doesn't use all</font>
00093 <font class="comment">                         *      faces of the patch (except if same texture...)</font>
00094 <font class="comment">                         *      But doesn't matter. Even if all the visible Tile Surface (80m*80m) is in the same pass,</font>
00095 <font class="comment">                         *      it leads to only 76K final in CLandscapeGlobals::PassTriArray:</font>
00096 <font class="comment">                         *      80*80(Visible surface at 80m max) /4 (2m*2m) *2(triangles) *2 (over-estimate) *3*4(triSize)=</font>
00097 <font class="comment">                         *      76800</font>
00098 <font class="comment">                         */</font>
00099                         rdrPass-&gt;appendRdrPatchTile(i, &amp;<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[i], patchNumRenderableFaces);
00100                 }
00101         }
00102 }
00103 
00104 
00105 <font class="comment">// ***************************************************************************</font>
00106 <font class="comment">// ***************************************************************************</font>
00107 <font class="comment">//      CTessVertex</font>
00108 <font class="comment">// ***************************************************************************</font>
00109 <font class="comment">// ***************************************************************************</font>
00110 
00111 
00112 <font class="comment">// ***************************************************************************</font>
<a name="l00113"></a><a class="code" href="classNL3D_1_1CTessVertex.html#a1">00113</a> <font class="keywordtype">void</font>            CTessVertex::computeGeomPos()
00114 {
00115         <font class="comment">// Compute Basic ErrorMetric.</font>
00116         <font class="keywordtype">float</font>   sqrDist= (<a class="code" href="classNL3D_1_1CTessVertex.html#m1">StartPos</a> - CLandscapeGlobals::RefineCenter).sqrnorm();
00117         <font class="keywordtype">float</font>   pgeom= <a class="code" href="classNL3D_1_1CTessVertex.html#m3">MaxFaceSize</a> * CLandscapeGlobals::OORefineThreshold / sqrDist;
00118 
00119         <font class="comment">// Compute ErrorMetric modified by TileNear transition, only if TileNear transition.</font>
00120         <font class="keywordflow">if</font>( sqrDist&lt; CLandscapeGlobals::TileDistFarSqr )
00121         {
00122                 <font class="comment">// Soft optim: do it only if necessary, ie result of max(errorMetric, errorMetricModified) is foreseeable here.</font>
00123                 <font class="keywordflow">if</font>(pgeom &lt; <a class="code" href="classNL3D_1_1CTessVertex.html#m4">MaxNearLimit</a>)
00124                 {
00125                         <font class="keywordtype">float</font>   f= (CLandscapeGlobals::TileDistFarSqr - sqrDist) * CLandscapeGlobals::OOTileDistDeltaSqr;
00126                         <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(f, 0, 1);
00127                         <font class="comment">// ^4 gives better smooth result</font>
00128                         f= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(f);
00129                         f= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(f);
00130                         <font class="comment">// interpolate the errorMetric</font>
00131                         pgeom= <a class="code" href="classNL3D_1_1CTessVertex.html#m4">MaxNearLimit</a>*f + pgeom*(1-f);
00132                 }
00133         }
00134 
00135         <font class="comment">// Interpolate StartPos to EndPos, between 1 and 2.</font>
00136         <font class="keywordflow">if</font>(pgeom&lt;=1.0f)
00137                 <a class="code" href="classNL3D_1_1CTessVertex.html#m0">Pos</a>= <a class="code" href="classNL3D_1_1CTessVertex.html#m1">StartPos</a>;
00138         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(pgeom&gt;=2.0f)
00139                 <a class="code" href="classNL3D_1_1CTessVertex.html#m0">Pos</a>= <a class="code" href="classNL3D_1_1CTessVertex.html#m2">EndPos</a>;
00140         <font class="keywordflow">else</font>
00141         {
00142                 <font class="keywordtype">float</font>           f= pgeom - 1.0f;
00143                 <a class="code" href="classNL3D_1_1CTessVertex.html#m0">Pos</a>= f * (<a class="code" href="classNL3D_1_1CTessVertex.html#m2">EndPos</a>-<a class="code" href="classNL3D_1_1CTessVertex.html#m1">StartPos</a>) + <a class="code" href="classNL3D_1_1CTessVertex.html#m1">StartPos</a>;
00144         }
00145 }
00146 
00147 
00148 <font class="comment">// ***************************************************************************</font>
00149 <font class="comment">// ***************************************************************************</font>
00150 <font class="comment">// CTessFace</font>
00151 <font class="comment">// ***************************************************************************</font>
00152 <font class="comment">// ***************************************************************************</font>
00153 
00154 
00155 <font class="comment">// ***************************************************************************</font>
<a name="l00156"></a><a class="code" href="classNL3D_1_1CTessFace.html#r0">00156</a> CTessFace       CTessFace::CantMergeFace;
<a name="l00157"></a><a class="code" href="classNL3D_1_1CTessFace.html#p0">00157</a> CTessFace       CTessFace::MultipleBindFace;
00158 
00159 
00160 <font class="comment">// ***************************************************************************</font>
<a name="l00161"></a><a class="code" href="classNL3D_1_1CTessFace.html#a0">00161</a> CTessFace::CTessFace()
00162 {
00163         <font class="comment">// Don't modify any of it!!</font>
00164         <font class="comment">// Patch, SonLeft and SonRight nullity are very usefull for MultiplePatch faces, and CantMergeFace.</font>
00165 
00166         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>= NULL;
00167         <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>=<a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>=<a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>= NULL;
00168         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>=<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>=<a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>= NULL;
00169         <a class="code" href="classNL3D_1_1CTessFace.html#z819_7">Father</a>=<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>=<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>= NULL;
00170         <a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>=0;
00171         <a class="code" href="classNL3D_1_1CTessFace.html#z821_0">ErrorMetricDate</a>= 0;
00172         <font class="comment">// Size, Center, paramcoord undetermined.</font>
00173 
00174         <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>= NULL;
00175         <font class="comment">// Very important (for split reasons). Init Tilefaces to NULL.</font>
00176         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00177         {
00178                 <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]=NULL;
00179         }
00180 
00181         <a class="code" href="classNL3D_1_1CTessFace.html#z819_14">RecursMarkCanMerge</a>=<font class="keyword">false</font>;
00182         <a class="code" href="classNL3D_1_1CTessFace.html#z819_15">RecursMarkForceMerge</a>=<font class="keyword">false</font>;
00183 
00184 
00185         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a73">ProfNTessFace</a>, 1);
00186 }
00187 
00188 
00189 <font class="comment">// ***************************************************************************</font>
<a name="l00190"></a><a class="code" href="classNL3D_1_1CTessFace.html#a1">00190</a> CTessFace::~CTessFace()
00191 {
00192         <font class="comment">// Old Code. This is not sufficient to clear the CTessFace.</font>
00193         <font class="comment">// Vertices and Uvs must be correctly cleared too (but difficult because of sharing).</font>
00194         <font class="comment">/*</font>
00195 <font class="comment">        Patch-&gt;getLandscape()-&gt;deleteTessFace(SonLeft);</font>
00196 <font class="comment">        Patch-&gt;getLandscape()-&gt;deleteTessFace(SonRight);</font>
00197 <font class="comment"></font>
00198 <font class="comment">        // update neighbors.</font>
00199 <font class="comment">        if(FBase)       FBase-&gt;changeNeighbor(this, NULL);</font>
00200 <font class="comment">        if(FLeft)       FLeft-&gt;changeNeighbor(this, NULL);</font>
00201 <font class="comment">        if(FRight)      FRight-&gt;changeNeighbor(this, NULL);</font>
00202 <font class="comment"></font>
00203 <font class="comment">        FBase=FLeft=FRight= NULL;</font>
00204 <font class="comment">        */</font>
00205 
00206         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a73">ProfNTessFace</a>, -1);
00207 }
00208 
00209 
00210 <font class="comment">// ***************************************************************************</font>
<a name="l00211"></a><a class="code" href="classNL3D_1_1CTessFace.html#a9">00211</a> <font class="keywordtype">float</font>                   CTessFace::computeNearLimit()
00212 {
00213         <font class="comment">// General formula for Level, function of Size, treshold etc...:</font>
00214         <font class="comment">// WantedLevel= log2(BaseSize / sqrdist / RefineThreshold);</font>
00215         <font class="comment">// &lt;=&gt; WantedLevel= log2( CurSize*2^Level / sqrdist / RefineThreshold).</font>
00216         <font class="comment">// &lt;=&gt; WantedLevel= log2( ProjectedSize* 2^Level / RefineThreshold).</font>
00217         <font class="comment">// &lt;=&gt; 2^WantedLevel= ProjectedSize* 2^Level / RefineThreshold.</font>
00218         <font class="comment">// &lt;=&gt; ProjectedSize= (2^WantedLevel) * RefineThreshold / (2^Level);</font>
00219         <font class="comment">// &lt;=&gt; ProjectedSize= (1&lt;&lt;WantedLevel) * RefineThreshold / (1&lt;&lt;Level);</font>
00220         <font class="comment">// UnOptimised formula: limit= (1&lt;&lt;Patch-&gt;TileLimitLevel) / (1&lt;&lt;Level);</font>
00221         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&lt;=20);
00222         <font class="keyword">static</font> <font class="keyword">const</font> uint       BigValue= 1&lt;&lt;20;
00223         <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font>      OOBigValue= 1.0f / BigValue;
00224         <font class="keywordflow">return</font> (1&lt;&lt;<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel) * (OOBigValue*(BigValue&gt;&gt;<a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>));
00225 }
00226 
00227 
00228 <font class="comment">// ***************************************************************************</font>
<a name="l00229"></a><a class="code" href="classNL3D_1_1CTessFace.html#c0">00229</a> <font class="keywordtype">void</font>                    CTessFace::computeTileErrorMetric()
00230 {
00231         <font class="comment">// We must take a more correct errometric here: We must have sons face which have</font>
00232         <font class="comment">// lower projectedsize than father. This is not the case if Center of face is taken (but when not in</font>
00233         <font class="comment">// tile mode this is nearly the case). So take the min dist from 3 points.</font>
00234         <font class="keywordtype">float</font>   s0= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
00235         <font class="keywordtype">float</font>   s1= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
00236         <font class="keywordtype">float</font>   s2= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
00237         <font class="keywordtype">float</font>   sqrdist= minof(s0, s1, s2);
00238         <font class="comment">// It is also VERY important to take the min of 3, to ensure the split in TileMode when Far1 vertex begin</font>
00239         <font class="comment">// to blend (see Patch::renderFar1() render).</font>
00240 
00241         <font class="comment">// NB: VertexProgram geomorph take sqrdist= (SplitPoint - RefineCenter).sqrnorm();</font>
00242         <font class="comment">// It's OK because geomorph will start "far" after the split.</font>
00243 
00244         <font class="keywordflow">if</font>(sqrdist&lt; CLandscapeGlobals::TileDistFarSqr)
00245         {
00246                 <font class="keywordtype">float</font>   nearLimit;
00247                 nearLimit= CLandscapeGlobals::RefineThreshold * <a class="code" href="classNL3D_1_1CTessFace.html#a9">computeNearLimit</a>();
00248                 <font class="comment">// If we are not so subdivided.</font>
00249                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>&lt;nearLimit)
00250                 {
00251                         <font class="keywordflow">if</font>(sqrdist&lt; CLandscapeGlobals::TileDistNearSqr)
00252                         {
00253                                 <a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>=nearLimit;
00254                         }
00255                         <font class="keywordflow">else</font>
00256                         {
00257                                 <font class="comment">// Smooth transition to the nearLimit of tesselation.</font>
00258                                 <font class="keywordtype">float</font>   f= ( CLandscapeGlobals::TileDistFarSqr - sqrdist ) * CLandscapeGlobals::OOTileDistDeltaSqr;
00259                                 <font class="comment">// sqr gives better result, by smoothing more the start of transition.</font>
00260                                 f= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(f);
00261                                 f= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(f);
00262                                 <a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a> + (nearLimit-<a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>)*f;
00263 
00264                                 <font class="comment">// If threshold is big like 0.5, transition is still hard, and pops occurs. But The goal is </font>
00265                                 <font class="comment">// 0.005 and less, so don't bother. </font>
00266                         }
00267                 }
00268         }
00269 }
00270 
00271 
00272 <font class="comment">// ***************************************************************************</font>
<a name="l00273"></a><a class="code" href="classNL3D_1_1CTessFace.html#a10">00273</a> <font class="keywordtype">void</font>            CTessFace::updateErrorMetric()
00274 {
00275         <font class="comment">// If already updated for this pass...</font>
00276         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z821_0">ErrorMetricDate</a>&gt;= CLandscapeGlobals::CurrentDate)
00277                 <font class="keywordflow">return</font>;
00278 
00279         CVector viewdir= <a class="code" href="classNL3D_1_1CTessFace.html#z821_2">SplitPoint</a> - CLandscapeGlobals::RefineCenter;
00280         <font class="keywordtype">float</font>   sqrdist= viewdir.sqrnorm();
00281 
00282         <font class="comment">// trivial formula.</font>
00283         <font class="comment">//-----------------</font>
00284         <a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>/ sqrdist;
00285 
00286 
00287         <font class="comment">// Hoppe97 formula:  k�= a� * ("v-e"� - ((v-e).n)�) / "v-e"^4.</font>
00288         <font class="comment">//-----------------</font>
00289         <font class="comment">// Can't do it because geomorph is made on Graphic card, so the simplier is the better.</font>
00290 
00291 
00292         <font class="comment">// TileMode Impact.</font>
00293         <font class="comment">//-----------------</font>
00294         <font class="comment">/* TileMode Impact. We must split at least at TileLimitLevel, but only if the triangle</font>
00295 <font class="comment">                has a chance to enter in the TileDistFar sphere.</font>
00296 <font class="comment">        */</font>
00297         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&lt;<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel &amp;&amp; sqrdist &lt; <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(CLandscapeGlobals::TileDistFar+<a class="code" href="classNL3D_1_1CTessFace.html#z821_4">MaxDistToSplitPoint</a>) )
00298         {
00299                 <a class="code" href="classNL3D_1_1CTessFace.html#c0">computeTileErrorMetric</a>();
00300         }
00301 
00302         <a class="code" href="classNL3D_1_1CTessFace.html#z821_0">ErrorMetricDate</a>= CLandscapeGlobals::CurrentDate;
00303 }
00304 
00305 
00306 <font class="comment">// ***************************************************************************</font>
<a name="l00307"></a><a class="code" href="classNL3D_1_1CTessFace.html#c1">00307</a> <font class="keyword">inline</font> <font class="keywordtype">float</font>    CTessFace::computeTileEMForUpdateRefine(<font class="keywordtype">float</font> distSplitPoint, <font class="keywordtype">float</font> distMinFace, <font class="keywordtype">float</font> nearLimit)
00308 {
00309         <font class="keywordtype">float</font>   ema;
00310         <font class="comment">// Normal ErrorMetric simulation.</font>
00311         ema= <a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a> / <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(distSplitPoint);
00312 
00313         <font class="comment">// TileErrorMetric simulation.</font>
00314         <font class="keywordflow">if</font>(distMinFace &lt; CLandscapeGlobals::TileDistFar)
00315         {
00316                 <font class="comment">// If we are not so subdivided.</font>
00317                 <font class="keywordflow">if</font>( ema&lt;nearLimit )
00318                 {
00319                         <font class="keywordflow">if</font>( distMinFace&lt; CLandscapeGlobals::TileDistNear)
00320                         {
00321                                 ema= nearLimit;
00322                         }
00323                         <font class="keywordflow">else</font>
00324                         {
00325                                 <font class="comment">// Smooth transition to the nearLimit of tesselation.</font>
00326                                 <font class="keywordtype">float</font>   f= ( CLandscapeGlobals::TileDistFarSqr - <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(distMinFace) ) * CLandscapeGlobals::OOTileDistDeltaSqr;
00327                                 <font class="comment">// sqr gives better result, by smoothing more the start of transition.</font>
00328                                 f= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(f);
00329                                 f= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(f);
00330                                 ema= ema + (nearLimit-ema)*f;
00331                         }
00332                 }
00333         }
00334 
00335         <font class="keywordflow">return</font> ema * CLandscapeGlobals::OORefineThreshold;
00336 }
00337 
00338 
00339 <font class="comment">// ***************************************************************************</font>
<a name="l00340"></a><a class="code" href="classNL3D_1_1CTessFace.html#a16">00340</a> <font class="keywordtype">void</font>    CTessFace::computeSplitPoint()
00341 {
00342         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
00343         {
00344                 <font class="comment">// If it is a rectangular triangle, it will be splitted on the middle of VBase/VLeft.</font>
00345                 <font class="comment">// see splitRectangular() conventions.</font>
00346                 <font class="comment">// So for good geomorph compute per vertex, we must have this SplitPoint on this middle.</font>
00347                 <a class="code" href="classNL3D_1_1CTessFace.html#z821_2">SplitPoint</a>= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;EndPos + <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;EndPos)/2;
00348         }
00349         <font class="keywordflow">else</font>
00350         {
00351                 <font class="comment">// If it is a square triangle, it will be splitted on middle of VLeft/VRight. </font>
00352                 <font class="comment">// So for good geomorph compute per vertex, we must have this SplitPoint on this middle.</font>
00353                 <a class="code" href="classNL3D_1_1CTessFace.html#z821_2">SplitPoint</a>= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;EndPos + <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;EndPos)/2;
00354         }
00355 
00356         <font class="comment">// compute MaxDistToSplitPoint</font>
00357         <font class="keywordtype">float</font>   d0= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;EndPos - <a class="code" href="classNL3D_1_1CTessFace.html#z821_2">SplitPoint</a>).sqrnorm();
00358         <font class="keywordtype">float</font>   d1= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;EndPos - <a class="code" href="classNL3D_1_1CTessFace.html#z821_2">SplitPoint</a>).sqrnorm();
00359         <font class="keywordtype">float</font>   d2= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;EndPos - <a class="code" href="classNL3D_1_1CTessFace.html#z821_2">SplitPoint</a>).sqrnorm();
00360         <a class="code" href="classNL3D_1_1CTessFace.html#z821_4">MaxDistToSplitPoint</a>= max(d0, d1);
00361         <a class="code" href="classNL3D_1_1CTessFace.html#z821_4">MaxDistToSplitPoint</a>= max(<a class="code" href="classNL3D_1_1CTessFace.html#z821_4">MaxDistToSplitPoint</a>, d2);
00362         <font class="comment">// Get the distance.</font>
00363         <a class="code" href="classNL3D_1_1CTessFace.html#z821_4">MaxDistToSplitPoint</a>= sqrtf(<a class="code" href="classNL3D_1_1CTessFace.html#z821_4">MaxDistToSplitPoint</a>);
00364 }
00365 
00366 <font class="comment">// ***************************************************************************</font>
<a name="l00367"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_0">00367</a> <font class="keywordtype">void</font>    CTessFace::allocTileUv(TTileUvId <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>)
00368 {
00369         <font class="comment">// TileFaces must have been build.</font>
00370         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00371 
00372         <font class="comment">// what src??</font>
00373         CTessVertex             *vertexSrc;
00374         <font class="keywordflow">switch</font>(id)
00375         {
00376                 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>: vertexSrc= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>; <font class="keywordflow">break</font>;
00377                 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>: vertexSrc= <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>; <font class="keywordflow">break</font>;
00378                 <font class="keywordflow">case</font> <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>: vertexSrc= <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>; <font class="keywordflow">break</font>;
00379                 <font class="keywordflow">default</font>: <a class="code" href="debug_8h.html#a12">nlstop</a>;
00380         };
00381 
00382         <font class="comment">// Do it for all possible pass</font>
00383         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00384         {
00385                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i])
00386                 {
00387                         CTessNearVertex         *newNear= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessNearVertex();
00388                         newNear-&gt;Src= vertexSrc;
00389                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>]= newNear;
00390                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendNearVertexToRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>, newNear);
00391 
00392                         <font class="comment">// May Allocate/Fill VB. Do it after allocTileUv, because UVs are not comuted yet.</font>
00393                 }
00394         }
00395 }
00396 
00397 <font class="comment">// ***************************************************************************</font>
<a name="l00398"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_4">00398</a> <font class="keywordtype">void</font>    CTessFace::checkCreateFillTileVB(TTileUvId <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>)
00399 {
00400         <font class="comment">// TileFaces must have been build.</font>
00401         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00402 
00403         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00404         {
00405                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i])
00406                 {
00407                         CTessNearVertex         *vertNear;
00408                         vertNear= <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>];
00409 
00410                         <font class="comment">// May Allocate/Fill VB.</font>
00411                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkCreateVertexVBNear(vertNear);
00412                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBNear(vertNear);
00413                 }
00414         }
00415 }
00416 
00417 
00418 <font class="comment">// ***************************************************************************</font>
<a name="l00419"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_5">00419</a> <font class="keywordtype">void</font>    CTessFace::checkFillTileVB(TTileUvId <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>)
00420 {
00421         <font class="comment">// TileFaces must have been build.</font>
00422         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00423 
00424         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00425         {
00426                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i])
00427                 {
00428                         CTessNearVertex         *vertNear;
00429                         vertNear= <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>];
00430 
00431                         <font class="comment">// May Fill VB.</font>
00432                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBNear(vertNear);
00433                 }
00434         }
00435 }
00436 
00437 
00438 <font class="comment">// ***************************************************************************</font>
<a name="l00439"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_1">00439</a> <font class="keywordtype">void</font>    CTessFace::deleteTileUv(TTileUvId <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>)
00440 {
00441         <font class="comment">// TileFaces must still exist.</font>
00442         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00443 
00444         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00445         {
00446                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i])
00447                 {
00448                         CTessNearVertex         *oldNear;
00449                         oldNear= <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>];
00450                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>]=NULL;
00451 
00452                         <font class="comment">// May delete this vertex from VB.</font>
00453                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkDeleteVertexVBNear(oldNear);
00454 
00455                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeNearVertexFromRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>, oldNear);
00456                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessNearVertex(oldNear);
00457                 }
00458         }
00459 }
00460 <font class="comment">// ***************************************************************************</font>
<a name="l00461"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_2">00461</a> <font class="keywordtype">void</font>    CTessFace::copyTileUv(TTileUvId dstId, CTessFace *srcFace, TTileUvId srcId)
00462 {
00463         <font class="comment">// TileFaces must have been build.</font>
00464         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00465 
00466         <font class="comment">// Since this a ptr-copy, no need to add/remove the renderlist of near vertices.</font>
00467 
00468         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00469         {
00470                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i])
00471                 {
00472                         <font class="comment">// The srcface should have the same tileFaces enabled.</font>
