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<hr><h1>zone_symmetrisation.cpp</h1><a href="zone__symmetrisation_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 <font class="preprocessor">#include "<a class="code" href="zone__symmetrisation_8h.html">3d/zone_symmetrisation.h</a>"</font>
00028 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="tile__bank_8h.html">3d/tile_bank.h</a>"</font>
00030
00031 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00032 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00033
00034 <font class="keyword">namespace </font>NL3D
00035 {
00036
00037 <font class="comment">// ***************************************************************************</font>
00038
<a name="l00039"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a0">00039</a> CZoneSymmetrisation::CZoneSymmetrisation()
00040 {
00041 }
00042
00043 <font class="comment">// ***************************************************************************</font>
00044
00045 <font class="comment">/*</font>
00046 <font class="comment">Bit field</font>
00047 <font class="comment"> 1-0 : state layer 0</font>
00048 <font class="comment"> 3-2 : state layer 1</font>
00049 <font class="comment"> 5-4 : state layer 2</font>
00050 <font class="comment"> 7-6 : border state</font>
00051 <font class="comment"> 9-8 : oriented border state</font>
00052 <font class="comment"> 10 : corner flag</font>
00053 <font class="comment">*/</font>
00054
00055 <font class="comment">// ***************************************************************************</font>
00056
<a name="l00057"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">00057</a> CZoneSymmetrisation::TState CZoneSymmetrisation::getTileState (uint patch, uint tile, uint layer)<font class="keyword"> const</font>
00058 <font class="keyword"></font>{
00059 <a class="code" href="debug_8h.html#a6">nlassert</a> (layer<5);
00060 <font class="keywordflow">return</font> (TState)((<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile]>>(layer*2))&0x3);
00061 }
00062
00063 <font class="comment">// ***************************************************************************</font>
00064
<a name="l00065"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a2">00065</a> CZoneSymmetrisation::TState CZoneSymmetrisation::getTileBorderState (uint patch, uint tile)<font class="keyword"> const</font>
00066 <font class="keyword"></font>{
00067 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">getTileState</a> (patch, tile, 3);
00068 }
00069
00070 <font class="comment">// ***************************************************************************</font>
00071
<a name="l00072"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a3">00072</a> CZoneSymmetrisation::TState CZoneSymmetrisation::getOrientedTileBorderState (uint patch, uint tile)<font class="keyword"> const</font>
00073 <font class="keyword"></font>{
00074 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">getTileState</a> (patch, tile, 4);
00075 }
00076
00077 <font class="comment">// ***************************************************************************</font>
00078
<a name="l00079"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a4">00079</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::getOrientedTileCorner (uint patch, uint tile)
00080 {
00081 <font class="keywordflow">return</font> ( ( <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile] >> 10 ) & 1 ) != 0;
00082 }
00083
00084 <font class="comment">// ***************************************************************************</font>
00085
<a name="l00086"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">00086</a> <font class="keywordtype">void</font> CZoneSymmetrisation::setTileState (uint patch, uint tile, uint layer, TState state)
00087 {
00088 uint16 &ref = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile];
00089 ref &= ~(3<<(layer*2));
00090 ref |= ((uint16)state)<<(layer*2);
00091 }
00092
00093 <font class="comment">// ***************************************************************************</font>
00094
<a name="l00095"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c2">00095</a> <font class="keywordtype">void</font> CZoneSymmetrisation::setTileBorderState (uint patch, uint tile, TState state)
00096 {
00097 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patch, tile, 3, state);
00098 }
00099
00100 <font class="comment">// ***************************************************************************</font>
00101