00473                         <a class="code" href="debug_8h.html#a6">nlassert</a>(srcFace-&gt;TileFaces[i]);
00474 
00475                         <font class="comment">// copy from src.</font>
00476                         CTessNearVertex         *copyNear;
00477                         copyNear= srcFace-&gt;TileFaces[i]-&gt;V[srcId];
00478 
00479                         <font class="comment">// copy to dst.</font>
00480                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[dstId]=  copyNear;
00481                 }
00482         }
00483 }
00484 <font class="comment">// ***************************************************************************</font>
<a name="l00485"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_3">00485</a> <font class="keywordtype">void</font>    CTessFace::heritTileUv(CTessFace *baseFace)
00486 {
00487         <font class="comment">// TileFaces must have been build.</font>
00488         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00489 
00490         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00491         {
00492                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i])
00493                 {
00494                         <font class="comment">// The baseface should have the same tileFaces enabled.</font>
00495                         <a class="code" href="debug_8h.html#a6">nlassert</a>(baseFace-&gt;TileFaces[i]);
00496                         <font class="comment">// VBase should be allocated.</font>
00497                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]);
00498                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]-&gt;initMiddleUv(
00499                                 *baseFace-&gt;TileFaces[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>], *baseFace-&gt;TileFaces[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>]);
00500                 }
00501         }
00502 }
00503 
00504 
00505 <font class="comment">// ***************************************************************************</font>
<a name="l00506"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_6">00506</a> <font class="keywordtype">void</font>            CTessFace::buildTileFaces()
00507 {
00508         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>);
00509 
00510         <font class="comment">// Do nothgin for lightmap pass, of course.</font>
00511         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00512         {
00513                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;Pass[i].PatchRdrPass)
00514                 {
00515                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTileFace();
00516                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]= NULL;
00517                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>]= NULL;
00518                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>]= NULL;
00519                 }
00520         }
00521 }
00522 <font class="comment">// ***************************************************************************</font>
<a name="l00523"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_7">00523</a> <font class="keywordtype">void</font>            CTessFace::deleteTileFaces()
00524 {
00525         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>);
00526 
00527         <font class="comment">// Do nothgin for lightmap pass, of course.</font>
00528         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00529         {
00530                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;Pass[i].PatchRdrPass)
00531                 {
00532                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]);
00533                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTileFace(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]);
00534                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]= NULL;
00535                 }
00536                 <font class="keywordflow">else</font>
00537                 {
00538                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]==NULL);
00539                 }
00540         }
00541 }
00542 
00543 <font class="comment">// ***************************************************************************</font>
<a name="l00544"></a><a class="code" href="classNL3D_1_1CTessFace.html#z822_8">00544</a> <font class="keywordtype">bool</font>            CTessFace::emptyTileFaces()
00545 {
00546         <font class="comment">// Do nothgin for lightmap pass, of course.</font>
00547         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00548         {
00549                 <font class="comment">// Some TileFace exist??</font>
00550                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i])
00551                         <font class="keywordflow">return</font> <font class="keyword">false</font>;
00552         }
00553 
00554         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00555 }
00556 
00557 
00558 
00559 <font class="comment">// ***************************************************************************</font>
<a name="l00560"></a><a class="code" href="classNL3D_1_1CTessFace.html#c6">00560</a> <font class="keywordtype">void</font>            CTessFace::initTileUvRGBA(sint pass, <font class="keywordtype">bool</font> <a class="code" href="driver__opengl__extension__def_8h.html#a420">alpha</a>, CParamCoord pointCoord, CParamCoord middle, CUV &amp;uv)
00561 {
00562         <font class="comment">// Get good coordinate according to patch orientation.</font>
00563         uv.U= pointCoord.S&lt;=middle.S? 0.0f: 1.0f;
00564         uv.V= pointCoord.T&lt;=middle.T? 0.0f: 1.0f;
00565         
00566         <font class="comment">// Get Tile Uv info: orientation and scale.</font>
00567         uint8           orient;
00568         CVector         uvScaleBias;
00569         <font class="keywordtype">bool</font>            is256;
00570         uint8           uvOff;
00571         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getTileUvInfo(<a class="code" href="classNL3D_1_1CTessFace.html#z820_1">TileId</a>, pass, <a class="code" href="driver__opengl__extension__def_8h.html#a420">alpha</a>, orient, uvScaleBias, is256, uvOff);
00572 
00573         <font class="comment">// Orient the UV.</font>
00574         <font class="keywordtype">float</font>   u= uv.U;
00575         <font class="keywordtype">float</font>   <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= uv.V;
00576         <font class="comment">// Speed rotation.</font>
00577         <font class="keywordflow">switch</font>(orient)
00578         {
00579                 <font class="keywordflow">case</font> 0: 
00580                         uv.U= u;
00581                         uv.V= <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00582                         <font class="keywordflow">break</font>;
00583                 <font class="keywordflow">case</font> 1: 
00584                         uv.U= 1-<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00585                         uv.V= u;
00586                         <font class="keywordflow">break</font>;
00587                 <font class="keywordflow">case</font> 2: 
00588                         uv.U= 1-u;
00589                         uv.V= 1-<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00590                         <font class="keywordflow">break</font>;
00591                 <font class="keywordflow">case</font> 3: 
00592                         uv.U= <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00593                         uv.V= 1-u;
00594                         <font class="keywordflow">break</font>;
00595         }
00596 
00597         <font class="comment">// Do the 256x256.</font>
00598         <font class="keywordflow">if</font>(is256)
00599         {
00600                 uv*= 0.5;
00601                 <font class="keywordflow">if</font>(uvOff==2 || uvOff==3)
00602                         uv.U+= 0.5;
00603                 <font class="keywordflow">if</font>(uvOff==1 || uvOff==2)
00604                         uv.V+= 0.5;
00605         }
00606 
00607 
00608         <font class="comment">// Do the HalfPixel scale bias.</font>
00609         <font class="keywordtype">float</font>   hBiasXY, hBiasZ;
00610         <font class="keywordflow">if</font>(is256)
00611         {
00612                 hBiasXY= CLandscapeGlobals::TilePixelBias256;
00613                 hBiasZ = CLandscapeGlobals::TilePixelScale256;
00614         }
00615         <font class="keywordflow">else</font>
00616         {
00617                 hBiasXY= CLandscapeGlobals::TilePixelBias128;
00618                 hBiasZ = CLandscapeGlobals::TilePixelScale128;
00619         }
00620 
00621 
00622         <font class="comment">// Scale the UV.</font>
00623         uv.U*= uvScaleBias.z*hBiasZ;
00624         uv.V*= uvScaleBias.z*hBiasZ;
00625         uv.U+= uvScaleBias.x+hBiasXY;
00626         uv.V+= uvScaleBias.y+hBiasXY;
00627 }
00628 
00629 
00630 <font class="comment">// ***************************************************************************</font>
<a name="l00631"></a><a class="code" href="classNL3D_1_1CTessFace.html#c7">00631</a> <font class="keywordtype">void</font>            CTessFace::initTileUvLightmap(CParamCoord pointCoord, CParamCoord middle, CUV &amp;uv)
00632 {
00633         <font class="comment">// Get good coordinate according to patch orientation.</font>
00634         uv.U= pointCoord.S&lt;=middle.S? 0.0f: 1.0f;
00635         uv.V= pointCoord.T&lt;=middle.T? 0.0f: 1.0f;
00636         
00637         <font class="comment">// Get Tile Lightmap Uv info: bias and scale.</font>
00638         CVector         uvScaleBias;
00639         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getTileLightMapUvInfo(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;TileS, <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;TileT, uvScaleBias);
00640 
00641         <font class="comment">// Scale the UV.</font>
00642         uv.U*= uvScaleBias.z;
00643         uv.V*= uvScaleBias.z;
00644         uv.U+= uvScaleBias.x;
00645         uv.V+= uvScaleBias.y;
00646 }
00647 
00648 
00649 <font class="comment">// ***************************************************************************</font>
<a name="l00650"></a><a class="code" href="classNL3D_1_1CTessFace.html#c8">00650</a> <font class="keywordtype">void</font>            CTessFace::initTileUvDLM(CParamCoord pointCoord, CUV &amp;uv)
00651 {
00652         <font class="comment">// get the dlm context from the patch.</font>
00653         CPatchDLMContext        *dlmCtx= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;_DLMContext;
00654         <font class="comment">// mmust exist at creation of the tile.</font>
00655         <a class="code" href="debug_8h.html#a6">nlassert</a>(dlmCtx);
00656 
00657         <font class="comment">// get coord in 0..1 range, along the patch.</font>
00658         uv.U= pointCoord.getS();
00659         uv.V= pointCoord.getT();
00660 
00661         <font class="comment">// ScaleBias according to the context.</font>
00662         uv.U*= dlmCtx-&gt;DLMUScale;
00663         uv.V*= dlmCtx-&gt;DLMVScale;
00664         uv.U+= dlmCtx-&gt;DLMUBias;
00665         uv.V+= dlmCtx-&gt;DLMVBias;
00666 }
00667 
00668 
00669 <font class="comment">// ***************************************************************************</font>
<a name="l00670"></a><a class="code" href="classNL3D_1_1CTessFace.html#a7">00670</a> <font class="keywordtype">void</font>            CTessFace::computeTileMaterial()
00671 {
00672         <font class="comment">// 0. Compute TileId.</font>
00673         <font class="comment">//-------------------</font>
00674         <font class="comment">// Square Order Patch assumption: assume that when a CTessFace become a tile, his base can ONLY be diagonal...</font>
00675         <font class="comment">/* a Patch:</font>
00676 <font class="comment">                A ________</font>
00677 <font class="comment">                |\      /|</font>
00678 <font class="comment">                | \    / |</font>
00679 <font class="comment">           C|__\B_/  |</font>
00680 <font class="comment">                |  /  \  |</font>
00681 <font class="comment">                | /    \ |</font>
00682 <font class="comment">                |/______\|</font>
00683 <font class="comment"></font>
00684 <font class="comment">                Here, if OrderS*OrderT=2*2, ABC is a new CTessFace of a Tile, and AB is the diagonal of the tile.</font>
00685 <font class="comment">                Hence the middle of the tile is the middle of AB.</font>
00686 <font class="comment"></font>
00687 <font class="comment">                C must be created, but A and B may be created or copied from neighbor.</font>
00688 <font class="comment">        */</font>
00689         CParamCoord     middle(<a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>,<a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>);
00690         sint ts= ((sint)middle.S * (sint)<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;OrderS) / 0x8000;
00691         sint tt= ((sint)middle.T * (sint)<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;OrderT) / 0x8000;
00692         <a class="code" href="classNL3D_1_1CTessFace.html#z820_1">TileId</a>= tt*<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;OrderS + ts;
00693 
00694 
00695         <font class="comment">// 1. Compute Tile Material.</font>
00696         <font class="comment">//--------------------------</font>
00697         <font class="comment">// if base neighbor is already at TileLimitLevel just ptr-copy, else create the TileMaterial...</font>
00698         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> || <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a> || <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Level&lt;=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel);
00699         <font class="keywordtype">bool</font>    copyFromBase;
00700         copyFromBase= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch==<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>);
00701         copyFromBase= copyFromBase &amp;&amp; (<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Level==<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;TileMaterial!=NULL);
00702         <font class="comment">// NB: because of delete/recreateTileUvs(), FBase-&gt;TileMaterial may be NULL, even if face is at good TileLimitLevel.</font>
00703         <font class="keywordflow">if</font>(copyFromBase)
00704         {
00705                 <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;TileMaterial;
00706                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;TileId== <a class="code" href="classNL3D_1_1CTessFace.html#z820_1">TileId</a>);
00707         }
00708         <font class="keywordflow">else</font>
00709         {
00710                 sint    i;
00711                 <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTileMaterial();
00712                 <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;TileS= ts;
00713                 <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;TileT= tt;
00714 
00715                 <font class="comment">// Add this new material to the render list.</font>
00716                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendTileMaterialToRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>);
00717 
00718                 <font class="comment">// First, get a lightmap for this tile. NB: important to do this after appendTileMaterialToRenderList(), </font>
00719                 <font class="comment">// because use TessBlocks.</font>
00720                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getTileLightMap(ts, tt, <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;Pass[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>].PatchRdrPass);
00721 
00722                 <font class="comment">// Fill pass of multi pass material.</font>
00723                 <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="landscape__def_8h.html#a0">NL3D_MAX_TILE_PASS</a>;i++)
00724                 {
00725                         <font class="comment">// Get the correct render pass, according to the tile number, and the pass.</font>
00726                         <font class="keywordflow">if</font>(i!=<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>)
00727                                 <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;Pass[i].PatchRdrPass= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getTileRenderPass(<a class="code" href="classNL3D_1_1CTessFace.html#z820_1">TileId</a>, i);
00728                 }
00729 
00730                 <font class="comment">// Fill Pass Info.</font>
00731                 <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="landscape__def_8h.html#a0">NL3D_MAX_TILE_PASS</a>;i++)
00732                 {
00733                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;Pass[i].TileMaterial= <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>;
00734                 }
00735 
00736                 <font class="comment">// Do not append this tile to each RenderPass, done in preRender().</font>
00737         }
00738 
00739 
00740         <font class="comment">// 2. Compute Uvs.</font>
00741         <font class="comment">//----------------</font>
00742         <font class="comment">// NB: TileMaterial is already setup. Usefull for initTileUvLightmap() and initTileUvRGBA().</font>
00743 
00744         <font class="comment">// First, must create The TileFaces, according to the TileMaterial passes.</font>
00745         <a class="code" href="classNL3D_1_1CTessFace.html#z822_6">buildTileFaces</a>();
00746 
00747         <font class="comment">// Must allocate the Base, and insert into list.</font>
00748         <a class="code" href="classNL3D_1_1CTessFace.html#z822_0">allocTileUv</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
00749 
00750 
00751         <font class="comment">// Init LightMap UV, in RGB0 pass, UV1..</font>
00752         <a class="code" href="classNL3D_1_1CTessFace.html#c7">initTileUvLightmap</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]-&gt;PUv1);
00753         <font class="comment">// Init DLM Uv, in RGB0 pass, UV2.</font>
00754         <a class="code" href="classNL3D_1_1CTessFace.html#c8">initTileUvDLM</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]-&gt;PUv2);
00755 
00756         <font class="comment">// Init UV RGBA, for all pass (but lightmap).</font>
00757         <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00758         {
00759                 <a class="code" href="debug_8h.html#a6">nlassert</a>(i!=<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>);
00760                 <font class="comment">// If pass is valid</font>
00761                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;Pass[i].PatchRdrPass)
00762                 {
00763                         <font class="comment">// Face must exist.</font>
00764                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]);
00765                         <font class="comment">// Compute RGB UV in UV0.</font>
00766                         <a class="code" href="classNL3D_1_1CTessFace.html#c6">initTileUvRGBA</a>(i, <font class="keyword">false</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]-&gt;PUv0);
00767                         <font class="comment">// If transition tile, compute alpha UV in UV1. </font>
00768                         <font class="comment">// Do it also for Additive, because may have Transition</font>
00769                         <font class="keywordflow">if</font>(i== <a class="code" href="landscape__def_8h.html#a3">NL3D_TILE_PASS_RGB1</a> || i==<a class="code" href="landscape__def_8h.html#a4">NL3D_TILE_PASS_RGB2</a> || i==<a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>)
00770                                 <a class="code" href="classNL3D_1_1CTessFace.html#c6">initTileUvRGBA</a>(i, <font class="keyword">true</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]-&gt;PUv1);
00771                 }
00772         }
00773 
00774         <font class="comment">// UVs are computed, may create and fill VB.</font>
00775         <a class="code" href="classNL3D_1_1CTessFace.html#z822_4">checkCreateFillTileVB</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
00776 
00777 
00778         <font class="comment">// if base neighbor is already at TileLimitLevel just ptr-copy, else create the left/right TileUvs...</font>
00779         <font class="keywordflow">if</font>(copyFromBase)
00780         {
00781                 <font class="comment">// Just cross-copy the pointers.</font>
00782                 <font class="comment">// Make Left near vertices be the Right vertices of FBase</font>
00783                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_2">copyTileUv</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>);
00784                 <font class="comment">// Make Right near vertices be the Left vertices of FBase</font>
00785                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_2">copyTileUv</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>);
00786         }
00787         <font class="keywordflow">else</font>
00788         {
00789                 <font class="comment">// Must allocate the left/right uv (and insert into list).</font>
00790                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_0">allocTileUv</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>);
00791                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_0">allocTileUv</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>);
00792 
00793 
00794                 <font class="comment">// Init LightMap UV, in UvPass 0, UV1..</font>
00795                 <a class="code" href="classNL3D_1_1CTessFace.html#c7">initTileUvLightmap</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>]-&gt;PUv1);
00796                 <a class="code" href="classNL3D_1_1CTessFace.html#c7">initTileUvLightmap</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>]-&gt;PUv1);
00797                 <font class="comment">// Init DLM Uv, in RGB0 pass, UV2.</font>
00798                 <a class="code" href="classNL3D_1_1CTessFace.html#c8">initTileUvDLM</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>]-&gt;PUv2);
00799                 <a class="code" href="classNL3D_1_1CTessFace.html#c8">initTileUvDLM</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>]-&gt;PUv2);
00800 
00801                 <font class="comment">// Init UV RGBA!</font>
00802                 <font class="keywordflow">for</font>(sint i=0;i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>;i++)
00803                 {
00804                         <a class="code" href="debug_8h.html#a6">nlassert</a>(i!=<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>);
00805                         <font class="comment">// If pass is valid</font>
00806                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;Pass[i].PatchRdrPass)
00807                         {
00808                                 <font class="comment">// Face must exist.</font>
00809                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]);
00810                                 <font class="comment">// Compute RGB UV in UV0.</font>
00811                                 <a class="code" href="classNL3D_1_1CTessFace.html#c6">initTileUvRGBA</a>(i, <font class="keyword">false</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>]-&gt;PUv0);
00812                                 <a class="code" href="classNL3D_1_1CTessFace.html#c6">initTileUvRGBA</a>(i, <font class="keyword">false</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>]-&gt;PUv0);
00813                                 <font class="comment">// If transition tile, compute alpha UV in UV1.</font>
00814                                 <font class="comment">// Do it also for Additive, because may have Transition</font>
00815                                 <font class="keywordflow">if</font>(i== <a class="code" href="landscape__def_8h.html#a3">NL3D_TILE_PASS_RGB1</a> || i==<a class="code" href="landscape__def_8h.html#a4">NL3D_TILE_PASS_RGB2</a> || i==<a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>)
00816                                 {
00817                                         <a class="code" href="classNL3D_1_1CTessFace.html#c6">initTileUvRGBA</a>(i, <font class="keyword">true</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>]-&gt;PUv1);
00818                                         <a class="code" href="classNL3D_1_1CTessFace.html#c6">initTileUvRGBA</a>(i, <font class="keyword">true</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>, middle, <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>]-&gt;PUv1);
00819                                 }
00820                         }
00821                 }
00822 
00823                 <font class="comment">// UVs are computed, may create and fill VB.</font>
00824                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_4">checkCreateFillTileVB</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>);
00825                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_4">checkCreateFillTileVB</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>);
00826         }
00827 
00828 }
00829 <font class="comment">// ***************************************************************************</font>
<a name="l00830"></a><a class="code" href="classNL3D_1_1CTessFace.html#a8">00830</a> <font class="keywordtype">void</font>    CTessFace::releaseTileMaterial()
00831 {
00832         <font class="comment">// Hence, must release the tile. TileUvBase is differnet for each of leaves.</font>
00833         <a class="code" href="classNL3D_1_1CTessFace.html#z822_1">deleteTileUv</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
00834 
00835         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> || <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Level&lt;=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel);
00836         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Level==<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;TileMaterial!=NULL)
00837         {
00838                 <font class="comment">// Do not release Uvs, since neighbor need it...</font>
00839                 <font class="comment">// But release faces.</font>
00840                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_7">deleteTileFaces</a>();
00841                 <font class="comment">// Do not release TileMaterial, since neighbor need it...</font>
00842                 <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>= NULL;
00843         }
00844         <font class="keywordflow">else</font>
00845         {
00846                 <font class="comment">// release Uvs.</font>
00847                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_1">deleteTileUv</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>);
00848                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_1">deleteTileUv</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>);
00849 
00850                 <font class="comment">// After, release Tile faces.</font>
00851                 <a class="code" href="classNL3D_1_1CTessFace.html#z822_7">deleteTileFaces</a>();
00852 
00853                 <font class="comment">// Release the tile lightmap part. Do it before removeTileMaterialFromRenderList().</font>
00854                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;releaseTileLightMap(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;TileS, <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>-&gt;TileT);
00855 
00856                 <font class="comment">// Remove this material from the render list. DO it before deletion of course :).</font>
00857                 <font class="comment">// NB: TileS/TileT still valid.</font>
00858                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeTileMaterialFromRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>);
00859 
00860                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTileMaterial(<a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>);
00861                 <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>= NULL;
00862         }
00863 }
00864 
00865 
00866 
00867 <font class="comment">// ***************************************************************************</font>
<a name="l00868"></a><a class="code" href="classNL3D_1_1CTessFace.html#c9">00868</a> <font class="keywordtype">void</font>            CTessFace::updateNearFarVertices()
00869 {
00870         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#m0">FVBase</a>);
00871         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#m1">FVLeft</a>);
00872         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#m2">FVRight</a>);
00873 
00874         <a class="code" href="classNL3D_1_1CTessFace.html#m0">FVBase</a>-&gt;Src= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>;
00875         <a class="code" href="classNL3D_1_1CTessFace.html#m1">FVLeft</a>-&gt;Src= <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>;
00876         <a class="code" href="classNL3D_1_1CTessFace.html#m2">FVRight</a>-&gt;Src= <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>;
00877         <a class="code" href="classNL3D_1_1CTessFace.html#m0">FVBase</a>-&gt;PCoord= <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>;
00878         <a class="code" href="classNL3D_1_1CTessFace.html#m1">FVLeft</a>-&gt;PCoord= <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>;
00879         <a class="code" href="classNL3D_1_1CTessFace.html#m2">FVRight</a>-&gt;PCoord= <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>;
00880 
00881         <font class="comment">// Update VB for far vertices (if needed)</font>
00882         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBFar(<a class="code" href="classNL3D_1_1CTessFace.html#m0">FVBase</a>);
00883         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBFar(<a class="code" href="classNL3D_1_1CTessFace.html#m1">FVLeft</a>);
00884         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBFar(<a class="code" href="classNL3D_1_1CTessFace.html#m2">FVRight</a>);
00885 
00886         <font class="comment">// Near Vertices update (Src only).</font>
00887         <font class="keywordflow">for</font>(sint i=0; i&lt;<a class="code" href="landscape__def_8h.html#a1">NL3D_MAX_TILE_FACE</a>; i++)
00888         {
00889                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i])
00890                 {
00891                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]-&gt;Src= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>;
00892                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>]-&gt;Src= <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>;
00893                         <a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>]-&gt;Src= <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>;
00894 
00895                         <font class="comment">// Update VB for near vertices (if needed)</font>
00896                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBNear(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>]);
00897                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBNear(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>]);
00898                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBNear(<a class="code" href="classNL3D_1_1CTessFace.html#z820_3">TileFaces</a>[i]-&gt;V[<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>]);
00899                 }
00900         }
00901 
00902 }
00903 
00904 
00905 <font class="comment">// ***************************************************************************</font>
<a name="l00906"></a><a class="code" href="classNL3D_1_1CTessFace.html#c3">00906</a> <font class="keywordtype">void</font>            CTessFace::splitRectangular(<font class="keywordtype">bool</font> propagateSplit)
00907 {
00908         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *f0= <font class="keyword">this</font>;
00909         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *f1= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>;
00910         <font class="comment">// Rectangular case: FBase must exist.</font>
00911         <a class="code" href="debug_8h.html#a6">nlassert</a>(f1);
00912 
00913         <font class="comment">// In rectangular case, we split at the same time this and FBase (f0 and f1).</font>
00914 
00915 
00916         <font class="comment">/*</font>
00917 <font class="comment">                Tesselation is:</font>
00918 <font class="comment">        </font>
00919 <font class="comment">       lt                    rt        lt        top         rt</font>
00920 <font class="comment">                ---------------------           ---------------------</font>
00921 <font class="comment">                |----               |           |\        |\        |</font>
00922 <font class="comment">                |    ----      f1   |           |  \  f1l |  \  f1r |</font>
00923 <font class="comment">                |        ----       |    --&gt;    |    \    |    \    |</font>
00924 <font class="comment">                |   f0       ----   |           | f0r  \  | f0l  \  |</font>
00925 <font class="comment">                |                ---|           |        \|        \|</font>
00926 <font class="comment">                ---------------------           ---------------------</font>
00927 <font class="comment">           lb                    rb        lb        bot         rb</font>
00928 <font class="comment"></font>
00929 <font class="comment">                Why? For symetry and bind/split reasons: FBase-&gt;SonLeft-&gt;VBase is always the good vertex to take </font>
00930 <font class="comment">                (see vertex binding).</font>
00931 <font class="comment">        */</font>
00932         CParamCoord             pclt= f1-&gt;PVLeft;
00933         CParamCoord             pclb= f0-&gt;PVBase;
00934         CParamCoord             pcrt= f1-&gt;PVBase;
00935         CParamCoord             pcrb= f1-&gt;PVRight;
00936         CTessVertex             *vlt= f1-&gt;VLeft;
00937         CTessVertex             *vlb= f0-&gt;VBase;
00938         CTessVertex             *vrt= f1-&gt;VBase;
00939         CTessVertex             *vrb= f1-&gt;VRight;
00940 
00941         CTessFarVertex  *farvlt= f1-&gt;FVLeft;
00942         CTessFarVertex  *farvlb= f0-&gt;FVBase;
00943         CTessFarVertex  *farvrt= f1-&gt;FVBase;
00944         CTessFarVertex  *farvrb= f1-&gt;FVRight;
00945 
00946 
00947         <font class="comment">// 1. create new vertices.</font>
00948         <font class="comment">//------------------------</font>
00949 
00950         <font class="comment">// Create splitted vertices.</font>
00951         CParamCoord             pctop(f1-&gt;PVBase, f1-&gt;PVLeft);
00952         CParamCoord             pcbot(f0-&gt;PVBase, f0-&gt;PVLeft);
00953         CTessVertex             *vtop= NULL;
00954         CTessVertex             *vbot= NULL;
00955         <font class="comment">// Compute top.</font>
00956         <font class="keywordflow">if</font>(f1-&gt;FLeft==NULL || f1-&gt;FLeft-&gt;isLeaf())
00957         {
00958                 <font class="comment">// The base neighbor is a leaf or NULL. So must create the new vertex.</font>
00959                 vtop= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
00960 
00961                 <font class="comment">// Compute pos.</font>
00962                 vtop-&gt;StartPos= (f1-&gt;VLeft-&gt;EndPos + f1-&gt;VBase-&gt;EndPos)/2;
00963                 vtop-&gt;EndPos= f1-&gt;Patch-&gt;computeVertex(pctop.getS(), pctop.getT());
00964                 <font class="comment">// Init Pos= InitialPos. Important in the case of enforced split.</font>
00965                 vtop-&gt;Pos= vtop-&gt;StartPos;
00966 
00967                 <font class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</font>
00968                 vtop-&gt;MaxFaceSize= f1-&gt;Size;
00969                 vtop-&gt;MaxNearLimit= f1-&gt;computeNearLimit();
00970         }
00971         <font class="keywordflow">else</font>
00972         {
00973                 <font class="comment">// Else, get from neighbor.</font>
00974                 <font class="comment">// NB: since *FLeft is not a leaf, FBase-&gt;SonLeft!=NULL...</font>
00975                 <font class="comment">// NB: this work with both rectangular and square triangles.</font>
00976                 vtop= f1-&gt;FLeft-&gt;SonLeft-&gt;VBase;
00977 
00978                 <font class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</font>
00979                 vtop-&gt;MaxFaceSize= max( vtop-&gt;MaxFaceSize, f1-&gt;Size);
00980                 vtop-&gt;MaxNearLimit= max( vtop-&gt;MaxNearLimit, f1-&gt;computeNearLimit());
00981         }
00982         <font class="comment">// Compute bot.</font>
00983         <font class="keywordflow">if</font>(f0-&gt;FLeft==NULL || f0-&gt;FLeft-&gt;isLeaf())
00984         {
00985                 <font class="comment">// The base neighbor is a leaf or NULL. So must create the new vertex.</font>
00986                 vbot= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
00987 
00988                 <font class="comment">// Compute pos.</font>
00989                 vbot-&gt;StartPos= (f0-&gt;VLeft-&gt;EndPos + f0-&gt;VBase-&gt;EndPos)/2;
00990                 vbot-&gt;EndPos= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;computeVertex(pcbot.getS(), pcbot.getT());
00991                 <font class="comment">// Init Pos= InitialPos. Important in the case of enforced split.</font>
00992                 vbot-&gt;Pos= vbot-&gt;StartPos;
00993 
00994                 <font class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</font>
00995                 vbot-&gt;MaxFaceSize= f0-&gt;Size;
00996                 vbot-&gt;MaxNearLimit= f0-&gt;computeNearLimit();
00997         }
00998         <font class="keywordflow">else</font>
00999         {
01000                 <font class="comment">// Else, get from neighbor.</font>
01001                 <font class="comment">// NB: since *FLeft is not a leaf, FBase-&gt;SonLeft!=NULL...</font>
01002                 <font class="comment">// NB: this work with both rectangular and square triangles.</font>
01003                 vbot= f0-&gt;FLeft-&gt;SonLeft-&gt;VBase;
01004 
01005                 <font class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</font>
01006                 vbot-&gt;MaxFaceSize= max( vbot-&gt;MaxFaceSize, f0-&gt;Size);
01007                 vbot-&gt;MaxNearLimit= max( vbot-&gt;MaxNearLimit, f0-&gt;computeNearLimit());
01008         }
01009 
01010         <font class="comment">// In all case, must create new FarVertices, since rect split occurs on border!!</font>
01011         CTessFarVertex  *farvtop= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFarVertex();
01012         CTessFarVertex  *farvbot= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFarVertex();
01013         farvtop-&gt;Src= vtop;
01014         farvbot-&gt;Src= vbot;
01015         farvtop-&gt;PCoord= pctop;
01016         farvbot-&gt;PCoord= pcbot;
01017         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFarVertexToRenderList(farvtop);
01018         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFarVertexToRenderList(farvbot);
01019         <font class="comment">// May Allocate/Fill VB.</font>
01020         <font class="comment">// NB: vtop / vbot are well computed  and ready for the fill in VB.</font>
01021         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkCreateVertexVBFar(farvtop);
01022         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBFar(farvtop);
01023         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkCreateVertexVBFar(farvbot);
01024         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBFar(farvbot);
01025 
01026         <font class="comment">// For VertexProgram only, must refill the Far vertex of neighbor(s), </font>
01027         <font class="comment">// because MaxFaceSize, and MaxNearLimit may have change.</font>
01028         <font class="keywordflow">if</font>( CLandscapeGlobals::VertexProgramEnabled )
01029         {
01030                 <font class="comment">// f0</font>
01031                 <font class="keywordflow">if</font>( ! (f0-&gt;FLeft==NULL || f0-&gt;FLeft-&gt;isLeaf()) )
01032                         f0-&gt;FLeft-&gt;Patch-&gt;checkFillVertexVBFar(f0-&gt;FLeft-&gt;SonLeft-&gt;FVBase);
01033                 <font class="comment">// f1</font>
01034                 <font class="keywordflow">if</font>( ! (f1-&gt;FLeft==NULL || f1-&gt;FLeft-&gt;isLeaf()) )
01035                         f1-&gt;FLeft-&gt;Patch-&gt;checkFillVertexVBFar(f1-&gt;FLeft-&gt;SonLeft-&gt;FVBase);
01036         }
01037 
01038         
01039         <font class="comment">// 2. Create sons, and update links.</font>
01040         <font class="comment">//----------------------------------</font>
01041 
01042         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *f0l, *f0r;
01043         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *f1l, *f1r;
01044 
01045         <font class="comment">// create and bind Sons.</font>
01046         f0l= f0-&gt;SonLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01047         f0r= f0-&gt;SonRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01048         f1l= f1-&gt;SonLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01049         f1r= f1-&gt;SonRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01050 
01051         <font class="comment">// subdivision left.</font>
01052         f0l-&gt;Patch= f0-&gt;Patch;
01053         f0l-&gt;Father= f0;
01054         f0l-&gt;Level= f0-&gt;Level+1;
01055         f0l-&gt;Size= f0-&gt;Size*0.5f;
01056         <font class="comment">// subdivision right.</font>
01057         f0r-&gt;Patch= f0-&gt;Patch;
01058         f0r-&gt;Father= f0;
01059         f0r-&gt;Level= f0-&gt;Level+1;
01060         f0r-&gt;Size= f0-&gt;Size*0.5f;
01061         <font class="comment">// subdivision left.</font>
01062         f1l-&gt;Patch= f1-&gt;Patch;
01063         f1l-&gt;Father= f1;
01064         f1l-&gt;Level= f1-&gt;Level+1;
01065         f1l-&gt;Size= f1-&gt;Size*0.5f;
01066         <font class="comment">// subdivision right.</font>
01067         f1r-&gt;Patch= f1-&gt;Patch;
01068         f1r-&gt;Father= f1;
01069         f1r-&gt;Level= f1-&gt;Level+1;
01070         f1r-&gt;Size= f1-&gt;Size*0.5f;
01071 
01072         <font class="comment">// Patch coordinates.</font>
01073         f0r-&gt;PVRight= pclt;
01074         f0r-&gt;PVBase= pclb;
01075         f0r-&gt;PVLeft= pcbot;
01076         f1l-&gt;PVBase= pctop;
01077         f1l-&gt;PVLeft= f0r-&gt;PVRight;
01078         f1l-&gt;PVRight= f0r-&gt;PVLeft;
01079 
01080         f0l-&gt;PVRight= pctop;
01081         f0l-&gt;PVBase= pcbot;
01082         f0l-&gt;PVLeft= pcrb;
01083         f1r-&gt;PVBase= pcrt;
01084         f1r-&gt;PVLeft= f0l-&gt;PVRight;
01085         f1r-&gt;PVRight= f0l-&gt;PVLeft;
01086 
01087         <font class="comment">// link existing vertex.</font>
01088         f0r-&gt;VRight= vlt;
01089         f0r-&gt;VBase= vlb;
01090         f0r-&gt;VLeft= vbot;
01091         f1l-&gt;VBase= vtop;
01092         f1l-&gt;VLeft= f0r-&gt;VRight;
01093         f1l-&gt;VRight= f0r-&gt;VLeft;
01094 
01095         f0l-&gt;VRight= vtop;
01096         f0l-&gt;VBase= vbot;
01097         f0l-&gt;VLeft= vrb;
01098         f1r-&gt;VBase= vrt;
01099         f1r-&gt;VLeft= f0l-&gt;VRight;
01100         f1r-&gt;VRight= f0l-&gt;VLeft;
01101 
01102         <font class="comment">// link Far vertices.</font>
01103         f0r-&gt;FVRight= farvlt;
01104         f0r-&gt;FVBase= farvlb;
01105         f0r-&gt;FVLeft= farvbot;
01106         f1l-&gt;FVBase= farvtop;
01107         f1l-&gt;FVLeft= f0r-&gt;FVRight;
01108         f1l-&gt;FVRight= f0r-&gt;FVLeft;
01109 
01110         f0l-&gt;FVRight= farvtop;
01111         f0l-&gt;FVBase= farvbot;
01112         f0l-&gt;FVLeft= farvrb;
01113         f1r-&gt;FVBase= farvrt;
01114         f1r-&gt;FVLeft= f0l-&gt;FVRight;
01115         f1r-&gt;FVRight= f0l-&gt;FVLeft;
01116 
01117         <font class="comment">// link neigbhor faces.</font>
01118         f0r-&gt;FBase= f1l;
01119         f1l-&gt;FBase= f0r;
01120         f0l-&gt;FBase= f1r;
01121         f1r-&gt;FBase= f0l;
01122         f1l-&gt;FRight= f0l;
01123         f0l-&gt;FRight= f1l;
01124         f0r-&gt;FRight= f0-&gt;FRight;
01125         <font class="keywordflow">if</font>(f0-&gt;FRight)
01126                 f0-&gt;FRight-&gt;changeNeighbor(f0, f0r);
01127         f1r-&gt;FRight= f1-&gt;FRight;
01128         <font class="keywordflow">if</font>(f1-&gt;FRight)
01129                 f1-&gt;FRight-&gt;changeNeighbor(f1, f1r);
01130         <font class="comment">// 4 links (all FLeft sons ) are stil invalid here.</font>
01131         f0l-&gt;FLeft= NULL;
01132         f0r-&gt;FLeft= NULL;
01133         f1l-&gt;FLeft= NULL;
01134         f1r-&gt;FLeft= NULL;
01135 
01136         <font class="comment">// Neigbors pointers of undetermined splitted face are not changed. Must Doesn't change this. </font>
01137         <font class="comment">// Used and Updated in section 5. ...</font>
01138 
01139 
01140         <font class="comment">// 3. Update Tile infos.</font>
01141         <font class="comment">//----------------------</font>
01142         <font class="comment">// There is no update tileinfo with rectangular patch, since tiles are always squares. (TileLimitLevel&gt;SquareLimitLevel).</font>
01143 
01144         <font class="comment">// NB: but must test update of tile info for neighboring, ie 2 faces around the splits.</font>
01145         <font class="comment">// For Vertex program only</font>
01146         <font class="keywordflow">if</font>( CLandscapeGlobals::VertexProgramEnabled )
01147         {
01148                 <font class="comment">// if neighbor face splitted, and if 2 different patchs, we must update the Tile vertices</font>
01149                 <font class="comment">// because MaxFaceSize and MaxNearLimit may have changed.</font>
01150                 <font class="keywordflow">if</font>( f0-&gt;FLeft!=NULL &amp;&amp; !f0-&gt;FLeft-&gt;isLeaf() &amp;&amp; f0-&gt;FLeft-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a> )
01151                 {
01152                         <font class="comment">// If neighbors sons at tile level, must update their Tile vertices.</font>
01153                         <font class="keywordflow">if</font>( f0-&gt;FLeft-&gt;SonLeft-&gt;Level &gt;= f0-&gt;FLeft-&gt;Patch-&gt;TileLimitLevel )
01154                         {
01155                                 f0-&gt;FLeft-&gt;SonLeft-&gt;checkFillTileVB(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
01156                                 f0-&gt;FLeft-&gt;SonRight-&gt;checkFillTileVB(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
01157                         }
01158                 }
01159                 <font class="comment">// idem for f1.</font>
01160                 <font class="keywordflow">if</font>( f1-&gt;FLeft!=NULL &amp;&amp; !f1-&gt;FLeft-&gt;isLeaf() &amp;&amp; f1-&gt;FLeft-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a> )
01161                 {
01162                         <font class="comment">// If neighbors sons at tile level, must update their Tile vertices.</font>
01163                         <font class="keywordflow">if</font>( f1-&gt;FLeft-&gt;SonLeft-&gt;Level &gt;= f1-&gt;FLeft-&gt;Patch-&gt;TileLimitLevel )
01164                         {
01165                                 f1-&gt;FLeft-&gt;SonLeft-&gt;checkFillTileVB(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
01166                                 f1-&gt;FLeft-&gt;SonRight-&gt;checkFillTileVB(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
01167                         }
01168                 }
01169         }
01170 
01171 
01172         <font class="comment">// 4. Compute centers.</font>
01173         <font class="comment">//--------------------</font>
01174         f0r-&gt;computeSplitPoint();
01175         f0l-&gt;computeSplitPoint();
01176         f1r-&gt;computeSplitPoint();
01177         f1l-&gt;computeSplitPoint();
01178 
01179 
01180         <font class="comment">// 5. Propagate, or link sons of base.</font>
01181         <font class="comment">//------------------------------------</font>
01182         <font class="keywordflow">for</font>(sint i=0;i&lt;2;i++)
01183         {
01184                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *f, *fl, *fr;
01185                 <font class="comment">// TOP face.</font>
01186                 <font class="keywordflow">if</font>(i==0)
01187                 {
01188                         f= f1;
01189                         fl= f1l;
01190                         fr= f1r;
01191                 }
01192                 <font class="comment">// then BOT face.</font>
01193                 <font class="keywordflow">else</font>
01194                 {
01195                         f= f0;
01196                         fl= f0l;
01197                         fr= f0r;
01198                 }
01199 
01200                 <font class="comment">// If current face and FBase has sons, just links.</font>
01201                 <font class="keywordflow">if</font>(f-&gt;FLeft==NULL)
01202                 {
01203                         <font class="comment">// Just update sons neighbors.</font>
01204                         fl-&gt;FLeft= NULL;
01205                         fr-&gt;FLeft= NULL;
01206                 }
01207                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(!f-&gt;FLeft-&gt;isLeaf())
01208                 {
01209                         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *toLeft, *toRight;
01210                         toLeft= f-&gt;FLeft-&gt;SonLeft;
01211                         toRight= f-&gt;FLeft-&gt;SonRight;
01212                         <font class="comment">// Cross connection of sons.</font>
01213                         <font class="keywordflow">if</font>( !f-&gt;FLeft-&gt;isRectangular() )
01214                         {
01215                                 <font class="comment">// Case neigbhor is square.</font>
01216                                 fl-&gt;FLeft= toLeft;
01217                                 fr-&gt;FLeft= toRight;
01218                                 toLeft-&gt;FRight= fl;
01219                                 toRight-&gt;FLeft= fr;
01220                         }
01221                         <font class="keywordflow">else</font>
01222                         {
01223                                 <font class="comment">// Case neigbhor is rectangle.</font>
01224                                 fl-&gt;FLeft= toRight;
01225                                 fr-&gt;FLeft= toLeft;
01226                                 toLeft-&gt;FLeft= fr;
01227                                 toRight-&gt;FLeft= fl;
01228                         }
01229                 }
01230                 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (propagateSplit)
01231                 {
01232                         <font class="comment">// Warning: at each iteration, the pointer of FLeft may change (because of split() which can change the neighbor </font>
01233                         <font class="comment">// and so f).</font>
01234                         <font class="keywordflow">while</font>(f-&gt;FLeft-&gt;isLeaf())
01235                                 f-&gt;FLeft-&gt;split();
01236 
01237                         <font class="comment">// There is a possible bug here (maybe easily patched). Sons may have be propagated splitted.</font>
01238                         <font class="comment">// And problems may arise because this face hasn't yet good connectivity (especially for rectangles!! :) ).</font>
01239                         <a class="code" href="debug_8h.html#a6">nlassert</a>(fl-&gt;isLeaf() &amp;&amp; fr-&gt;isLeaf());
01240                 }
01241         }
01242 
01243         
01244         <font class="comment">// 6. Must remove father from rdr list, and insert sons.</font>
01245         <font class="comment">//------------------------------------------------------</font>
01246         <font class="comment">// UGLY REFCOUNT SIDE EFFECT: do the append first.</font>
01247         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToRenderList(f0l);
01248         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToRenderList(f0r);
01249         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToRenderList(f1l);
01250         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToRenderList(f1r);
01251         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFaceFromRenderList(f0);
01252         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFaceFromRenderList(f1);
01253 
01254 
01255         <font class="comment">// 7. Update priority list.</font>
01256         <font class="comment">//------------------------------------------------------</font>
01257         <font class="comment">// Since we are freshly splitted, unlink from any list, and link to the MergePriorityList, because must look </font>
01258         <font class="comment">// now when should merge.</font>
01259         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, 0, f0);
01260         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, 0, f1);
01261 
01262         <font class="comment">// Since we are split, no need to test father for merge, because it cannot!</font>
01263         <font class="keywordflow">if</font>(f0-&gt;Father)
01264         {
01265                 <font class="comment">// remove father from any priority list.</font>
01266                 f0-&gt;Father-&gt;unlinkInPList();
01267         }
01268         <font class="keywordflow">if</font>(f1-&gt;Father)
01269         {
01270                 <font class="comment">// remove father from any priority list.</font>
01271                 f1-&gt;Father-&gt;unlinkInPList();
01272         }
01273 
01274 }
01275 
01276 
01277 <font class="comment">// ***************************************************************************</font>
<a name="l01278"></a><a class="code" href="classNL3D_1_1CTessFace.html#a11">01278</a> <font class="keywordtype">void</font>            CTessFace::split(<font class="keywordtype">bool</font> propagateSplit)
01279 {
01280 
01281         <font class="comment">// 0. Some easy ending.</font>
01282         <font class="comment">//---------------------</font>
01283         <font class="comment">// Already splitted??</font>
01284         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
01285                 <font class="keywordflow">return</font>;
01286         <font class="comment">// Don't do this!!!</font>
01287         <font class="comment">//if(Level&gt;=LS_MAXLEVEL)</font>
01288         <font class="comment">//      return;</font>
01289         <font class="comment">// since split() may reach LS_MAXLEVEL, but enforce splits which outpass this stage!!</font>
01290 
01291         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a80">ProfNSplits</a>, 1);
01292 
01293 
01294         <font class="comment">// Special Rectangular case.</font>
01295         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
01296         {
01297                 <a class="code" href="classNL3D_1_1CTessFace.html#c3">splitRectangular</a>(propagateSplit);
01298                 <font class="keywordflow">return</font>;
01299         }
01300 
01301         <font class="comment">// 1. Create sons, and update links.</font>
01302         <font class="comment">//----------------------------------</font>
01303 
01304         <font class="comment">// create and bind Sons.</font>
01305         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01306         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFace();
01307 
01308         <font class="comment">// subdivision left.</font>
01309         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Patch= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>;
01310         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Father= <font class="keyword">this</font>;
01311         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level= <a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>+1;
01312         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Size= <a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>*0.5f;
01313         <font class="comment">// subdivision right.</font>
01314         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;Patch= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>;
01315         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;Father= <font class="keyword">this</font>;
01316         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;Level= <a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>+1;
01317         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;Size= <a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>*0.5f;
01318 
01319 
01320         <font class="comment">// link Left Son.</font>
01321         <font class="comment">// link neighbor face.</font>
01322         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>;
01323         <font class="keywordflow">if</font>(FLeft)       <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;changeNeighbor(<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>);
01324         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>;