<a name="l00102"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c3">00102</a> <font class="keywordtype">void</font> CZoneSymmetrisation::setOrientedTileBorderState (uint patch, uint tile, TState state)
00103 {
00104 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patch, tile, 4, state);
00105 }
00106
00107 <font class="comment">// ***************************************************************************</font>
00108
<a name="l00109"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">00109</a> <font class="keywordtype">void</font> CZoneSymmetrisation::setOrientedTileCorner (uint patch, uint tile, <font class="keywordtype">bool</font> corner)
00110 {
00111 uint16 &ref = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile];
00112 ref &= ~(1<<10);
00113 ref |= ((uint16)corner)<<(10);
00114 }
00115
00116 <font class="comment">// ***************************************************************************</font>
00117
00118 <font class="comment">/*</font>
00119 <font class="comment"></font>
00120 <font class="comment">REMARKS:</font>
00121 <font class="comment">- I call "isotile" the set of connected tiles in the zone using the same tileset and a continus rotation value.</font>
00122 <font class="comment"></font>
00123 <font class="comment">This method determines the state of each tile in the zone. This state will be used to transform</font>
00124 <font class="comment">the tile during symmetrisation of the zone.</font>
00125 <font class="comment"></font>
00126 <font class="comment">The state can be Regular, Goofy or Nothing.</font>
00127 <font class="comment"></font>
00128 <font class="comment">If the state is Nothing, this tile is in an "isotile" that is not connected to a zone border. No matter the method</font>
00129 <font class="comment">you use to tranform it, it will not influence the neighbor zones.</font>
00130 <font class="comment"></font>
00131 <font class="comment">If the state is Regular, the rotation of this tile after symmetrisation will by given by this formula : tilerot = (4-tilerot)&3</font>
00132 <font class="comment">If the state is Goofy, the rotation of this tile after symmetrisation will by given by this formula : tilerot = (4-tilerot+2)&3</font>
00133 <font class="comment"></font>
00134 <font class="comment">- Getting the state of the tile:</font>
00135 <font class="comment"> - A) We flag all the zone patches as Nothing.</font>
00136 <font class="comment"> - B) We need to select patches having an open edge on the zone border. To do so, we use the snapCell and weldThreshold</font>
00137 <font class="comment"> parameters.</font>
00138 <font class="comment"> - C) Then, for each patches on the zone border, we need to know if they are Goofy or Regular.</font>
00139 <font class="comment"></font>
00140 <font class="comment"> Y</font>
00141 <font class="comment"> </font>
00142 <font class="comment"> /\</font>
00143 <font class="comment"> | </font>
00144 <font class="comment"> | 0 3</font>
00145 <font class="comment"> | *****</font>
00146 <font class="comment"> | * * This patch is regular</font>
00147 <font class="comment"> | * *</font>
00148 <font class="comment"> | *****</font>
00149 <font class="comment"> | 1 2</font>
00150 <font class="comment"> | </font>
00151 <font class="comment"> | 2 1</font>
00152 <font class="comment"> | *****</font>
00153 <font class="comment"> | * * This patch is regular</font>
00154 <font class="comment"> | * *</font>
00155 <font class="comment"> | *****</font>
00156 <font class="comment"> | 3 0</font>
00157 <font class="comment"> | </font>
00158 <font class="comment"> | 3 2</font>
00159 <font class="comment"> | *****</font>
00160 <font class="comment"> | * * This patch is goofy</font>
00161 <font class="comment"> | * *</font>
00162 <font class="comment"> | *****</font>
00163 <font class="comment"> | 0 1</font>
00164 <font class="comment"> | </font>
00165 <font class="comment"> | 1 4</font>
00166 <font class="comment"> | *****</font>
00167 <font class="comment"> | * * This patch is goofy</font>
00168 <font class="comment"> | * *</font>
00169 <font class="comment"> | *****</font>
00170 <font class="comment"> | 2 3</font>
00171 <font class="comment"> -----------------------------------------> X</font>
00172 <font class="comment"></font>
00173 <font class="comment"> - D) We flag each tiles as Nothing</font>
00174 <font class="comment"> - E) We flag each tile on an opened edge using this formula:</font>
00175 <font class="comment"> - If the patch is not Nothing do</font>
00176 <font class="comment"> - tileIsGoofy = (patchIsGoofy) XOR ((tileRotation&1) != 0)</font>
00177 <font class="comment"> - F) Then, we propagate the tile A flag across the tiles in the zone following this rules:</font>