01325         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FRight= NULL;          <font class="comment">// Temporary. updated later.</font>
01326         <font class="comment">// link neighbor vertex.</font>
01327         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>;
01328         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>;
01329         <font class="comment">// link neighbor Far vertex.</font>
01330         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVLeft= <a class="code" href="classNL3D_1_1CTessFace.html#m0">FVBase</a>;
01331         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVRight= <a class="code" href="classNL3D_1_1CTessFace.html#m1">FVLeft</a>;
01332         <font class="comment">// Patch coordinates.</font>
01333         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase= CParamCoord(<a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>);
01334         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>;
01335         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>;
01336 
01337         <font class="comment">// linkRight Son.</font>
01338         <font class="comment">// link neighbor face.</font>
01339         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>;
01340         <font class="keywordflow">if</font>(FRight)      <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>-&gt;changeNeighbor(<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>);
01341         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FLeft= NULL;          <font class="comment">// Temporary. updated later.</font>
01342         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>;
01343         <font class="comment">// link neighbor vertex.</font>
01344         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>;
01345         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>;
01346         <font class="comment">// link neighbor Far vertex.</font>
01347         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FVLeft= <a class="code" href="classNL3D_1_1CTessFace.html#m2">FVRight</a>;
01348         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FVRight= <a class="code" href="classNL3D_1_1CTessFace.html#m0">FVBase</a>;
01349         <font class="comment">// Patch coordinates.</font>
01350         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;PVBase= CParamCoord(<a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>);
01351         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;PVLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>;
01352         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;PVRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>;
01353 
01354 
01355         <font class="comment">// FBase-&gt;FBase==this. Must Doesn't change this. Used and Updated in section 5. ...</font>
01356 
01357 
01358         <font class="comment">// 2. Update/Create Vertex infos.</font>
01359         <font class="comment">//-------------------------------</font>
01360 
01361         <font class="comment">// Must create/link *-&gt;VBase.</font>
01362         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>==NULL || <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf())
01363         {
01364                 <font class="comment">// The base neighbor is a leaf or NULL. So must create the new vertex.</font>
01365                 CTessVertex     *newVertex= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
01366                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VBase= newVertex;
01367                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase= newVertex;
01368 
01369                 <font class="comment">// Compute pos.</font>
01370                 newVertex-&gt;StartPos= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;EndPos + <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;EndPos)/2;
01371                 newVertex-&gt;EndPos= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;computeVertex(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase.getT());
01372 
01373                 <font class="comment">// Init Pos= InitialPos. Important in the case of enforced split.</font>
01374                 newVertex-&gt;Pos= newVertex-&gt;StartPos;
01375 
01376                 <font class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</font>
01377                 newVertex-&gt;MaxFaceSize= <a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>;
01378                 newVertex-&gt;MaxNearLimit= <a class="code" href="classNL3D_1_1CTessFace.html#a9">computeNearLimit</a>();
01379         }
01380         <font class="keywordflow">else</font>
01381         {
01382                 <font class="comment">// Else, get from neighbor.</font>
01383                 <font class="comment">// NB: since *FBase is not a leaf, FBase-&gt;SonLeft!=NULL...</font>
01384                 <font class="comment">// NB: this work with both rectangular and square triangles (see splitRectangular()).</font>
01385                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;VBase;
01386                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;VBase;
01387 
01388                 <font class="comment">// For geomorph (VertexProgram or soft), compute MaxFaceSize and MaxNearLimit.</font>
01389                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;MaxFaceSize= max( <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;MaxFaceSize, <a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>);
01390                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;MaxNearLimit= max( <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;MaxNearLimit, <a class="code" href="classNL3D_1_1CTessFace.html#a9">computeNearLimit</a>());
01391         }
01392 
01393 
01394         <font class="comment">// Must create/link *-&gt;FVBase.</font>
01395         <font class="comment">// HERE, we must create a FarVertex too if the neighbor is not of the same patch as me.</font>
01396         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>==NULL || <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf() || <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>)
01397         {
01398                 <font class="comment">// The base neighbor is a leaf or NULL. So must create the new far vertex.</font>
01399                 CTessFarVertex  *newFar= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessFarVertex();
01400                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FVBase= newFar;
01401                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVBase= newFar;
01402 
01403                 <font class="comment">// Compute.</font>
01404                 newFar-&gt;Src= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase;
01405                 newFar-&gt;PCoord= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase;
01406 
01407                 <font class="comment">// Append.</font>
01408                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFarVertexToRenderList(newFar);
01409 
01410                 <font class="comment">// May Allocate/Fill VB.</font>
01411                 <font class="comment">// NB: SonLeft-&gt;VBase-&gt;Pos is well computed and ready for the fill in VB.</font>
01412                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkCreateVertexVBFar(newFar);
01413                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkFillVertexVBFar(newFar);
01414 
01415                 <font class="comment">// For VertexProgram only, must refill the Far vertex of neighbor, </font>
01416                 <font class="comment">// because MaxFaceSize, and MaxNearLimit may have change.</font>
01417                 <font class="keywordflow">if</font>( CLandscapeGlobals::VertexProgramEnabled &amp;&amp; ! (<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>==NULL || <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf()) )
01418                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch-&gt;checkFillVertexVBFar(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;FVBase);
01419         }
01420         <font class="keywordflow">else</font>
01421         {
01422                 <font class="comment">// Else, get from neighbor.</font>
01423                 <font class="comment">// NB: since *FBase is not a leaf, FBase-&gt;SonLeft!=NULL...</font>
01424                 <font class="comment">// NB: this work with both rectangular and square triangles (see splitRectangular()).</font>
01425                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FVBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;FVBase;
01426                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;FVBase;
01427 
01428                 <font class="comment">// NB For VertexProgram only: no need to refill the Far vertex of neighbor, because neighbor is of same Patch</font>
01429                 <font class="comment">// So MaxNearLimit and MaxFaceSize should be the same.</font>
01430         }
01431 
01432 
01433         <font class="comment">// 3. Update Tile infos.</font>
01434         <font class="comment">//----------------------</font>
01435         <font class="comment">// NB: must do it before appendFaceToRenderList().</font>
01436         <font class="comment">// NB: must do it after compute of SonLeft-&gt;VBase-&gt;Pos for good filling in VBuffer.</font>
01437         <font class="comment">// There is no problem with rectangular patch, since tiles are always squares.</font>
01438         <font class="comment">// If new tile ....</font>
01439         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level==<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
01440         {
01441                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;computeTileMaterial();
01442                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;computeTileMaterial();
01443         }
01444         <font class="comment">// else Tile herit.</font>
01445         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level &gt; <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
01446         {
01447                 <a class="code" href="classNL3D_1_1CTessFace.html#c5">heritTileMaterial</a>();
01448         }
01449 
01450         <font class="comment">// For Vertex program only</font>
01451         <font class="keywordflow">if</font>( CLandscapeGlobals::VertexProgramEnabled )
01452         {
01453                 <font class="comment">// if neighbor face splitted, and if 2 different patchs, we must update the Tile vertices</font>
01454                 <font class="comment">// because MaxFaceSize and MaxNearLimit may have changed.</font>
01455                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>!=NULL &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a> )
01456                 {
01457                         <font class="comment">// If neighbors sons at tile level, must update their Tile vertices.</font>
01458                         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;Level &gt;= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch-&gt;TileLimitLevel )
01459                         {
01460                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;checkFillTileVB(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
01461                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonRight-&gt;checkFillTileVB(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
01462                         }
01463                 }
01464         }
01465 
01466 
01467         <font class="comment">// 4. Compute centers.</font>
01468         <font class="comment">//--------------------</font>
01469         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;computeSplitPoint();
01470         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;computeSplitPoint();
01471 
01472 
01473         <font class="comment">// 5. Propagate, or link sons of base.</font>
01474         <font class="comment">//------------------------------------</font>
01475         <font class="comment">// If current face and FBase has sons, just links.</font>
01476         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>==NULL)
01477         {
01478                 <font class="comment">// Just update sons neighbors.</font>
01479                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FRight= NULL;
01480                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FLeft= NULL;
01481         }
01482         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf())
01483         {
01484                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *toLeft, *toRight;
01485                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *fl, *fr;
01486                 fl= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>;
01487                 fr= <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>;
01488                 toLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft;
01489                 toRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonRight;
01490                 <font class="comment">// Cross connection of sons.</font>
01491                 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isRectangular())
01492                 {
01493                         <font class="comment">// Case neigbhor is square.</font>
01494                         fl-&gt;FRight= toRight;
01495                         fr-&gt;FLeft= toLeft;
01496                         toLeft-&gt;FRight= fr;
01497                         toRight-&gt;FLeft= fl;
01498                 }
01499                 <font class="keywordflow">else</font>
01500                 {
01501                         <font class="comment">// Case neigbhor is rectangular.</font>
01502                         fl-&gt;FRight= toLeft;
01503                         fr-&gt;FLeft= toRight;
01504                         toLeft-&gt;FLeft= fl;
01505                         toRight-&gt;FLeft= fr;
01506                 }
01507         }
01508         <font class="keywordflow">else</font> <font class="keywordflow">if</font> (propagateSplit)
01509         {
01510                 <font class="comment">// Warning: at each iteration, the pointer of FBase may change (because of split() which can change the neighbor </font>
01511                 <font class="comment">// and so "this").</font>
01512                 <font class="keywordflow">while</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf())
01513                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;split();
01514 
01515                 <font class="comment">// There is a possible bug here (maybe easily patched). Sons may have be propagated splitted.</font>
01516                 <font class="comment">// And problems may arise because this face hasn't yet good connectivity.</font>
01517                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;isLeaf());
01518         }
01519 
01520 
01521         <font class="comment">// 6. Must remove father from rdr list, and insert sons.</font>
01522         <font class="comment">//------------------------------------------------------</font>
01523         <font class="comment">// UGLY REFCOUNT SIDE EFFECT: do the append first.</font>
01524         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>);
01525         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>);
01526         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFaceFromRenderList(<font class="keyword">this</font>);
01527 
01528 
01529         <font class="comment">// 7. Update priority list.</font>
01530         <font class="comment">//------------------------------------------------------</font>
01531         <font class="comment">// Since we are freshly splitted, unlink from any list, and link to the MergePriorityList, because must look </font>
01532         <font class="comment">// now when should merge.</font>
01533         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, 0, <font class="keyword">this</font>);
01534 
01535         <font class="comment">// Since we are split, no need to test father for merge, because it cannot!</font>
01536         <font class="keywordflow">if</font>(Father)
01537         {
01538                 <font class="comment">// remove father from any priority list.</font>
01539                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_7">Father</a>-&gt;unlinkInPList();
01540         }
01541 }
01542 
01543 <font class="comment">// ***************************************************************************</font>
<a name="l01544"></a><a class="code" href="classNL3D_1_1CTessFace.html#c2">01544</a> <font class="keywordtype">bool</font>            CTessFace::canMerge(<font class="keywordtype">bool</font> testEm)
01545 {
01546         <font class="keywordflow">if</font>(<font class="keyword">this</font>== &amp;<a class="code" href="classNL3D_1_1CTessFace.html#r0">CantMergeFace</a>)
01547                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01548 
01549         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
01550 
01551         <font class="comment">// Test diamond config (sons must be leaves).</font>
01552         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;isLeaf())
01553                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01554         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;isLeaf())
01555                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01556         <font class="comment">// If Errormetric must be considered for this test.</font>
01557         <font class="keywordflow">if</font>(testEm)
01558         {
01559                 <a class="code" href="classNL3D_1_1CTessFace.html#a10">updateErrorMetric</a>();
01560                 <font class="keywordtype">float</font>   ps2= <a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>;
01561                 ps2*= CLandscapeGlobals::OORefineThreshold;
01562                 <font class="keywordflow">if</font>(ps2&gt;=1.0f)
01563                         <font class="keywordflow">return</font> <font class="keyword">false</font>;
01564         }
01565 
01566         <font class="comment">// Then test neighbors.</font>
01567         <a class="code" href="classNL3D_1_1CTessFace.html#z819_14">RecursMarkCanMerge</a>= <font class="keyword">true</font>;
01568         <font class="keywordtype">bool</font>    ok= <font class="keyword">true</font>;
01569         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
01570         {
01571                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;RecursMarkCanMerge)
01572                 {
01573                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;canMerge(testEm))
01574                                 ok= <font class="keyword">false</font>;
01575                 }
01576         }
01577         <font class="keywordflow">else</font>
01578         {
01579                 <font class="comment">// Rectangular case. May have a longer propagation...</font>
01580                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;RecursMarkCanMerge)
01581                 {
01582                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;canMerge(testEm))
01583                                 ok= <font class="keyword">false</font>;
01584                 }
01585                 <font class="keywordflow">if</font>(ok &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a> &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;RecursMarkCanMerge)
01586                 {
01587                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;canMerge(testEm))
01588                                 ok= <font class="keyword">false</font>;
01589                 }
01590         }
01591         <font class="comment">// Must not return false in preceding tests, because must set RecursMarkCanMerge to false.</font>
01592         <a class="code" href="classNL3D_1_1CTessFace.html#z819_14">RecursMarkCanMerge</a>= <font class="keyword">false</font>;
01593 
01594         <font class="keywordflow">return</font> ok;
01595 }
01596 
01597 
01598 <font class="comment">// ***************************************************************************</font>
<a name="l01599"></a><a class="code" href="classNL3D_1_1CTessFace.html#c4">01599</a> <font class="keywordtype">void</font>            CTessFace::doMerge()
01600 {
01601         <font class="comment">// Assume that canMerge() return true.</font>
01602         <font class="comment">// And Assume that !isLeaf().</font>
01603         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
01604 
01605         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
01606         {
01607                 <font class="comment">// 1. Let's merge vertex.</font>
01608                 <font class="comment">//-----------------------</font>
01609                 <font class="comment">// Delete vertex, only if not already done by the neighbor (ie neighbor not already merged to a leaf).</font>
01610                 <font class="comment">// NB: this work even if neigbor is rectnagular.</font>
01611                 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> || !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf())
01612                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessVertex(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase);
01613 
01614                 <font class="comment">// Delete Far Vertex. Idem, but test too if != patch...</font>
01615                 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> || !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf() || <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>)
01616                 {
01617                         <font class="comment">// May delete this vertex from VB.</font>
01618                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkDeleteVertexVBFar(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVBase);
01619 
01620                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFarVertexFromRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVBase);
01621                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessFarVertex(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVBase);
01622                 }
01623 
01624 
01625                 <font class="comment">// 2. Must remove sons from rdr list, and insert father.</font>
01626                 <font class="comment">//------------------------------------------------------</font>
01627                 <font class="comment">// Must do it BEFORE the TileFaces are released.</font>
01628                 <font class="comment">// UGLY REFCOUNT SIDE EFFECT: do the append first.</font>
01629                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToRenderList(<font class="keyword">this</font>);
01630                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFaceFromRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>);
01631                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFaceFromRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>);
01632 
01633                 
01634                 <font class="comment">// 3. Let's merge Uv.</font>
01635                 <font class="comment">//-------------------</font>
01636                 <font class="comment">// Delete Uv.</font>
01637                 <font class="comment">// Must do it for this and FBase separately, since they may not have same tile level (if != patch).</font>
01638                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level== <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
01639                 {
01640                         <font class="comment">// Square patch assumption: the sons are not of the same TileId/Patch.</font>
01641                         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#f0">sameTile</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>));
01642                         <font class="comment">// release tiles: NearVertices, TileFaces, and TileMaterial.</font>
01643                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;releaseTileMaterial();
01644                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;releaseTileMaterial();
01645                 }
01646                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level &gt; <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
01647                 {
01648                         <font class="comment">// Delete Uv, only if not already done by the neighbor (ie neighbor not already merged to a leaf).</font>
01649                         <font class="comment">// But Always delete if neighbor exist and has not same tile as me.</font>
01650                         <font class="comment">// NB: this work with rectangular neigbor patch, since sameTile() will return false if different patch.</font>
01651                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> || !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf() || !<a class="code" href="classNL3D_1_1CTessFace.html#f0">sameTile</a>(<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>))
01652                         {
01653                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;deleteTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
01654                         }
01655                         <font class="comment">// In all case, must delete the tilefaces of those face.</font>
01656                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;deleteTileFaces();
01657                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;deleteTileFaces();
01658                 }
01659 
01660 
01661                 <font class="comment">// 4. Let's merge Face.</font>
01662                 <font class="comment">//-------------------</font>
01663                 <font class="comment">// Change father 's neighbor pointers.</font>
01664                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FBase;
01665                 <font class="keywordflow">if</font>(FLeft)       <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;changeNeighbor(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>, <font class="keyword">this</font>);
01666                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FBase;
01667                 <font class="keywordflow">if</font>(FRight)      <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>-&gt;changeNeighbor(<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>, <font class="keyword">this</font>);
01668                 <font class="comment">// delete sons.</font>
01669                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessFace(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>);
01670                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessFace(<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>);
01671                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>=NULL;
01672                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>=NULL;
01673 
01674                 <font class="comment">// If not already done, merge the neighbor.</font>
01675                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>!=NULL &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf())
01676                 {
01677                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;doMerge();
01678                 }
01679 
01680         }
01681         <font class="keywordflow">else</font>
01682         {
01683                 <font class="comment">// Rectangular case.</font>
01684                 <font class="comment">// Since minimum Order is 2, Sons of rectangular face are NEVER at TileLimitLevel. =&gt; no Uv merge to do.</font>
01685                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level&lt; <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel);
01686                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>);
01687 
01688                 <font class="comment">// 1. Let's merge vertex.</font>
01689                 <font class="comment">//-----------------------</font>
01690                 <font class="comment">// Delete vertex, only if not already done by the neighbor (ie neighbor not already merged to a leaf).</font>
01691                 <font class="comment">// NB: this work even if neigbor is rectangular (see tesselation rules in splitRectangular()).</font>
01692                 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a> || !<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;isLeaf())
01693                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessVertex(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase);
01694 