00178 <font class="comment"> - If A is not Nothing do</font>
00179 <font class="comment"> - For each neighbor B of A do</font>
00180 <font class="comment"> - If B is different from A do</font>
00181 <font class="comment"> - If A is Regular (res Goofy), and B is Nothing, B will be Regular (res Goofy)</font>
00182 <font class="comment"> - If A is Regular (res Goofy), and B is Goofy (res Regular), -> Error</font>
00183 <font class="comment"> - Propagate B</font>
00184 <font class="comment">*/</font>
00185
<a name="l00186"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a5">00186</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::build (<font class="keyword">const</font> std::vector<CPatchInfo> &patchInfo, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, <font class="keyword">const</font> CTileBank &bank, CError &errorDesc, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &toOriginalSpace)
00187 {
00188 <font class="comment">// * Clear errors</font>
00189 errorDesc.Errors.clear ();
00190
00191 <font class="comment">// * Build the patches state</font>
00192
00193 <font class="comment">// A) Resize arrays</font>
00194 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>.resize (patchInfo.size ());
00195
00196 <font class="comment">// D) Resize the tile array</font>
00197 uint i;
00198 <font class="keywordflow">for</font> (i=0; i<patchInfo.size (); i++)
00199 {
00200 <font class="comment">// Ref on the patch</font>
00201 <font class="keyword">const</font> CPatchInfo &patch = patchInfo[i];
00202 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[i].resize (0);
00203 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[i].resize (patch.OrderS * patch.OrderT, 0);
00204 }
00205
00206 <font class="comment">// B), C) and E) We need to select patches having an open edge on the zone border. To do so, we use the snapCell and weldThreshold parameters</font>
00207 <font class="keywordflow">for</font> (i=0; i<patchInfo.size (); i++)
00208 {
00209 <font class="comment">// Ref on the patch</font>
00210 <font class="keyword">const</font> CPatchInfo &patch = patchInfo[i];
00211
00212 <font class="comment">// Does this patch is over a border ?</font>
00213 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3">TState</a> patchState;
00214 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patch, i, snapCell, weldThreshold, patchState, toOriginalSpace, bank))
00215 {
00216 <font class="comment">// Push an error</font>
00217 errorDesc.Errors.push_back (<font class="stringliteral">"Patch n�"</font>+toString (i)+<font class="stringliteral">" is invalid"</font>);
00218 }
00219
00220 <font class="comment">// Set the oriented patch state</font>
00221 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c6">setOrientedTileState</a> (patch, i, snapCell, weldThreshold, patchState, toOriginalSpace, bank))
00222 {
00223 <font class="comment">// Push an error</font>
00224 errorDesc.Errors.push_back (<font class="stringliteral">"Patch n�"</font>+toString (i)+<font class="stringliteral">" is invalid"</font>);
00225 }
00226 }
00227
00228 <font class="comment">// F) We flag each tile on an opened edge using this formula</font>
00229 <font class="comment">// - If the patch is not Nothing do</font>
00230 <font class="comment">// - tileIsGoofy = (patchIsGoofy) XOR ((tileRotation&1) != 0)</font>
00231 <font class="keywordflow">for</font> (i=0; i<patchInfo.size (); i++)
00232 {
00233 <font class="comment">// Ref on the patch</font>
00234 <font class="keyword">const</font> CPatchInfo &patch = patchInfo[i];
00235
00236 <font class="comment">// For each tile</font>
00237 uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00238 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><patch.OrderT; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
00239 {
00240 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a><patch.OrderS; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
00241 {
00242 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c0">propagateTileState</a> (i, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, patchInfo, bank, <font class="keyword">false</font>))
00243 {
00244 <font class="comment">// Push an error</font>
00245 errorDesc.Errors.push_back (<font class="stringliteral">"Error during propagation. Topology invalid."</font>);
00246 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00247 }
00248 }
00249 }
00250 }
00251
00252 <font class="comment">// G) Force all remaining Nothing tiles to Regular</font>
00253 <font class="keywordflow">for</font> (i=0; i<patchInfo.size (); i++)
00254 {
00255 <font class="comment">// Ref on the patch</font>
00256 <font class="keyword">const</font> CPatchInfo &patch = patchInfo[i];
00257
00258 <font class="comment">// For each tile</font>
00259 uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00260 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><patch.OrderT; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
00261 {
00262 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a><patch.OrderS; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
00263 {
00264 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c0">propagateTileState</a> (i, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, patchInfo, bank, <font class="keyword">true</font>))
00265 {
00266 <font class="comment">// Push an error</font>
00267 errorDesc.Errors.push_back (<font class="stringliteral">"Error during propagation. Topology invalid."</font>);
00268 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00269 }
00270 }
00271 }
00272 }
00273
00274 <font class="comment">// Returns true if no error</font>
00275 <font class="keywordflow">return</font> errorDesc.Errors.size () == 0;
00276 }
00277
00278 <font class="comment">// ***************************************************************************</font>
00279
<a name="l00280"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">00280</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::snapOnGrid (<font class="keywordtype">float</font>& <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>, <font class="keywordtype">float</font> resolution, <font class="keywordtype">float</font> snap)
00281 {
00282 <font class="comment">// Calc the floor</font>
00283 <font class="keywordtype">float</font> _floor = (float) ( resolution * floor (<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a> / resolution) );
00284 <a class="code" href="debug_8h.html#a6">nlassert</a> (_floor<=<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
00285
00286 <font class="comment">// Calc the remainder</font>
00287 <font class="keywordtype">float</font> remainder = <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a> - _floor;
00288 <font class="comment">//nlassert ( (remainder>=0) && (remainder<resolution) );</font>
00289
00290 <font class="comment">// Check the snape</font>
00291 <font class="keywordflow">if</font> ( remainder <= snap )
00292 {
00293 <font class="comment">// Flag it</font>
00294 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a> = _floor;
00295
00296 <font class="comment">// Floor is good</font>
00297 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00298 }
00299 <font class="keywordflow">else</font> <font class="keywordflow">if</font> ( (resolution - remainder) <= snap )
00300 {
00301 <font class="comment">// Flag it</font>
00302 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a> = _floor + resolution;
00303
00304 <font class="comment">// Floor + resolution is good</font>
00305 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00306 }
00307 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00308 }
00309
00310 <font class="comment">// ***************************************************************************</font>
00311
<a name="l00312"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c5">00312</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::setTileState (<font class="keyword">const</font> <a class="code" href="structNL3D_1_1CPatchInfo.html">NL3D::CPatchInfo</a> &patch, uint patchId, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, TState &state, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &toOriginalSpace, <font class="keyword">const</font> CTileBank &bank)
00313 {
00314 <font class="comment">// Edges state</font>
00315 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3">TState</a> edgesState[4] = { <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a> };
00316
00317 <font class="comment">// Vertices position</font>
00318 sint32 vertPosU[4];
00319 sint32 vertPosV[4];
00320
00321 <font class="comment">// For each vertices</font>
00322 uint i;
00323 <font class="keywordflow">for</font> (i=0; i<4; i++)
00324 {
00325 <font class="comment">// Snap the vertex</font>
00326 CVector original = toOriginalSpace * patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_2">Patch</a>.Vertices[i];
00327 <font class="keywordtype">float</font> valueU = original.x;
00328 <font class="keywordtype">float</font> valueV = original.y;
00329
00330 <font class="comment">// Snap on U</font>