01695                 <font class="comment">// Delete Far Vertex. Rect patch: neightb must be of a != pathc as me =&gt; must delete FarVertex.</font>
01696                 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a> || <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>);
01697                 <font class="comment">// May delete this vertex from VB.</font>
01698                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;checkDeleteVertexVBFar(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVBase);
01699 
01700                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFarVertexFromRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVBase);
01701                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessFarVertex(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FVBase);
01702 
01703 
01704                 <font class="comment">// 2. Must remove sons from rdr list, and insert father.</font>
01705                 <font class="comment">//------------------------------------------------------</font>
01706                 <font class="comment">// UGLY REFCOUNT SIDE EFFECT: do the append first.</font>
01707                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToRenderList(<font class="keyword">this</font>);
01708                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFaceFromRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>);
01709                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFaceFromRenderList(<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>);
01710 
01711 
01712                 <font class="comment">// 3. Let's merge Face.</font>
01713                 <font class="comment">//-------------------</font>
01714                 <font class="comment">// Change father 's neighbor pointers (see splitRectangular()).</font>
01715                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>= <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FRight;
01716                 <font class="keywordflow">if</font>(FRight)      <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>-&gt;changeNeighbor(<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>, <font class="keyword">this</font>);
01717                 <font class="comment">// delete sons.</font>
01718                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessFace(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>);
01719                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessFace(<a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>);
01720                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>=NULL;
01721                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>=NULL;
01722 
01723                 <font class="comment">// First, do it for my rectangular co-worker FBase (if not already done).</font>
01724                 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf())
01725                 {
01726                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;doMerge();
01727                 }
01728                 <font class="comment">// If not already done, merge the neighbor.</font>
01729                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>!=NULL &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;isLeaf())
01730                 {
01731                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;doMerge();
01732                 }
01733         }
01734 
01735 
01736         <font class="comment">// Update priority list.</font>
01737         <font class="comment">//------------------------------------------------------</font>
01738         <font class="comment">// Since we are freshly merged, unlink from any list, and link to the SplitPriorityList, because must look </font>
01739         <font class="comment">// now when we should split again.</font>
01740         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.insert(0, 0, <font class="keyword">this</font>);
01741 
01742         <font class="comment">// since we are now merged maybe re-insert father in priority list.</font>
01743         <font class="keywordflow">if</font>(Father)
01744         {
01745                 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_7">Father</a>-&gt;isLeaf());
01746                 <font class="comment">// If sons of father are both leaves (ie this, and the other (complexe case if rectangle) )</font>
01747                 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CTessFace.html#z819_7">Father</a>-&gt;SonLeft-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_7">Father</a>-&gt;SonRight-&gt;isLeaf() )
01748                 {
01749                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, 0, <a class="code" href="classNL3D_1_1CTessFace.html#z819_7">Father</a>);
01750                 }
01751         }
01752 
01753 }
01754 
01755 
01756 <font class="comment">// ***************************************************************************</font>
<a name="l01757"></a><a class="code" href="classNL3D_1_1CTessFace.html#a12">01757</a> <font class="keywordtype">bool</font>            CTessFace::merge()
01758 {
01759         <font class="comment">// Must not be a leaf.</font>
01760         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
01761 
01762         <font class="comment">// 0. Verify if merge is posible.</font>
01763         <font class="comment">//----------------------------</font>
01764         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#c2">canMerge</a>(<font class="keyword">false</font>))
01765                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01766 
01767         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a81">ProfNMerges</a>, 1);
01768 
01769         <font class="comment">// 1. Let's merge the face.</font>
01770         <font class="comment">//-----------------------</font>
01771         <font class="comment">// Propagation is done in doMerge().</font>
01772         <a class="code" href="classNL3D_1_1CTessFace.html#c4">doMerge</a>();
01773 
01774         <font class="keywordflow">return</font> <font class="keyword">true</font>;
01775 }
01776 
01777 <font class="comment">// ***************************************************************************</font>
<a name="l01778"></a><a class="code" href="classNL3D_1_1CTessFace.html#a13">01778</a> <font class="keywordtype">void</font>            CTessFace::refineAll()
01779 {
01780         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a77">ProfNRefineFaces</a>, 1);
01781         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a79">ProfNRefineLeaves</a>, <a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>()?1:0);
01782 
01783         <font class="comment">/*</font>
01784 <font class="comment">                if(ps&lt;RefineThreshold), the face must be merged (ie have no leaves).</font>
01785 <font class="comment">                if(ps E [RefineThreshold, RefineTreshold*2]), the face must be splitted (ave leaves), and is geomorphed.</font>
01786 <font class="comment">                if(ps&gt;RefineThreshold*2), the face is fully splitted/geomoprhed (tests reported on sons...).</font>
01787 <font class="comment">        */</font>
01788 
01789         <font class="comment">// Test for Split or merge.</font>
01790         <font class="comment">//-----------------------</font>
01791         {
01792                 <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a78">ProfNRefineComputeFaces</a>, 1);
01793 
01794                 <a class="code" href="classNL3D_1_1CTessFace.html#a10">updateErrorMetric</a>();
01795                 <font class="keywordtype">float</font>   ps=<a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>;
01796                 ps*= CLandscapeGlobals::OORefineThreshold;
01797                 <font class="comment">// 1.0f is the point of split().</font>
01798                 <font class="comment">// 2.0f is the end of geomorph.</font>
01799 
01800 
01801                 <font class="comment">// Test split/merge.</font>
01802                 <font class="comment">//---------------------</font>
01803                 <font class="comment">// If wanted, not already done, and limit not reached, split().</font>
01804                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
01805                 {
01806                         <font class="keywordflow">if</font>(ps&gt;1.0f &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&lt; (<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel + CLandscapeGlobals::TileMaxSubdivision) )
01807                                 <a class="code" href="classNL3D_1_1CTessFace.html#a11">split</a>();
01808                 }
01809                 <font class="keywordflow">else</font>
01810                 {
01811                         <font class="comment">// Else, if splitted, must merge (if not already the case).</font>
01812                         <font class="keywordflow">if</font>(ps&lt;1.0f)
01813                         {
01814                                 <font class="comment">// Merge only if agree, and neighbors agree.</font>
01815                                 <font class="comment">// canMerge() test all the good thing: FBase==CantMergeFace, or this is rectangular etc...</font>
01816                                 <font class="comment">// The test is propagated to neighbors.</font>
01817                                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#c2">canMerge</a>(<font class="keyword">true</font>))
01818                                 {
01819                                         <a class="code" href="classNL3D_1_1CTessFace.html#a12">merge</a>();
01820                                 }
01821                         }
01822                 }
01823         }
01824 
01825         <font class="comment">// Recurs.</font>
01826         <font class="comment">//-----------------------</font>
01827         <font class="keywordflow">if</font>(SonLeft)
01828         {
01829                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;refineAll();
01830                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;refineAll();
01831         }
01832 
01833 }
01834 
01835 
01836 <font class="comment">// ***************************************************************************</font>
01837 <font class="comment">// Some updateRefine***() Doc:</font>
01838 
01839 <font class="comment">// Split or merge, and meaning of errorMetric:</font>
01840 <font class="comment">/*</font>
01841 <font class="comment">        if(errorMetric&lt;RefineThreshold), the face must be merged (ie have no leaves).</font>
01842 <font class="comment">        if(errorMetric E [RefineThreshold, RefineTreshold*2]), the face must be splitted (ave leaves), and is geomorphed.</font>
01843 <font class="comment">        if(errorMetric&gt;RefineThreshold*2), the face is fully splitted/geomoprhed.</font>
01844 <font class="comment">*/</font>
01845 
01846 
01847 <font class="comment">// Compute distNormalSplitMerge: distance from refineCenter to normal split/merge (ie without tile transition):</font>
01848 <font class="comment">/* </font>
01849 <font class="comment">        normal ErrorMetric formula is:</font>
01850 <font class="comment">                em = Size*OORefineThreshold/ dist^2;    with dist == (SplitPoint - CLandscapeGlobals::RefineCenter).norm()</font>
01851 <font class="comment">        So inverse this function and we have:</font>
01852 <font class="comment">                dist= sqrt(Size*OORefineThreshold/em).</font>
01853 <font class="comment">        Split or merge is when em==1, so </font>
01854 <font class="comment">                distSplitMerge= sqrt(Size*OORefineThreshold)</font>
01855 <font class="comment">*/</font>
01856 
01857 
01858 <font class="comment">// Compute distTileTransSplitMerge.</font>
01859 <font class="comment">/* When we are sure that CLandscapeGlobals::TileDistNear &lt; distMinFace &lt; CLandscapeGlobals::TileDistFar, </font>
01860 <font class="comment">        the clamp in the original formula is skipped</font>
01861 <font class="comment">        </font>
01862 <font class="comment">        So the TileErrorMetric formula is:</font>
01863 <font class="comment"></font>
01864 <font class="comment">        {</font>
01865 <font class="comment">                ema= Sife*OORefineThreshold / distSP^2.</font>
01866 <font class="comment">                f= (TileDistFar^2 - distMinFace^2) * OOTileDeltaDist^2</font>
01867 <font class="comment">                f= f ^ 4.               // no clamp. see above.</font>
01868 <font class="comment">                emb= NL*f + ema*(1-f)</font>
01869 <font class="comment">                emFinal= max(ema, emb).</font>
01870 <font class="comment">        }</font>
01871 <font class="comment"></font>
01872 <font class="comment">        The problem is that the formula is too complex (degree 8 equation). </font>
01873 <font class="comment">        So search for the result recursively.</font>
01874 <font class="comment">*/</font>
01875 
01876 
01877 <font class="comment">// Quadrant Selection</font>
01878 <font class="comment">/*</font>
01879 <font class="comment">        Quadrant/Direction is interesting for updateRefineSplit() only.</font>
01880 <font class="comment">        In the 2 most simples cases, the action we want is "Know when we enters in a bounding volume"</font>
01881 <font class="comment">        This fit well for Quadrant notion.</font>
01882 <font class="comment"></font>
01883 <font class="comment">        In the case "TileDistNear to TileDistFar", the rule is too complicated and there is also</font>
01884 <font class="comment">        the notion of "Know when we LEAVE the TileDistFar sphere around the face" which is incompatible</font>
01885 <font class="comment">        with Quadrant behavior (since can go in any direction to leave the sphere).</font>
01886 <font class="comment"></font>
01887 <font class="comment">        updateRefineMerge() are at least all notion of "Know when we LEAVE the SplitSphere around the SplitPoint"</font>
01888 <font class="comment">        which is incompatible with Quadrant behavior.</font>
01889 <font class="comment">        This is why updateRefineMerge() don't bother at all quadrant, and so the _MergePriorityList is inited with 0</font>
01890 <font class="comment">        quadrants.</font>
01891 <font class="comment"></font>
01892 <font class="comment">*/</font>
01893 
01894 <font class="comment">// ***************************************************************************</font>
<a name="l01895"></a><a class="code" href="classNL3D_1_1CTessFace.html#a14">01895</a> <font class="keywordtype">void</font>            CTessFace::updateRefineSplit()
01896 {
01897         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a77">ProfNRefineFaces</a>, 1);
01898 
01899         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>);
01900         <font class="comment">// The face must be not splitted, because tested for split.</font>
01901         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
01902 
01903         <font class="comment">/*</font>
01904 <font class="comment">                NB: see above for some updateRefine*** doc.</font>
01905 <font class="comment">        */</font>
01906 
01907         <font class="comment">// Test for Split.</font>
01908         <font class="comment">//-----------------------</font>
01909         <font class="keywordtype">bool</font>    splitted= <font class="keyword">false</font>;
01910         {
01911                 <a class="code" href="classNL3D_1_1CTessFace.html#a10">updateErrorMetric</a>();
01912                 <font class="keywordtype">float</font>   ps=<a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>;
01913                 ps*= CLandscapeGlobals::OORefineThreshold;
01914                 <font class="comment">// 1.0f is the point of split().</font>
01915                 <font class="comment">// 2.0f is the end of geomorph.</font>
01916 
01917 
01918                 <font class="comment">// Test split.</font>
01919                 <font class="comment">//---------------------</font>
01920                 <font class="comment">// If wanted and limit not reached, split().</font>
01921                 <font class="keywordflow">if</font>(ps&gt;1.0f &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&lt; (<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel + CLandscapeGlobals::TileMaxSubdivision) )
01922                 {
01923                         <a class="code" href="classNL3D_1_1CTessFace.html#a11">split</a>();
01924 
01925                         <font class="comment">// if split ok</font>
01926                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
01927                         {
01928                                 splitted= <font class="keyword">true</font>;
01929                         }
01930                 }
01931         }
01932 
01933 
01934         <font class="comment">// Insert the face in the priority list.</font>
01935         <font class="comment">//-----------------------</font>
01936         <font class="comment">// If splitted, then insertion in Landscape-&gt;MergePriorityList at 0 has been done. so nothing to update.</font>
01937         <font class="comment">// Else, must compute when whe should re-test.</font>
01938         <font class="keywordflow">if</font>(!splitted)
01939         {
01940                 <font class="comment">// the face is not splitted here.</font>
01941                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
01942 
01943                 <font class="keywordtype">float</font>   minDeltaDistToUpdate;
01944 
01945                 <font class="comment">// by default insert in the quadrant-less rolling table.</font>
01946                 uint    quadrantId= 0;
01947 
01948 
01949                 CVector         dirToSplitPoint= <a class="code" href="classNL3D_1_1CTessFace.html#z821_2">SplitPoint</a> - CLandscapeGlobals::RefineCenter;
01950                 <font class="comment">// The distance of SplitPoint to center.</font>
01951                 <font class="keywordtype">float</font>           distSplitPoint= dirToSplitPoint.norm();
01952                 <font class="comment">// The distance where we should split/merge. see updateRefin() doc.</font>
01953                 <font class="keywordtype">float</font>           distNormalSplitMerge= (float)sqrt(<a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>*CLandscapeGlobals::OORefineThreshold);
01954 
01955 
01956                 <font class="comment">// If the face is at its max subdivision</font>
01957                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&gt;=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel+CLandscapeGlobals::TileMaxSubdivision)
01958                 {
01959                         <font class="comment">// special case: the face do not need to be tested for splitting, because Max subdivision reached.</font>
01960                         <font class="comment">// Hence just unlink from any list, and return.</font>
01961                         <a class="code" href="classNL3D_1_1CTessFacePListNode.html#a5">unlinkInPList</a>();
01962                         <font class="keywordflow">return</font>;
01963                 }
01964                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&gt;=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
01965                 {
01966                         <font class="comment">// Always normal ErrorMetric. Because Faces at Tile level decide to split or merge their sons independently </font>
01967                         <font class="comment">// of "Tile ErrorMetric".</font>
01968 
01969                         <font class="comment">// The test is "when do we enter in the Split area?", so we can use Quadrant PriorityList</font>
01970                         quadrantId= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.selectQuadrant(dirToSplitPoint);
01971 
01972                         <font class="comment">// compute distance to split as default "No Quadrant"</font>
01973                         minDeltaDistToUpdate= distSplitPoint - distNormalSplitMerge;
01974 
01975                         <font class="comment">// If a quadrant is  selected, try to use it</font>
01976                         <font class="keywordflow">if</font>(quadrantId&gt;0)
01977                         {
01978                                 <font class="keyword">const</font> CVector   &amp;quadrantDir= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.getQuadrantDirection(quadrantId);
01979 
01980                                 <font class="comment">// We must not approach the SplitPoint at distNormalSplitMerge</font>
01981                                 <font class="keywordtype">float</font>   dMin= quadrantDir*dirToSplitPoint - distNormalSplitMerge;
01982 
01983                                 <font class="comment">// If the dist with quadrant is too small then use the std way (without quadrant).</font>
01984                                 <font class="keywordflow">if</font>( dMin&lt;<a class="code" href="tessellation_8cpp.html#a0">NL3D_TESS_USE_QUADRANT_THRESHOLD</a> )
01985                                         quadrantId= 0;
01986                                 <font class="comment">// else ok, use quadrant behavior</font>
01987                                 <font class="keywordflow">else</font>
01988                                         minDeltaDistToUpdate= dMin;
01989                         }
01990                 }
01991                 <font class="keywordflow">else</font>
01992                 {
01993                         <font class="comment">// Compute Distance of the face from RefineCenter. It is the min of the 3 points, as in computeTileErrorMetric().</font>
01994                         CVector dirToV0= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter;
01995                         CVector dirToV1= <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter;
01996                         CVector dirToV2= <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter;
01997                         <font class="keywordtype">float</font>   s0= dirToV0.sqrnorm();
01998                         <font class="keywordtype">float</font>   s1= dirToV1.sqrnorm();
01999                         <font class="keywordtype">float</font>   s2= dirToV2.sqrnorm();
02000                         <font class="keywordtype">float</font>   distMinFace= (float)sqrt( minof(s0, s1, s2) );
02001 
02002                         <font class="comment">// compute the delta distance to the normal split point. See above for doc.</font>
02003                         <font class="keywordtype">float</font>   normalEMDeltaDist;
02004                         normalEMDeltaDist= distSplitPoint - distNormalSplitMerge;
02005 
02006 
02007                         <font class="comment">/* </font>
02008 <font class="comment">                        There is 3 possibles cases, according to level, and the distances minFaceDist:</font>
02009 <font class="comment">                        */</font>
02011                         <font class="keywordflow">if</font>( distMinFace &gt; CLandscapeGlobals::TileDistFar )
02012                         {
02013                                 <font class="comment">// The test is "when do we enter in the Split area OR in TileDistFar area?", so we can use Quadrant PriorityList</font>
02014                                 quadrantId= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.selectQuadrant(dirToSplitPoint);
02015 
02016                                 <font class="comment">// compute deltaDist as default "Direction less quadrant"</font>
02017                                 minDeltaDistToUpdate= normalEMDeltaDist;
02018                                 <font class="comment">// We must know when we enter in TileErrorMetric zone, because the computing is different.</font>
02019                                 minDeltaDistToUpdate= <a class="code" href="bit__set_8cpp.html#a0">min</a>(minDeltaDistToUpdate, distMinFace - CLandscapeGlobals::TileDistFar);
02020 
02021                                 <font class="comment">// try with quadrant if &gt; 0.</font>
02022                                 <font class="keywordflow">if</font>(quadrantId&gt;0)                                
02023                                 {
02024                                         <font class="keyword">const</font> CVector   &amp;quadrantDir= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.getQuadrantDirection(quadrantId);
02025 
02026                                         <font class="comment">// We must not approach the SplitPoint at distNormalSplitMerge</font>
02027                                         <font class="keywordtype">float</font>   dMin= quadrantDir*dirToSplitPoint - distNormalSplitMerge;
02028                                         <font class="comment">// and we must not reach one of the 3 sphere (Vi, TileDistFar).</font>
02029                                         <font class="keywordtype">float</font>   d0 = quadrantDir*dirToV0 - CLandscapeGlobals::TileDistFar;
02030                                         <font class="keywordtype">float</font>   d1 = quadrantDir*dirToV1 - CLandscapeGlobals::TileDistFar;
02031                                         <font class="keywordtype">float</font>   d2 = quadrantDir*dirToV2 - CLandscapeGlobals::TileDistFar;
02032                                         <font class="comment">// take min dist</font>
02033                                         dMin= minof(dMin, d0, d1, d2);
02034 
02035                                         <font class="comment">// If the dist with quadrant is too small then use the std way (without quadrant).</font>
02036                                         <font class="keywordflow">if</font>( dMin&lt;<a class="code" href="tessellation_8cpp.html#a0">NL3D_TESS_USE_QUADRANT_THRESHOLD</a> )
02037                                                 quadrantId= 0;
02038                                         <font class="comment">// else ok, use quadrant behavior</font>
02039                                         <font class="keywordflow">else</font>
02040                                                 minDeltaDistToUpdate= dMin;
02041                                 }
02042                         }
02044                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>( distMinFace &gt; CLandscapeGlobals::TileDistNear )
02045                         {
02046                                 <font class="comment">// NB: can't use quadrant behavior here. Leave quadrantId at 0.</font>
02047 
02048                                 <font class="comment">// Profile</font>
02049                                 <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a82">ProfNRefineInTileTransition</a>, 1);
02050 
02051                                 <font class="comment">// Compute distance to split/Merge in TileTransition</font>
02052                                 <font class="keywordtype">float</font>   distTileTransSplitMerge;
02053                                 <font class="keywordtype">float</font>   maxDeltaDist= 8;
02054                                 <font class="keywordtype">float</font>   minDeltaDist= 0;
02055                                 uint    nbRecurs= 6;
02056                                 <font class="keywordtype">float</font>   nearLimit;
02057                                 nearLimit= CLandscapeGlobals::RefineThreshold * <a class="code" href="classNL3D_1_1CTessFace.html#a9">computeNearLimit</a>();
02058                                 <font class="comment">// search the distance to split recursively.</font>
02059                                 <font class="keywordflow">for</font>(uint i=0; i&lt; nbRecurs; i++)
02060                                 {
02061                                         <font class="keywordtype">float</font>   pivotDeltaDist= (maxDeltaDist-minDeltaDist)/2;
02062                                         <font class="comment">// If the em computed with this distance is still &lt;1 (ie merged), then we can move further.</font>
02063                                         <font class="keywordflow">if</font> ( <a class="code" href="classNL3D_1_1CTessFace.html#c1">computeTileEMForUpdateRefine</a>(distSplitPoint-pivotDeltaDist, distMinFace-pivotDeltaDist, nearLimit ) &lt; 1)
02064                                                 minDeltaDist= pivotDeltaDist;
02065                                         <font class="comment">// else we must move not as far</font>
02066                                         <font class="keywordflow">else</font>
02067                                                 maxDeltaDist= pivotDeltaDist;
02068                                 }
02069                                 <font class="comment">// And so take the minimum resulting delta distance</font>
02070                                 distTileTransSplitMerge= minDeltaDist;
02071                                 
02072                                 <font class="comment">// take the min with distance of distMinFace to the TileDistNear and TileDistFar sphere, because formula change at</font>
02073                                 <font class="comment">// those limits.</font>
02074                                 minDeltaDistToUpdate= <a class="code" href="bit__set_8cpp.html#a0">min</a>(distTileTransSplitMerge, CLandscapeGlobals::TileDistFar - distMinFace );
02075                                 minDeltaDistToUpdate= <a class="code" href="bit__set_8cpp.html#a0">min</a>(minDeltaDistToUpdate, distMinFace - CLandscapeGlobals::TileDistNear);
02076                         }
02078                         <font class="keywordflow">else</font>
02079                         {
02080                                 <font class="comment">// because the face is not a Tile Level (ie Level&lt;Patch-&gt;TileLimitLevel), it should be splitted, </font>
02081                                 <font class="comment">// and won't merge until reaching at least the TileDistNear sphere.</font>
02082                                 <font class="comment">// if not splited (should not arise), force the split next time.</font>
02083                                 minDeltaDistToUpdate= 0;
02084                         }
02085 
02086                 }
02087 
02088                 <font class="comment">// Profile.</font>
02089                 <font class="keywordflow">if</font>(minDeltaDistToUpdate&lt;0.0625)
02090                 {
02091                         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a83">ProfNRefineWithLowDistance</a>, 1);
02092                 }
02093 
02094 
02095                 <font class="comment">// insert in the Split priority list.</font>
02096                 <font class="comment">// Until the RefineCenter move under minDeltaDistToUpdate, we don't need to test face.</font>
02097                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_SplitPriorityList.insert(quadrantId, minDeltaDistToUpdate, <font class="keyword">this</font>);
02098         }
02099 }
02100 
02101 
02102 <font class="comment">// ***************************************************************************</font>
<a name="l02103"></a><a class="code" href="classNL3D_1_1CTessFace.html#a15">02103</a> <font class="keywordtype">void</font>            CTessFace::updateRefineMerge()
02104 {
02105         <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a77">ProfNRefineFaces</a>, 1);
02106 
02107         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>);
02108         <font class="comment">// The face must be splitted, because tested for merge.</font>
02109         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
02110 
02111         <font class="comment">/*</font>
02112 <font class="comment">                NB: see above for some updateRefine*** doc.</font>
02113 <font class="comment">        */</font>
02114 
02115         <font class="comment">// Test for merge.</font>
02116         <font class="comment">//-----------------------</font>
02117         <font class="keywordtype">bool</font>    merged= <font class="keyword">false</font>;
02118         {
02119                 <a class="code" href="classNL3D_1_1CTessFace.html#a10">updateErrorMetric</a>();
02120                 <font class="keywordtype">float</font>   ps=<a class="code" href="classNL3D_1_1CTessFace.html#z821_3">ErrorMetric</a>;
02121                 ps*= CLandscapeGlobals::OORefineThreshold;
02122                 <font class="comment">// 1.0f is the point of split().</font>
02123                 <font class="comment">// 2.0f is the end of geomorph.</font>
02124 
02125 
02126                 <font class="comment">// Test merge.</font>
02127                 <font class="comment">//---------------------</font>
02128                 <font class="comment">// Else, must merge ??</font>
02129                 <font class="keywordflow">if</font>(ps&lt;1.0f)
02130                 {
02131                         <font class="comment">// Merge only if agree, and neighbors agree.</font>
02132                         <font class="comment">// canMerge() test all the good thing: FBase==CantMergeFace, or this is rectangular etc...</font>
02133                         <font class="comment">// The test is propagated to neighbors.</font>
02134                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#c2">canMerge</a>(<font class="keyword">true</font>))
02135                         {
02136                                 <a class="code" href="classNL3D_1_1CTessFace.html#a12">merge</a>();
02137 
02138                                 <font class="comment">// NB: here, merge() is not propagated to fathers (supposed to be not very usefull).</font>
02139 
02140                                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02141                                 {
02142                                         merged= <font class="keyword">true</font>;
02143                                 }
02144                         }
02145                 }
02146         }
02147 
02148 
02149         <font class="comment">// Insert the face in the priority list.</font>
02150         <font class="comment">//-----------------------</font>
02151         <font class="comment">// If merged, then insertion in Landscape-&gt;SplitPriorityList at 0 has been done. so nothing to update.</font>
02152         <font class="comment">// Else, must compute when whe should re-test.</font>
02153         <font class="keywordflow">if</font>(!merged)
02154         {
02155                 <font class="comment">// the face is splitted here.</font>
02156                 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
02157 
02158                 <font class="keywordtype">float</font>   minDeltaDistToUpdate;
02159 
02160 
02161                 <font class="comment">// The distance of SplitPoint to center.</font>
02162                 <font class="keywordtype">float</font>   distSplitPoint= (<a class="code" href="classNL3D_1_1CTessFace.html#z821_2">SplitPoint</a> - CLandscapeGlobals::RefineCenter).norm();
02163                 <font class="comment">// Compute distance from refineCenter to normal split/merge (ie without tile transition).</font>
02164                 <font class="keywordtype">float</font>   distNormalSplitMerge= (float)sqrt(<a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>*CLandscapeGlobals::OORefineThreshold);
02165 
02166 
02167                 <font class="comment">// If the face is at its max subdivision</font>
02168                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&gt;=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel+CLandscapeGlobals::TileMaxSubdivision)
02169                 {
02170                         <font class="comment">// since the face is splitted, then must test always this face, because we must merge it (as soon as it is possible).</font>
02171                         minDeltaDistToUpdate= 0;
02172                 }
02173                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&gt;=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
02174                 {
02175                         <font class="comment">// Always normal ErrorMetric. Because Faces at Tile level decide to split or merge their sons independently </font>
02176                         <font class="comment">// of "Tile ErrorMetric".</font>
02177                         <font class="comment">// since splitted, compute distance to merge.</font>
02178                         minDeltaDistToUpdate= distNormalSplitMerge - distSplitPoint;
02179                         <font class="comment">// NB: it is possible that minDeltaDistToUpdate&lt;0. A good example is when we are enforced split.</font>
02180                         <font class="comment">// Then, distSplitMerge may be &lt; distSplitPoint, meaning we should have not split, but a neigbhor has enforced us.</font>
02181                         <font class="comment">// So now, must test every frame if we can merge....</font>
02182                         minDeltaDistToUpdate= max( 0.f, minDeltaDistToUpdate );
02183                 }
02184                 <font class="keywordflow">else</font>
02185                 {
02186                         <font class="comment">// Compute Distance of the face from RefineCenter. It is the min of the 3 points, as in computeTileErrorMetric().</font>
02187                         <font class="keywordtype">float</font>   s0= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
02188                         <font class="keywordtype">float</font>   s1= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
02189                         <font class="keywordtype">float</font>   s2= (<a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;EndPos - CLandscapeGlobals::RefineCenter).sqrnorm();
02190                         <font class="keywordtype">float</font>   distMinFace= (float)sqrt( minof(s0, s1, s2) );
02191 
02192                         <font class="comment">// compute the delta distance to the normal split point. See above for doc.</font>
02193                         <font class="keywordtype">float</font>   normalEMDeltaDist;
02194                         normalEMDeltaDist= distNormalSplitMerge - distSplitPoint;
02195                         normalEMDeltaDist= max( 0.f, normalEMDeltaDist );
02196 
02197 
02198                         <font class="comment">/* </font>
02199 <font class="comment">                        There is 3 possibles cases, according to level, and the distances minFaceDist:</font>
02200 <font class="comment">                        */</font>
02202                         <font class="keywordflow">if</font>( distMinFace &gt; CLandscapeGlobals::TileDistFar )
02203                         {
02204                                 <font class="comment">// normal geomorph. Any face compute the distance to the SplitPoint, and take min with distance to</font>
02205                                 <font class="comment">// the TileDistFar sphere. </font>
02206                                 minDeltaDistToUpdate= normalEMDeltaDist;
02207 
02208                                 <font class="comment">// We must know when we enter in TileErrorMetric zone, because the computing is different.</font>
02209                                 minDeltaDistToUpdate= <a class="code" href="bit__set_8cpp.html#a0">min</a>(minDeltaDistToUpdate, distMinFace - CLandscapeGlobals::TileDistFar);
02210                         }
02212                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>( distMinFace &gt; CLandscapeGlobals::TileDistNear )
02213                         {
02214                                 <font class="comment">// Profile</font>
02215                                 <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a82">ProfNRefineInTileTransition</a>, 1);
02216 
02217 
02218                                 <font class="comment">// Compute distance to split/Merge in TileTransition</font>
02219                                 <font class="keywordtype">float</font>   distTileTransSplitMerge;
02220                                 <font class="keywordtype">float</font>   maxDeltaDist= 8;
02221                                 <font class="keywordtype">float</font>   minDeltaDist= 0;
02222                                 uint    nbRecurs= 6;
02223                                 <font class="keywordtype">float</font>   nearLimit;
02224                                 nearLimit= CLandscapeGlobals::RefineThreshold * <a class="code" href="classNL3D_1_1CTessFace.html#a9">computeNearLimit</a>();
02225                                 <font class="comment">// Since splitted, compute distance to merge.</font>
02226                                 <font class="comment">// search the distance recursively.</font>
02227                                 <font class="keywordflow">for</font>(uint i=0; i&lt; nbRecurs; i++)
02228                                 {
02229                                         <font class="keywordtype">float</font>   pivotDeltaDist= (maxDeltaDist-minDeltaDist)/2;
02230                                         <font class="comment">// If the em computed with this distance is still &gt;1 (ie splitted), then we can move further.</font>
02231                                         <font class="keywordflow">if</font> ( <a class="code" href="classNL3D_1_1CTessFace.html#c1">computeTileEMForUpdateRefine</a>(distSplitPoint+pivotDeltaDist, distMinFace+pivotDeltaDist, nearLimit ) &gt; 1)
02232                                                 minDeltaDist= pivotDeltaDist;
02233                                         <font class="comment">// else we must move not as far</font>
02234                                         <font class="keywordflow">else</font>
02235                                                 maxDeltaDist= pivotDeltaDist;
02236                                 }
02237                                 <font class="comment">// And so take the minimum resulting delta distance</font>
02238                                 distTileTransSplitMerge= minDeltaDist;
02239                                 
02240                                 <font class="comment">// take the min with distance of distMinFace to the TileDistNear and TileDistFar sphere, because formula change at</font>
02241                                 <font class="comment">// those limits.</font>
02242                                 minDeltaDistToUpdate= <a class="code" href="bit__set_8cpp.html#a0">min</a>(distTileTransSplitMerge, CLandscapeGlobals::TileDistFar - distMinFace );
02243                                 minDeltaDistToUpdate= <a class="code" href="bit__set_8cpp.html#a0">min</a>(minDeltaDistToUpdate, distMinFace - CLandscapeGlobals::TileDistNear);
02244                         }
02246                         <font class="keywordflow">else</font>
02247                         {
02248                                 <font class="comment">// because the face is not a Tile Level (ie Level&lt;Patch-&gt;TileLimitLevel), it should be splitted, </font>
02249                                 <font class="comment">// and won't merge until reaching at least the TileDistNear sphere.</font>
02250                                 <font class="comment">// Since splitted, Must enter in TileErrorMetric area to know when to merge.</font>
02251                                 minDeltaDistToUpdate= CLandscapeGlobals::TileDistNear - distMinFace;
02252                         }
02253 
02254                 }
02255 
02256                 <font class="comment">// Merge Refine Threshold: because of enforced splits, we have lot of faces whit minDeltaDistToUpdate&lt;0, because</font>
02257                 <font class="comment">// they alwayas want to merge. To avoid this, add a delta, which delay the test for merge.</font>
02258                 <font class="comment">// The caveat is that faces which do not need this may merge later. But 2 meters won't add too many faces.</font>
02259                 minDeltaDistToUpdate+= <a class="code" href="landscape__def_8h.html#a7">NL3D_REFINE_MERGE_THRESHOLD</a>;
02260 
02261                 <font class="comment">// insert in the Merge priority list.</font>
02262                 <font class="comment">// Until the RefineCenter move under minDeltaDistToUpdate, we don't need to test face.</font>
02263                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;_MergePriorityList.insert(0, minDeltaDistToUpdate, <font class="keyword">this</font>);
02264         }
02265 }
02266 
02267 
02268 <font class="comment">// ***************************************************************************</font>
<a name="l02269"></a><a class="code" href="classNL3D_1_1CTessFace.html#a17">02269</a> <font class="keywordtype">void</font>            CTessFace::unbind()
02270 {
02271         <font class="comment">// NB: since CantMergeFace has a NULL patch ptr, it is unbound too.</font>
02272 
02273         <font class="comment">// Square case.</font>
02274         <font class="comment">//=============</font>
02275         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
02276         {
02277                 <font class="comment">// Change Left/Right neighbors.</font>
02278                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02279                 {
02280                         <font class="comment">// FLeft and FRight pointers are only valid in Leaves nodes.</font>
02281                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>)
02282                         {
02283                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;changeNeighbor(<font class="keyword">this</font>, NULL);
02284                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>= NULL;
02285                         }
02286                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>)
02287                         {
02288                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>-&gt;changeNeighbor(<font class="keyword">this</font>, NULL);
02289                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>= NULL;
02290                         }
02291                 }
02292                 <font class="comment">// Change Base neighbors.</font>
02293                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>)
02294                 {
02295                         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *oldNeigbhorFace= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>;
02296 
02297                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;changeNeighbor(<font class="keyword">this</font>, NULL);
02298                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>= NULL;
02299                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02300                         {
02301                                 <font class="comment">// Duplicate the VBase of sons, so the unbind is correct and no vertices are shared.</font>
02302                                 CTessVertex     *old= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase;
02303                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
02304                                 *(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase)= *old;
02305                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase;
02306 
02307                                 <font class="comment">// For geomorph (VertexProgram or soft), compute good MaxFaceSize and MaxNearLimit (change since unbinded)</font>
02308                                 <font class="comment">// update us.</font>
02309                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;MaxFaceSize= <a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>;
02310                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;MaxNearLimit= <a class="code" href="classNL3D_1_1CTessFace.html#a9">computeNearLimit</a>();
02311                                 <font class="comment">// update our neigbhor, only if not a multiple patch face.</font>
02312                                 <font class="keywordflow">if</font>(oldNeigbhorFace-&gt;Patch)
02313                                 {
02314                                         old-&gt;MaxFaceSize= oldNeigbhorFace-&gt;Size;
02315                                         old-&gt;MaxNearLimit= oldNeigbhorFace-&gt;computeNearLimit();
02316                                 }
02317                         }
02318                 }
02319         }
02320         <font class="comment">// Rectangular case.</font>
02321         <font class="comment">//==================</font>
02322         <font class="keywordflow">else</font>
02323         {
02324                 <font class="comment">// Doens't need to test FBase, since must be same patch.</font>
02325                 <font class="comment">// In rectangular, FLeft has the behavior of FBase in square case.</font>
02326                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>)
02327                 {
02328                         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *oldNeigbhorFace= <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>;
02329 
02330                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;changeNeighbor(<font class="keyword">this</font>, NULL);
02331                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>= NULL;
02332                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02333                         {
02334                                 <font class="comment">// Duplicate the VBase of sons, so the unbind is correct and no vertices are shared.</font>
02335                                 <font class="comment">// NB: this code is a bit different from square case.</font>
02336                                 CTessVertex     *old= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase;
02337                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;newTessVertex();
02338                                 *(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase)= *old;
02339                                 <font class="comment">// This is the difference:  (see rectangle tesselation rules).</font>
02340                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase;
02341                                 <font class="comment">// Yoyo_patch_himself (12/02/2001): I forgot this one!!</font>
02342                                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft);
02343                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;VRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase;
02344 
02345 
02346                                 <font class="comment">// For geomorph (VertexProgram or soft), compute good MaxFaceSize and MaxNearLimit (change since unbinded)</font>
02347                                 <font class="comment">// update us.</font>
02348                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;MaxFaceSize= <a class="code" href="classNL3D_1_1CTessFace.html#z821_1">Size</a>;
02349                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;MaxNearLimit= <a class="code" href="classNL3D_1_1CTessFace.html#a9">computeNearLimit</a>();
02350                                 <font class="comment">// update our neigbhor, only if not a multiple patch face.</font>
02351                                 <font class="keywordflow">if</font>(oldNeigbhorFace-&gt;Patch)
02352                                 {
02353                                         old-&gt;MaxFaceSize= oldNeigbhorFace-&gt;Size;
02354                                         old-&gt;MaxNearLimit= oldNeigbhorFace-&gt;computeNearLimit();
02355                                 }
02356                         }
02357                 }
02358                 <font class="comment">// But FRight still valid in leaves nodes only.</font>
02359                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02360                 {
02361                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>-&gt;Patch!=<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>)
02362                         {
02363                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>-&gt;changeNeighbor(<font class="keyword">this</font>, NULL);
02364                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>= NULL;
02365                         }
02366                 }
02367         }
02368 
02369         <font class="comment">// Propagate unbind.</font>
02370         <font class="comment">//==================</font>
02371         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02372         {
02373                 <font class="comment">// update sons vertex pointers (since they may have been updated by me or my grandfathers).</font>
02374                 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
02375                 {
02376                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>;
02377                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>;
02378                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>;
02379                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>;
02380                 }
02381                 <font class="keywordflow">else</font>
02382                 {
02383                         <font class="comment">// Rectangular case. Update only ptrs which may have changed.</font>
02384                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VLeft= <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>;
02385                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VBase= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>;
02386                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VRight= <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>;
02387                 }
02388 
02389                 <font class="comment">// Must re-create good Vertex links for Far and Near Vertices!!!</font>
02390                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;updateNearFarVertices();
02391                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;updateNearFarVertices();
02392                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
02393                 {
02394                         <font class="comment">//NB: must do this for Base neighbor (see unbind() rectangular case...).</font>
02395                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonRight);
02396                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;updateNearFarVertices();
02397                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonRight-&gt;updateNearFarVertices();
02398                 }
02399 
02400                 <font class="comment">// unbind the sons.</font>
02401                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;unbind();
02402                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;unbind();
02403         }
02404 
02405 }
02406 <font class="comment">// ***************************************************************************</font>
<a name="l02407"></a><a class="code" href="classNL3D_1_1CTessFace.html#a18">02407</a> <font class="keywordtype">void</font>            CTessFace::forceMerge()
02408 {
02409         <font class="keywordflow">if</font>(<font class="keyword">this</font>== &amp;<a class="code" href="classNL3D_1_1CTessFace.html#r0">CantMergeFace</a>)
02410                 <font class="keywordflow">return</font>;
02411 
02412         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02413         {
02414                 <font class="comment">// First, force merge of Sons and neighbor sons, to have a diamond configuration.</font>
02415                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;forceMerge();
02416                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;forceMerge();
02417 
02418                 <font class="comment">// forceMerge of necessary neighbors.</font>
02419                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_15">RecursMarkForceMerge</a>=<font class="keyword">true</font>;
02420                 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
02421                 {
02422                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;RecursMarkForceMerge)
02423                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;forceMerge();
02424                 }
02425                 <font class="keywordflow">else</font>
02426                 {
02427                         <font class="comment">// Rectangular case. May have a longer propagation...</font>
02428                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;RecursMarkForceMerge)
02429                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;forceMerge();
02430                         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a> &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;RecursMarkForceMerge)
02431                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>-&gt;forceMerge();
02432                 }
02433                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_15">RecursMarkForceMerge</a>=<font class="keyword">false</font>;
02434 
02435                 <font class="comment">// If still a parent, merge.</font>
02436                 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02437                         <a class="code" href="classNL3D_1_1CTessFace.html#a12">merge</a>();
02438         }
02439 }
02440 
02441 
02442 <font class="comment">// ***************************************************************************</font>
<a name="l02443"></a><a class="code" href="classNL3D_1_1CTessFace.html#a23">02443</a> <font class="keywordtype">void</font>            CTessFace::forceMergeAtTileLevel()
02444 {
02445         <font class="keywordflow">if</font>(<font class="keyword">this</font>== &amp;<a class="code" href="classNL3D_1_1CTessFace.html#r0">CantMergeFace</a>)
02446                 <font class="keywordflow">return</font>;
02447 
02448         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02449         {
02450                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;forceMergeAtTileLevel();
02451                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;forceMergeAtTileLevel();
02452         }
02453         <font class="keywordflow">else</font>
02454         {
02455                 <font class="comment">// If we are at tile subdivision, we must force our sons to merge.</font>
02456                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>==<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
02457                         <a class="code" href="classNL3D_1_1CTessFace.html#a18">forceMerge</a>();
02458         }
02459 }
02460 
02461 
02462 <font class="comment">// ***************************************************************************</font>
<a name="l02463"></a><a class="code" href="classNL3D_1_1CTessFace.html#a24">02463</a> <font class="keywordtype">void</font>            CTessFace::averageTesselationVertices()
02464 {
02465         <font class="comment">// If we are not splitted, no-op.</font>
02466         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02467                 <font class="keywordflow">return</font>;
02468 
02469 
02470         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *neighbor;
02471         <font class="comment">// Normal square case.</font>
02472         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
02473         {
02474                 neighbor= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>;
02475         }
02476         <font class="comment">// Special Rectangular case.</font>
02477         <font class="keywordflow">else</font>
02478         {
02479                 <font class="comment">// NB: here, just need to compute average of myself with FLeft, because my neighbor FBase </font>
02480                 <font class="comment">// is on same patch (see splitRectangular()), and is average with its FLeft neighbor is done </font>
02481                 <font class="comment">// on an other branch of the recurs call.</font>
02482                 neighbor= <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>;
02483         }
02484 
02485 
02486         <font class="comment">/* Try to average with neighbor.</font>
02487 <font class="comment">                - if no neighbor, no-op :).</font>
02488 <font class="comment">                - if neighbor is bind 1/N (CantMergeFace), no-op too, because the vertex is a BaseVertex, so don't modify.</font>
02489 <font class="comment">                - if my patch is same than my neighbor, then we are on a same patch :), and so no need to average.</font>
02490 <font class="comment">        */</font>
02491         <font class="keywordflow">if</font>(neighbor!=NULL &amp;&amp; neighbor!=&amp;<a class="code" href="classNL3D_1_1CTessFace.html#r0">CantMergeFace</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>!= neighbor-&gt;Patch)
02492         {
02493                 <a class="code" href="debug_8h.html#a6">nlassert</a>(neighbor-&gt;Patch);
02494                 <a class="code" href="debug_8h.html#a6">nlassert</a>(!neighbor-&gt;isLeaf());
02495                 <font class="comment">// must compute average beetween me and my neighbor.</font>
02496                 <font class="comment">// NB: this work with both rectangular and square triangles (see split*()).</font>
02497                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase == neighbor-&gt;SonLeft-&gt;VBase);
02498 
02499                 CVector         v0= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;computeVertex(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase.getT());
02500                 CVector         v1= neighbor-&gt;Patch-&gt;computeVertex(neighbor-&gt;SonLeft-&gt;PVBase.getS(), neighbor-&gt;SonLeft-&gt;PVBase.getT());
02501 
02502                 <font class="comment">// And so set the average.</font>
02503                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;EndPos= (v0+v1)/2;
02504         }
02505 
02506 
02507         <font class="comment">// Do same thing for sons. NB: see above, we are not a leaf.</font>
02508         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;averageTesselationVertices();
02509         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;averageTesselationVertices();
02510 }
02511 
02512 
02513 <font class="comment">// ***************************************************************************</font>
<a name="l02514"></a><a class="code" href="classNL3D_1_1CTessFace.html#a25">02514</a> <font class="keywordtype">void</font>            CTessFace::refreshTesselationGeometry()
02515 {
02516         <font class="comment">// must enlarge the little tessBlock (if any), for clipping.</font>
02517         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;extendTessBlockWithEndPos(<font class="keyword">this</font>);
02518 
02519         <font class="comment">// If we are not splitted, no-op.</font>
02520         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02521                 <font class="keywordflow">return</font>;
02522 
02523 
02524         <font class="comment">/* NB: rectangular case: just need to take SonLeft-&gt;VBase, because my neighbor on FBase will compute his son</font>
02525 <font class="comment">                on an other branch of the recurs call.</font>
02526 <font class="comment">        */</font>
02527         <font class="comment">// re-compute this position (maybe with new noise geometry in Tile Edition).</font>
02528         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;EndPos= <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;computeVertex(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase.getT());
02529         <font class="comment">// overwrite cur Pos (NB: specialy hardcoded for Tile edition).</font>
02530         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;Pos= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;EndPos;
02531 
02532         <font class="comment">// Do same thing for sons. NB: see above, we are not a leaf.</font>
02533         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;refreshTesselationGeometry();
02534         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;refreshTesselationGeometry();
02535 }
02536 
02537 
02538 <font class="comment">// ***************************************************************************</font>
<a name="l02539"></a><a class="code" href="classNL3D_1_1CTessFace.html#a20">02539</a> <font class="keywordtype">bool</font>            CTessFace::updateBindEdge(CTessFace     *&amp;edgeFace, <font class="keywordtype">bool</font> &amp;splitWanted)
02540 {
02541         <font class="comment">// Return true, when the bind should be Ok, or if a split has occured.</font>
02542         <font class="comment">// Return false only if pointers are updated, without splits.</font>
02543 
02544         <font class="keywordflow">if</font>(edgeFace==NULL)
02545                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
02546 
02547         <font class="keywordflow">if</font>(edgeFace-&gt;isLeaf())
02548                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
02549 
02550         <font class="comment">/*</font>
02551 <font class="comment">                Look at the callers, and you'll see that "this" is always a leaf.</font>
02552 <font class="comment">                Therefore, edgeFace is a valid pointer (either if it is FLeft, FRight or FBase).</font>
02553 <font class="comment">        */</font>
02554 
02555         <font class="comment">// MultiPatch face case.</font>
02556         <font class="comment">//======================</font>
02557         <font class="comment">// If neighbor is a multiple face.</font>
02558         <font class="keywordflow">if</font>(edgeFace-&gt;Patch==NULL &amp;&amp; edgeFace-&gt;FBase==<font class="keyword">this</font>)
02559         {
02560                 splitWanted= <font class="keyword">true</font>;
02561                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
02562         }
02563 
02564 
02565         <font class="comment">// neighbor is a "Square face" case.</font>
02566         <font class="comment">//==================================</font>
02567         <font class="keywordflow">if</font>(!edgeFace-&gt;isRectangular())
02568         {
02569                 <font class="comment">// NB: this code works either if I AM a rectangular face or a square face.</font>
02570 
02571                 <font class="comment">// If the neighbor is splitted  on ourself, split...</font>
02572                 <font class="keywordflow">if</font>(edgeFace-&gt;FBase==<font class="keyword">this</font>)
02573                 {
02574                         splitWanted= <font class="keyword">true</font>;
02575                         <font class="keywordflow">return</font> <font class="keyword">true</font>;
02576                 }
02577                 <font class="keywordflow">else</font>
02578                 {
02579                         <font class="comment">// Just update pointers...</font>
02580                         <font class="keywordflow">if</font>(edgeFace-&gt;FLeft==<font class="keyword">this</font>)
02581                         {
02582                                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *sonLeft= edgeFace-&gt;SonLeft;
02583                                 sonLeft-&gt;FBase= <font class="keyword">this</font>;
02584                                 edgeFace= sonLeft;
02585                         }
02586                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(edgeFace-&gt;FRight==<font class="keyword">this</font>)
02587                         {
02588                                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *sonRight= edgeFace-&gt;SonRight;
02589                                 sonRight-&gt;FBase= <font class="keyword">this</font>;
02590                                 edgeFace= sonRight;
02591                         }
02592                         <font class="keywordflow">else</font>
02593                         {
02594                                 <font class="comment">// Look at the callers, and you'll see that "this" is always a leaf.</font>
02595                                 <font class="comment">// Therefore, we should never be here.</font>
02596                                 <a class="code" href="debug_8h.html#a12">nlstop</a>;
02597                         }
02598                 }
02599         }
02600         <font class="comment">// neighbor is a "Rectangle face" case.</font>
02601         <font class="comment">//=====================================</font>
02602         <font class="keywordflow">else</font>
02603         {
02604                 <font class="comment">// NB: this code works either if I AM a rectangular face or a square face.</font>
02605 
02606                 <font class="comment">// If the neighbor is splitted  on ourself, split...</font>
02607                 <font class="comment">// Test FLeft because of rectangular case... :)</font>
02608                 <font class="comment">// FBase should be tested too. If edgeFace-&gt;FBase==this, I should be myself a rectangular face.</font>
02609                 <font class="keywordflow">if</font>(edgeFace-&gt;FLeft==<font class="keyword">this</font> || edgeFace-&gt;FBase==<font class="keyword">this</font>)
02610                 {
02611                         splitWanted= <font class="keyword">true</font>;
02612                         <font class="keywordflow">return</font> <font class="keyword">true</font>;
02613                 }
02614                 <font class="keywordflow">else</font>
02615                 {
02616                         <font class="keywordflow">if</font>(edgeFace-&gt;FRight==<font class="keyword">this</font>)
02617                         {
02618                                 <font class="comment">// See rectangular tesselation rules, too know why we do this.</font>
02619                                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *sonRight= edgeFace-&gt;SonRight;
02620                                 sonRight-&gt;FRight= <font class="keyword">this</font>;
02621                                 edgeFace= sonRight;
02622                         }
02623                         <font class="keywordflow">else</font>
02624                         {
02625                                 <font class="comment">// Look at the callers, and you'll see that "this" is always a leaf.</font>
02626                                 <font class="comment">// Therefore, we should never be here.</font>
02627                                 <a class="code" href="debug_8h.html#a12">nlstop</a>;
02628                         }
02629                 }
02630         }
02631 
02632         <font class="keywordflow">return</font> <font class="keyword">false</font>;
02633 }
02634 
02635 
02636 
02637 <font class="comment">// ***************************************************************************</font>
<a name="l02638"></a><a class="code" href="classNL3D_1_1CTessFace.html#a22">02638</a> <font class="keywordtype">void</font>            CTessFace::updateBindAndSplit()
02639 {
02640         <font class="keywordtype">bool</font>    splitWanted= <font class="keyword">false</font>;
02641         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *f0= NULL;
02642         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *f1= NULL;
02643         <font class="comment">/*</font>
02644 <font class="comment">                Look at the callers, and you'll see that "this" is always a leaf.</font>
02645 <font class="comment">                Therefore, FBase, FLeft and FRight are good pointers, and *FLeft and *FRight should be Ok too.</font>
02646 <font class="comment">        */</font>
02647         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
02648         <font class="keywordflow">while</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a20">updateBindEdge</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>, splitWanted));
02649         <font class="comment">// FLeft and FRight pointers are only valid in Leaves nodes.</font>
02650         <font class="keywordflow">while</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a20">updateBindEdge</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>, splitWanted));
02651         <font class="keywordflow">while</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a20">updateBindEdge</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>, splitWanted));
02652         <font class="comment">// In rectangular case, we MUST also update edges of FBase.</font>
02653         <font class="comment">// Because splitRectangular() split those two faces at the same time.</font>
02654         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
02655         {
02656                 f0= <font class="keyword">this</font>;
02657                 f1= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>;
02658                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>);
02659                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf());
02660                 <font class="comment">// Doesn't need to update FBase-&gt;FBase, since it's me!</font>
02661                 <font class="comment">// FLeft and FRight pointers are only valid in Leaves nodes.</font>
02662                 <font class="keywordflow">while</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;updateBindEdge(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;FLeft, splitWanted));
02663                 <font class="keywordflow">while</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;updateBindEdge(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;FRight, splitWanted));
02664         }
02665 
02666 
02667 
02668         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *fmult= NULL;
02669         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *fmult0= NULL;
02670         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *fmult1= NULL;
02671         <font class="comment">// If multipatch face case.</font>
02672         <font class="comment">//=========================</font>
02673         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
02674         {
02675                 <font class="comment">// multipatch face case are detected when face-&gt;Patch==NULL !!!</font>
02676                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;Patch==NULL)
02677                 {
02678                         fmult= <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>;
02679                         <font class="comment">// First, trick: FBase is NULL, so during the split. =&gt; no ptr problem.</font>
02680                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>= NULL;
02681                 }
02682         }
02683         <font class="keywordflow">else</font>
02684         {
02685                 <font class="comment">// multipatch face case are detected when face-&gt;Patch==NULL !!!</font>
02686                 <font class="keywordflow">if</font>(f0-&gt;FLeft &amp;&amp; f0-&gt;FLeft-&gt;Patch==NULL)
02687                 {
02688                         fmult0= f0-&gt;FLeft;
02689                         <font class="comment">// First, trick: neighbor is NULL, so during the split. =&gt; no ptr problem.</font>
02690                         f0-&gt;FLeft= NULL;
02691                 }
02692                 <font class="comment">// multipatch face case are detected when face-&gt;Patch==NULL !!!</font>
02693                 <font class="keywordflow">if</font>(f1-&gt;FLeft &amp;&amp; f1-&gt;FLeft-&gt;Patch==NULL)
02694                 {
02695                         fmult1= f1-&gt;FLeft;
02696                         <font class="comment">// First, trick: neighbor is NULL, so during the split. =&gt; no ptr problem.</font>
02697                         f1-&gt;FLeft= NULL;
02698                 }
02699         }
02700 
02701         <font class="comment">// Then split, and propagate.</font>
02702         <font class="comment">//===========================</font>
02703         <a class="code" href="classNL3D_1_1CTessFace.html#a11">split</a>(<font class="keyword">false</font>);
02704         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
02705         {
02706                 <font class="keywordflow">if</font>(FBase)
02707                 {
02708                         <font class="keywordflow">while</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf())
02709                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;updateBindAndSplit();
02710                 }
02711                 <font class="comment">// There is a possible bug here (maybe easily patched). Sons may have be propagated splitted.</font>
02712                 <font class="comment">// And problems may arise because this face hasn't yet good connectivity.</font>
02713                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;isLeaf());
02714         }
02715         <font class="keywordflow">else</font>
02716         {
02717                 <font class="keywordflow">if</font>(f0-&gt;FLeft)
02718                 {
02719                         <font class="keywordflow">while</font>(f0-&gt;FLeft-&gt;isLeaf())
02720                                 f0-&gt;FLeft-&gt;updateBindAndSplit();
02721                 }
02722                 <font class="keywordflow">if</font>(f1-&gt;FLeft)
02723                 {
02724                         <font class="keywordflow">while</font>(f1-&gt;FLeft-&gt;isLeaf())
02725                                 f1-&gt;FLeft-&gt;updateBindAndSplit();
02726                 }
02727                 <font class="comment">// There is a possible bug here (maybe easily patched). Sons may have be propagated splitted.</font>
02728                 <font class="comment">// And problems may arise because this face hasn't yet good connectivity.</font>
02729                 <a class="code" href="debug_8h.html#a6">nlassert</a>(f0-&gt;SonLeft-&gt;isLeaf() &amp;&amp; f0-&gt;SonRight-&gt;isLeaf());
02730                 <a class="code" href="debug_8h.html#a6">nlassert</a>(f1-&gt;SonLeft-&gt;isLeaf() &amp;&amp; f1-&gt;SonRight-&gt;isLeaf());
02731         }
02732 
02733 
02734         <font class="comment">// If multipatch face case, update neighbors.</font>
02735         <font class="comment">//===========================================</font>
02736         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>() &amp;&amp; fmult)
02737         {
02738                 <font class="comment">// Update good Face neighbors.</font>
02739                 <font class="comment">//============================</font>
02740                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;FRight= fmult-&gt;SonRight;
02741                 fmult-&gt;SonRight-&gt;changeNeighbor(&amp;CTessFace::MultipleBindFace, <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>);
02742 
02743                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;FLeft= fmult-&gt;SonLeft;
02744                 fmult-&gt;SonLeft-&gt;changeNeighbor(&amp;CTessFace::MultipleBindFace, <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>);
02745 
02746                 <font class="comment">// NB: this work auto with 1/2 or 1/4. See CPatch::bind(), to understand.</font>
02747                 <font class="comment">// In 1/4 case, fmult-&gt;SonLeft and fmult-&gt;SonRight are themselves MultiPatch face. So it will recurse.</font>
02748 
02749                 <font class="comment">// Update good vertex pointer.</font>
02750                 <font class="comment">//============================</font>
02751                 CTessVertex     *vert= fmult-&gt;VBase;
02752 
02753                 <font class="comment">// Copy the good coordinate: those splitted (because of noise).</font>
02754                 vert-&gt;Pos= vert-&gt;StartPos= vert-&gt;EndPos= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase-&gt;EndPos;
02755                 <font class="comment">// But delete the pointer.</font>
02756                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessVertex(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase);
02757                 <font class="comment">// And update sons pointers, to good vertex.</font>
02758                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;VBase= vert;
02759                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;VBase= vert;
02760                 <font class="comment">// Compute correct centers.</font>
02761                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;computeSplitPoint();
02762                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;computeSplitPoint();
02763 
02764 
02765                 <font class="comment">// Update good Far vertex pointer.</font>
02766                 <font class="comment">//================================</font>
02767                 <font class="comment">// Because *-&gt;VBase may have been merged to the multiple bind face, Near/FarVertices which pointed on it must</font>
02768                 <font class="comment">// be setup.</font>
02769                 <font class="comment">// We do not have to propagate this vertex ptr change since sons are leaves!!</font>
02770                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;isLeaf());
02771                 <font class="comment">// update pointers on vertex.</font>
02772                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;updateNearFarVertices();
02773                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;updateNearFarVertices();
02774 
02775 
02776                 <font class="comment">// Bind FBase to a false face which indicate a bind 1/N.</font>
02777                 <font class="comment">// This face prevent for "this" face to be merged...</font>
02778                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>= &amp;<a class="code" href="classNL3D_1_1CTessFace.html#r0">CantMergeFace</a>;
02779 
02780                 <font class="comment">// Therefore, the vertex will be never deleted (since face not merged).</font>
02781                 <font class="comment">// The only way to do this, is to unbind the patch from all (then the vertex is cloned), then the merge will be Ok.</font>
02782         }
02783         <font class="comment">// Else if rectangular.</font>
02784         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(fmult0 || fmult1)
02785         {
02786                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *f;
02787                 sint            i;
02788 
02789                 <font class="comment">// Same reasoning for rectangular patchs, as above.</font>
02790                 <font class="keywordflow">for</font>(i=0;i&lt;2;i++)
02791                 {
02792                         <font class="keywordflow">if</font>(i==0)
02793                                 f= f0, fmult= fmult0;
02794                         <font class="keywordflow">else</font>
02795                                 f= f1, fmult= fmult1;
02796                         <font class="keywordflow">if</font>(fmult)
02797                         {
02798                                 <font class="comment">// Update good Face neighbors (when I am a rectangle).</font>
02799                                 <font class="comment">//============================</font>
02800                                 <font class="comment">// Consider the fmult face as a square face.</font>
02801                                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *toLeft, *toRight;
02802                                 <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *fl=f-&gt;SonLeft, *fr=f-&gt;SonRight;
02803                                 toLeft= fmult-&gt;SonLeft;
02804                                 toRight= fmult-&gt;SonRight;
02805                                 <font class="comment">// Cross connection of sons.</font>
02806                                 fl-&gt;FLeft= toLeft;
02807                                 fr-&gt;FLeft= toRight;
02808                                 toLeft-&gt;changeNeighbor(&amp;CTessFace::MultipleBindFace, fl);
02809                                 toRight-&gt;changeNeighbor(&amp;CTessFace::MultipleBindFace, fr);
02810 
02811                                 <font class="comment">// Update good vertex pointer.</font>
02812                                 <font class="comment">//============================</font>
02813                                 CTessVertex     *vert= fmult-&gt;VBase;
02814 
02815                                 <font class="comment">// Copy the good coordinate: those splitted (because of noise).</font>
02816                                 <font class="comment">// NB: this work too with rectangular patch (see tesselation rules).</font>
02817                                 vert-&gt;Pos= vert-&gt;StartPos= vert-&gt;EndPos= fl-&gt;VBase-&gt;EndPos;
02818                                 <font class="comment">// But delete the pointer.</font>
02819                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;getLandscape()-&gt;deleteTessVertex(fl-&gt;VBase);
02820                                 <font class="comment">// And update sons pointers, to good vertex (rectangular case, see tesselation rules).</font>
02821                                 fl-&gt;VBase= vert;
02822                                 fr-&gt;VLeft= vert;
02823                                 f-&gt;FBase-&gt;SonLeft-&gt;VRight= vert;
02824 
02825                                 <font class="comment">// Point to a bind 1/N indicator.</font>
02826                                 f-&gt;FLeft= &amp;<a class="code" href="classNL3D_1_1CTessFace.html#r0">CantMergeFace</a>;
02827                         }
02828                 }
02829                 <font class="comment">// After all updates done. recompute centers of both sons 's faces, and update far vertices pointers.</font>
02830                 <font class="keywordflow">for</font>(i=0;i&lt;2;i++)
02831                 {
02832                         <font class="keywordflow">if</font>(i==0)
02833                                 f= f0;
02834                         <font class="keywordflow">else</font>
02835                                 f= f1;
02836                         <font class="comment">// Compute correct centers.</font>
02837                         f-&gt;SonRight-&gt;computeSplitPoint();
02838                         f-&gt;SonLeft-&gt;computeSplitPoint();
02839 
02840                         <font class="comment">// Update good Far vertex pointer.</font>
02841                         <font class="comment">//================================</font>
02842                         <font class="comment">// Because *-&gt;VBase may have been merged to the multiple bind face, Near/FarVertices which pointed on it must</font>
02843                         <font class="comment">// be setup.</font>
02844                         <font class="comment">// We do not have to propagate this vertex ptr change, since sons are leaves!!</font>
02845                         <a class="code" href="debug_8h.html#a6">nlassert</a>(f-&gt;SonLeft-&gt;isLeaf() &amp;&amp; f-&gt;SonRight-&gt;isLeaf());
02846                         <font class="comment">// update pointers on vertex.</font>
02847                         f-&gt;SonLeft-&gt;updateNearFarVertices();
02848                         f-&gt;SonRight-&gt;updateNearFarVertices();
02849                 }
02850         }
02851 }
02852 
02853 
02854 <font class="comment">// ***************************************************************************</font>
<a name="l02855"></a><a class="code" href="classNL3D_1_1CTessFace.html#a21">02855</a> <font class="keywordtype">void</font>            CTessFace::updateBind()
02856 {
02857         <font class="comment">/*</font>
02858 <font class="comment">                Remind that updateBind() is called ONLY on the patch which is binded (not the neighbors).</font>
02859 <font class="comment">                Since updateBind() is called on the bintree, and that precedent propagated split may have occur, we may not</font>
02860 <font class="comment">                be a leaf here. So we are not sure that FLeft and FRight are good, and we doesn't need to update them (since we have</font>
02861 <font class="comment">                sons).</font>
02862 <font class="comment">                Also, since we are splitted, and correctly linked (this may not be the case in updateBindAndSplit()), FBase IS</font>
02863 <font class="comment">                correct. His FBase neighbor and him form a diamond. So we don't need to update him.</font>
02864 <font class="comment"></font>
02865 <font class="comment">                Same remarks for rectangular patchs.</font>
02866 <font class="comment">        */</font>
02867         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02868         {
02869                 <font class="keywordtype">bool</font>    splitWanted= <font class="keyword">false</font>;
02870                 <font class="keywordflow">while</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a20">updateBindEdge</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>, splitWanted));
02871                 <font class="comment">// FLeft and FRight pointers are only valid in Leaves nodes.</font>
02872                 <font class="keywordflow">while</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a20">updateBindEdge</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>, splitWanted));
02873                 <font class="keywordflow">while</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a20">updateBindEdge</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>, splitWanted));
02874                 <font class="keywordflow">if</font>(splitWanted)
02875                         <a class="code" href="classNL3D_1_1CTessFace.html#a22">updateBindAndSplit</a>();
02876         }
02877 
02878 
02879         <font class="comment">// Recurse to sons.</font>
02880         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02881         {
02882                 <font class="comment">// Update bind of sons.</font>
02883                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;updateBind();
02884                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;updateBind();
02885         }
02886 }
02887 
02888 <font class="comment">// ***************************************************************************</font>
02889 <font class="keyword">static</font>  <font class="keyword">inline</font> <font class="keywordtype">bool</font>     <a class="code" href="namespaceNL3D.html#a462">matchEdge</a>(<font class="keyword">const</font> CVector2f &amp;uv0, <font class="keyword">const</font> CVector2f &amp;uv1, <font class="keyword">const</font> CVector2f &amp;uva, <font class="keyword">const</font> CVector2f &amp;uvb)
02890 {
02891         <font class="keywordflow">if</font>(uv0==uva &amp;&amp; uv1==uvb)
02892                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
02893         <font class="keywordflow">if</font>(uv0==uvb &amp;&amp; uv1==uva)
02894                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
02895         <font class="keywordflow">return</font> <font class="keyword">false</font>;
02896 }
02897 
02898 <font class="comment">// ***************************************************************************</font>
<a name="l02899"></a><a class="code" href="classNL3D_1_1CTessFace.html#a19">02899</a> CTessFace               *CTessFace::linkTessFaceWithEdge(<font class="keyword">const</font> CVector2f &amp;uv0, <font class="keyword">const</font> CVector2f &amp;uv1, CTessFace *linkTo)
02900 {
02901         <font class="comment">// Compute 0,1 coords of 3 patch coords.</font>
02902         CVector2f       vb( <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>.getT() );
02903         CVector2f       vl( <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>.getT() );
02904         CVector2f       vr( <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>.getT() );
02905 
02906         <font class="comment">// Search if one of the 3 edges of this triangle match the wanted edge.</font>
02907         <font class="comment">// Base Edge</font>
02908         <font class="keywordflow">if</font>(<a class="code" href="namespaceNL3D.html#a462">matchEdge</a>(uv0, uv1, vl, vr))
02909         {
02910                 <font class="comment">// If leaf, check if unbound (else ptr is invalid)</font>
02911                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>==NULL || !<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
02912                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>= linkTo;
02913                 <font class="keywordflow">return</font> <font class="keyword">this</font>;
02914         }
02915         <font class="comment">// Left Edge</font>
02916         <font class="keywordflow">if</font>(<a class="code" href="namespaceNL3D.html#a462">matchEdge</a>(uv0, uv1, vb, vl))
02917         {
02918                 <font class="comment">// If leaf, check if unbound (else ptr is invalid)</font>
02919                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>==NULL || !<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>());
02920                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_5">FLeft</a>= linkTo;
02921                 <font class="keywordflow">return</font> <font class="keyword">this</font>;
02922         }
02923         <font class="comment">// Right Edge</font>
02924         <font class="keywordflow">if</font>(<a class="code" href="namespaceNL3D.html#a462">matchEdge</a>(uv0, uv1, vb, vr))
02925         {
02926                 <font class="comment">// If leaf, check if unbound (else ptr is invalid)</font>
02927                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>==NULL || !<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02928                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_6">FRight</a>= linkTo;
02929                 <font class="keywordflow">return</font> <font class="keyword">this</font>;
02930         }
02931 
02932 
02933         <font class="comment">// If not found here, recurs to children</font>
02934         <a class="code" href="classNL3D_1_1CTessFace.html#a0">CTessFace</a>       *ret= NULL;
02935         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>() )
02936         {
02937                 ret= <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;linkTessFaceWithEdge(uv0, uv1, linkTo);
02938                 <font class="comment">// if no found in this branch, recusr right branch.</font>
02939                 <font class="keywordflow">if</font>(!ret)
02940                         ret= <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;linkTessFaceWithEdge(uv0, uv1, linkTo);
02941         }
02942         
02943         <font class="comment">// return the result from subBranchs</font>
02944         <font class="keywordflow">return</font> ret;
02945 }
02946 
02947 
02948 <font class="comment">// ***************************************************************************</font>
<a name="l02949"></a><a class="code" href="classNL3D_1_1CTessFace.html#a3">02949</a> <font class="keywordtype">bool</font>            CTessFace::isRectangular()<font class="keyword"> const</font>
02950 <font class="keyword"></font>{
02951         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CTessFace.html#z819_13">Level</a>&lt;<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;SquareLimitLevel;
02952 }
02953 
02954 
02955 
02956 <font class="comment">// ***************************************************************************</font>
02957 <font class="comment">// ***************************************************************************</font>
02958 <font class="comment">// For changePatchTexture.</font>
02959 <font class="comment">// ***************************************************************************</font>
02960 <font class="comment">// ***************************************************************************</font>
02961 
02962 
02963 <font class="comment">// ***************************************************************************</font>
<a name="l02964"></a><a class="code" href="classNL3D_1_1CTessFace.html#a26">02964</a> <font class="keywordtype">void</font>            CTessFace::deleteTileUvs()
02965 {
02966         <font class="comment">// NB: NearVertices are removed from renderlist with deleteTileUv (called in releaseTileMaterial()).</font>
02967 
02968         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
02969         {
02970                 <font class="comment">// Must delete the materials of leaves first.</font>
02971                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;deleteTileUvs();
02972                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;deleteTileUvs();
02973                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level== <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
02974                 {
02975                         <font class="comment">// Square patch assumption: the sons are not of the same TileId/Patch.</font>
02976                         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#f0">sameTile</a>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>));
02977                         <font class="comment">// release tiles.</font>
02978                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;releaseTileMaterial();
02979                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;releaseTileMaterial();
02980                 }
02981                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level &gt; <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
02982                 {
02983                         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> || !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf());
02984 
02985                         <font class="comment">// Delete Uv, only if not already done by the neighbor (ie neighbor has yet TileFaces!!).</font>
02986                         <font class="comment">// But Always delete if neighbor exist and has not same tile as me.</font>
02987                         <font class="comment">// NB: this work with rectangular neigbor patch, since sameTile() will return false if different patch.</font>
02988                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a> || !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;emptyTileFaces() || !<a class="code" href="classNL3D_1_1CTessFace.html#f0">sameTile</a>(<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>))
02989                         {
02990                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;deleteTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
02991                         }
02992                         <font class="comment">// In all case, must delete the tilefaces of those face.</font>
02993                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;deleteTileFaces();
02994                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;deleteTileFaces();
02995                         <font class="comment">// For createTileUvs, it is important to mark those faces as NO TileMaterial.</font>
02996                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;TileMaterial= NULL;
02997                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;TileMaterial= NULL;
02998                 }
02999         }
03000         <font class="keywordflow">else</font>
03001         {
03002                 <font class="comment">// NB: this is done always BELOW tile creation (see above).</font>
03003                 <font class="comment">// Do this only for tiles.</font>
03004                 <font class="keywordflow">if</font>(TileMaterial)
03005                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;removeFaceFromTileRenderList(<font class="keyword">this</font>);
03006         }
03007 
03008 }
03009 
03010 
03011 <font class="comment">// ***************************************************************************</font>
<a name="l03012"></a><a class="code" href="classNL3D_1_1CTessFace.html#a27">03012</a> <font class="keywordtype">void</font>            CTessFace::recreateTileUvs()
03013 {
03014         <font class="comment">// NB: NearVertices are append to renderlist with allocTileUv (called in computeTileMaterial()/heritTileMaterial()).</font>
03015 
03016         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
03017         {
03018                 <font class="comment">// Must recreate the materials of parent first.</font>
03019 
03020                 <font class="comment">// There is no problem with rectangular patch, since tiles are always squares.</font>
03021                 <font class="comment">// If new tile ....</font>
03022                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level==<a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
03023                 {
03024                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;computeTileMaterial();
03025                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;computeTileMaterial();
03026                 }
03027                 <font class="comment">// else Tile herit.</font>
03028                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;Level &gt; <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;TileLimitLevel)
03029                 {
03030                         <a class="code" href="classNL3D_1_1CTessFace.html#c5">heritTileMaterial</a>();
03031                 }
03032 
03033                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;recreateTileUvs();
03034                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;recreateTileUvs();
03035         }
03036         <font class="keywordflow">else</font>
03037         {
03038                 <font class="comment">// NB: this is done always AFTER tile creation (see above).</font>
03039                 <font class="comment">// Do this only for tiles.</font>
03040                 <font class="keywordflow">if</font>(TileMaterial)
03041                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_0">Patch</a>-&gt;appendFaceToTileRenderList(<font class="keyword">this</font>);
03042         }
03043 }
03044 
03045 
03046 
03047 <font class="comment">// ***************************************************************************</font>
<a name="l03048"></a><a class="code" href="classNL3D_1_1CTessFace.html#c5">03048</a> <font class="keywordtype">void</font>            CTessFace::heritTileMaterial()
03049 {
03050         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;TileMaterial= <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>;
03051         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;TileId= <a class="code" href="classNL3D_1_1CTessFace.html#z820_1">TileId</a>;
03052         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;buildTileFaces();
03053         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;copyTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>, <font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
03054         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;copyTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>, <font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>);
03055 
03056         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;TileMaterial= <a class="code" href="classNL3D_1_1CTessFace.html#z820_2">TileMaterial</a>;
03057         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;TileId= <a class="code" href="classNL3D_1_1CTessFace.html#z820_1">TileId</a>;
03058         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;buildTileFaces();
03059         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;copyTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s1">IdUvLeft</a>, <font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>);
03060         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;copyTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s2">IdUvRight</a>, <font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
03061 
03062         <font class="comment">// Create, or link to the tileUv.</font>
03063         <font class="comment">// Try to link to a neighbor TileUv.</font>
03064         <font class="comment">// Can only work iff exist, and iff FBase is same patch, and same TileId.</font>
03065         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>!=NULL &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;isLeaf() &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft-&gt;TileMaterial!=NULL &amp;&amp; <a class="code" href="classNL3D_1_1CTessFace.html#f0">sameTile</a>(<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>) )
03066         {
03067                 <font class="comment">// Ok!! link to the (existing) TileUv.</font>
03068                 <font class="comment">// FBase-&gt;SonLeft!=NULL since FBase-&gt;isLeaf()==false.</font>
03069                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;copyTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
03070                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;copyTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_4">FBase</a>-&gt;SonLeft, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
03071         }
03072         <font class="keywordflow">else</font>
03073         {
03074                 <font class="comment">// Allocate a new vertex, and copy it to SonLeft and SonRight.</font>
03075                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;allocTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
03076                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;copyTileUv(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>, <a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
03077 
03078                 <font class="comment">// Fill the new near vertex, with middle of Left/Right father.</font>
03079                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;heritTileUv(<font class="keyword">this</font>);
03080 
03081                 <font class="comment">// UVs are computed, may create and fill VB.</font>
03082                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;checkCreateFillTileVB(<a class="code" href="classNL3D_1_1CTessFace.html#z820_0s0">IdUvBase</a>);
03083         }
03084 
03085 }
03086 
03087 
03088 <font class="comment">// ***************************************************************************</font>
03089 <font class="comment">// ***************************************************************************</font>
03090 <font class="comment">// For getTesselatedPos</font>
03091 <font class="comment">// ***************************************************************************</font>
03092 <font class="comment">// ***************************************************************************</font>
03093 
03094 
03095 <font class="comment">// ***************************************************************************</font>
<a name="l03096"></a><a class="code" href="classNL3D_1_1CTessFace.html#a28">03096</a> <font class="keywordtype">void</font>                    CTessFace::getTesselatedPos(<font class="keyword">const</font> CUV &amp;uv, <font class="keywordtype">bool</font> verifInclusion, CVector &amp;ret)
03097 {
03098         CVector         uvPos(uv.U, uv.V, 0);
03099 
03100         <font class="comment">// may verif if uv is In this triangle. supposed true if rectangular branch.</font>
03101         <font class="keywordflow">if</font>(verifInclusion &amp;&amp; !(<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>() &amp;&amp; !<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>()) )
03102         {
03103                 CVector         uvs[3];
03104                 uvs[0].set( <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>.getT(), 0);
03105                 uvs[1].set( <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>.getT(), 0);
03106                 uvs[2].set( <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>.getT(), 0);
03107                 <font class="keywordflow">for</font>(sint i=0; i&lt;3; i++)
03108                 {
03109                         CVector         dUv= uvs[(i+1)%3] - uvs[i];
03110                         CVector         normalUv(dUv.y, -dUv.x, 0);
03111                         <font class="comment">// if out this 2D plane, uv is out this triangle</font>
03112                         <font class="keywordflow">if</font>(normalUv * (uvPos-uvs[i]) &lt;0)
03113                                 <font class="keywordflow">return</font>;
03114                 }
03115         }
03116 
03117         <font class="comment">// compute tesselated pos in this face.</font>
03118         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
03119                 <font class="comment">// ok, no more sons, let's do it.</font>
03120                 <a class="code" href="classNL3D_1_1CTessFace.html#c10">computeTesselatedPos</a>(uv, ret);
03121         <font class="keywordflow">else</font>
03122         {
03123                 <font class="comment">// must subdivide.</font>
03124                 <font class="comment">// if we are rectangular (strange tesselation), must test in both leaves, else, choose only one.</font>
03125                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a3">isRectangular</a>())
03126                 {
03127                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;getTesselatedPos(uv, <font class="keyword">true</font>, ret);
03128                         <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;getTesselatedPos(uv, <font class="keyword">true</font>, ret);
03129                 }
03130                 <font class="keywordflow">else</font>
03131                 {
03132                         <font class="comment">// Compute the uv plane which separate the 2 leaves.</font>
03133                         CVector         uvBase, uvMiddle;
03134                         uvBase.set  ( <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>.getT(), 0);
03135                         uvMiddle.set( <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;PVBase.getT(), 0);
03136                         CVector         dUv= uvMiddle - uvBase;
03137                         CVector         normalUv(dUv.y, -dUv.x, 0);
03138                         <font class="comment">// choose what leaf to recurs.</font>
03139                         <font class="keywordflow">if</font>(normalUv * (uvPos - uvBase) &lt;0)
03140                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;getTesselatedPos(uv, <font class="keyword">false</font>, ret);
03141                         <font class="keywordflow">else</font>
03142                                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;getTesselatedPos(uv, <font class="keyword">false</font>, ret);
03143 
03144                 }
03145         }
03146 
03147 }
03148 
03149 
03150 <font class="comment">// ***************************************************************************</font>
<a name="l03151"></a><a class="code" href="classNL3D_1_1CTessFace.html#c10">03151</a> <font class="keywordtype">void</font>                    CTessFace::computeTesselatedPos(<font class="keyword">const</font> CUV &amp;uv, CVector &amp;ret)
03152 {
03153         CVector         uvPos(uv.U, uv.V, 0);
03154 
03155         <font class="comment">// compute the UV triangle of this face.</font>
03156         CTriangle       uvTri;
03157         uvTri.V0.set( <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_10">PVBase</a>.getT(), 0);
03158         uvTri.V1.set( <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_11">PVLeft</a>.getT(), 0);
03159         uvTri.V2.set( <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>.getS(), <a class="code" href="classNL3D_1_1CTessFace.html#z819_12">PVRight</a>.getT(), 0);
03160 
03161         <font class="comment">// must interpolate the position with given UV, so compute XYZ gradients.</font>
03162         CVector         Gx;
03163         CVector         Gy;
03164         CVector         Gz;
03165         <font class="comment">// If VertexProgram activated</font>
03166         <font class="keywordflow">if</font>( CLandscapeGlobals::VertexProgramEnabled )
03167         {
03168                 <font class="comment">// then Must update geomorphed position because not done !!</font>
03169                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;computeGeomPos();
03170                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;computeGeomPos();
03171                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;computeGeomPos();
03172         }
03173         <font class="comment">// NB: take geomorphed position.</font>
03174         uvTri.computeGradient(<a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;Pos.x, <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;Pos.x, <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;Pos.x, Gx);
03175         uvTri.computeGradient(<a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;Pos.y, <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;Pos.y, <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;Pos.y, Gy);
03176         uvTri.computeGradient(<a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;Pos.z, <a class="code" href="classNL3D_1_1CTessFace.html#z819_2">VLeft</a>-&gt;Pos.z, <a class="code" href="classNL3D_1_1CTessFace.html#z819_3">VRight</a>-&gt;Pos.z, Gz);
03177 
03178         <font class="comment">// Compute interpolated position.</font>
03179         ret= <a class="code" href="classNL3D_1_1CTessFace.html#z819_1">VBase</a>-&gt;Pos;
03180         uvPos-= uvTri.V0;
03181         ret.x+= Gx*uvPos;
03182         ret.y+= Gy*uvPos;
03183         ret.z+= Gz*uvPos;
03184 
03185 }
03186 
03187 
03188 <font class="comment">// ***************************************************************************</font>
<a name="l03189"></a><a class="code" href="classNL3D_1_1CTessFace.html#a29">03189</a> <font class="keywordtype">void</font>                    CTessFace::appendTessellationLeaves(std::vector&lt;const CTessFace*&gt;  &amp;leaves)<font class="keyword"> const</font>
03190 <font class="keyword"></font>{
03191         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CTessFace.html#a2">isLeaf</a>())
03192                 leaves.push_back(<font class="keyword">this</font>);
03193         <font class="keywordflow">else</font>
03194         {
03195                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_8">SonLeft</a>-&gt;appendTessellationLeaves(leaves);
03196                 <a class="code" href="classNL3D_1_1CTessFace.html#z819_9">SonRight</a>-&gt;appendTessellationLeaves(leaves);
03197         }
03198 }
03199 
03200 
03201 } <font class="comment">// NL3D</font>
</pre></div>

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