00331 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">snapOnGrid</a> (valueU, snapCell, weldThreshold))
00332 vertPosU[i] = (sint32)((valueU+0.5f) / snapCell);
00333 <font class="keywordflow">else</font>
00334 vertPosU[i] = 0x80000000;
00335
00336 <font class="comment">// Snap on V</font>
00337 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">snapOnGrid</a> (valueV, snapCell, weldThreshold))
00338 vertPosV[i] = (sint32)((valueV+0.5f) / snapCell);
00339 <font class="keywordflow">else</font>
00340 vertPosV[i] = 0x80000000;
00341 }
00342
00343 <font class="comment">// Patch flags</font>
00344 <font class="keywordtype">bool</font> regular = <font class="keyword">false</font>;
00345 <font class="keywordtype">bool</font> goofy = <font class="keyword">false</font>;
00346 <font class="keywordtype">bool</font> EdgeSnaped[4] = { <font class="keyword">false</font>, <font class="keyword">false</font>, <font class="keyword">false</font>, <font class="keyword">false</font> };
00347
00348 <font class="comment">// For each edges</font>
00349 <font class="keywordflow">for</font> (i=0; i<4; i++)
00350 {
00351 <font class="comment">// Vertex snapped and align on a common axis ?</font>
00352 <font class="keywordflow">if</font> ( (vertPosU[i] != 0x80000000) || (vertPosV[i] != 0x80000000) )
00353 {
00354 <font class="comment">// Snapped on U or V ?</font>
00355 <font class="keywordtype">bool</font> snapU = (vertPosU[i] == vertPosU[(i+1)&3]) && (vertPosU[i] != 0x80000000);
00356 <font class="keywordtype">bool</font> snapV = (vertPosV[i] == vertPosV[(i+1)&3]) && (vertPosV[i] != 0x80000000);
00357
00358 <font class="comment">// If snapped on one, continue</font>
00359 <font class="keywordflow">if</font> (snapU || snapV)
00360 {
00361 <font class="comment">// If snap on the both, error</font>
00362 <font class="keywordflow">if</font> (snapU && snapV)
00363 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00364
00365 <font class="comment">// Is this edge Regular or Goofy ?</font>
00366 <font class="keywordflow">if</font> (snapU)
00367 edgesState[i] = (i&1)?<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a>:<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>;
00368 <font class="keywordflow">else</font> <font class="comment">// (snapV)</font>
00369 edgesState[i] = (i&1)?<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>:<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a>;
00370
00371 <font class="comment">// Flag the patch</font>
00372 <font class="keywordflow">if</font> (edgesState[i] == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>)
00373 regular = <font class="keyword">true</font>;
00374 <font class="keywordflow">else</font>
00375 goofy = <font class="keyword">true</font>;
00376
00377 <font class="comment">// Edge snaped</font>
00378 EdgeSnaped[i] = <font class="keyword">true</font>;
00379 }
00380 }
00381 }
00382
00383 <font class="comment">// Goofy and regular ? Error</font>
00384 <font class="keywordflow">if</font> (goofy && regular)
00385 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00386
00387 <font class="comment">// Nothing ?</font>
00388 <font class="keywordflow">if</font> ((!goofy) && (!regular))
00389 state = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>;
00390 <font class="keywordflow">else</font>
00391 {
00392 <font class="comment">// Not nothing ?</font>
00393 state = regular?<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>:<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a>;
00394
00395 <font class="comment">// * Set the tiles</font>
00396
00397 <font class="comment">// For each edges</font>
00398 <font class="keywordflow">for</font> (i=0; i<4; i++)
00399 {
00400 <font class="comment">// Edge snapped ?</font>
00401 <font class="keywordflow">if</font> (EdgeSnaped[i])
00402 {
00403 <font class="comment">// For each tiles</font>
00404 uint tileCount = ((i&1)!=0)?patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>:patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>;
00405 sint currentTile;
00406 sint delta;
00407 <font class="keywordflow">switch</font> (i)
00408 {
00409 <font class="keywordflow">case</font> 0:
00410 currentTile = 0;
00411 delta = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>;
00412 <font class="keywordflow">break</font>;
00413 <font class="keywordflow">case</font> 1:
00414 currentTile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>*(patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>-1);
00415 delta = 1;
00416 <font class="keywordflow">break</font>;
00417 <font class="keywordflow">case</font> 2:
00418 currentTile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>-1;
00419 delta = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>;
00420 <font class="keywordflow">break</font>;
00421 <font class="keywordflow">case</font> 3:
00422 currentTile = 0;
00423 delta = 1;
00424 <font class="keywordflow">break</font>;
00425 }
00426 uint j;
00427 <font class="keywordflow">for</font> (j=0; j<tileCount; j++)
00428 {
00429 <font class="comment">// Set the border state</font>
00430 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c2">setTileBorderState</a> (patchId, currentTile, state);
00431
00432 <font class="comment">// For each layer</font>
00433 uint layer;
00434 <font class="keywordflow">for</font> (layer=0; layer<3; layer++)
00435 {
00436 <font class="comment">// Get the tiles set used here</font>
00437 uint tile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z920_0">Tiles</a>[currentTile].Tile[layer];
00438 <font class="keywordflow">if</font> (tile != <a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
00439 {
00440 <font class="keywordtype">int</font> tileSet;
00441 <font class="keywordtype">int</font> number;
00442 CTileBank::TTileType <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
00443 bank.getTileXRef (tile, tileSet, number, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>);
00444
00445 <font class="comment">// Set it only if not oriented</font>
00446 <font class="keywordflow">if</font> (!bank.getTileSet (tileSet)->getOriented ())
00447 {
00448 <font class="comment">// Set the tile state</font>
00449 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patchId, currentTile, layer, state);
00450 }
00451 }
00452 }
00453
00454 <font class="comment">// Next tile</font>
00455 currentTile += delta;
00456 }
00457 }
00458 }
00459 }
00460
00461 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00462 }
00463
00464 <font class="comment">// ***************************************************************************</font>
00465
<a name="l00466"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c6">00466</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::setOrientedTileState (<font class="keyword">const</font> <a class="code" href="structNL3D_1_1CPatchInfo.html">NL3D::CPatchInfo</a> &patch, uint patchId, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, TState &state, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &toOriginalSpace, <font class="keyword">const</font> CTileBank &bank)
00467 {
00468 <font class="comment">// Edges state</font>
00469 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3">TState</a> edgesState[4] = { <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a> };
00470
00471 <font class="comment">// Vertices position</font>
00472 sint32 vertPosU[4];
00473 sint32 vertPosV[4];
00474
00475 <font class="comment">// For each vertices</font>
00476 uint i;
00477 <font class="keywordflow">for</font> (i=0; i<4; i++)
00478 {
00479 <font class="comment">// Snap the vertex</font>
00480 CVector original = toOriginalSpace * patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_2">Patch</a>.Vertices[i];
00481 <font class="keywordtype">float</font> valueU = original.x;
00482 <font class="keywordtype">float</font> valueV = original.y;
00483
00484 <font class="comment">// Snap on U</font>
00485 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">snapOnGrid</a> (valueU, snapCell, weldThreshold))
00486 vertPosU[i] = (sint32)((valueU+0.5f) / snapCell);
00487 <font class="keywordflow">else</font>
00488 vertPosU[i] = 0x80000000;
00489
00490 <font class="comment">// Snap on V</font>
00491 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#f0">snapOnGrid</a> (valueV, snapCell, weldThreshold))
00492 vertPosV[i] = (sint32)((valueV+0.5f) / snapCell);
00493 <font class="keywordflow">else</font>
00494 vertPosV[i] = 0x80000000;
00495 }
00496
00497 <font class="comment">// Patch flags</font>
00498 <font class="keywordtype">bool</font> regular = <font class="keyword">false</font>;
00499 <font class="keywordtype">bool</font> goofy = <font class="keyword">false</font>;
00500 <font class="keywordtype">bool</font> EdgeSnaped[4] = { <font class="keyword">false</font>, <font class="keyword">false</font>, <font class="keyword">false</font>, <font class="keyword">false</font> };
00501
00502 <font class="comment">// For each edges</font>
00503 <font class="keywordflow">for</font> (i=0; i<4; i++)
00504 {
00505 <font class="comment">// Vertex snapped and align on a common axis ?</font>
00506 <font class="keywordflow">if</font> ( (vertPosU[i] != 0x80000000) || (vertPosV[i] != 0x80000000) )
00507 {
00508 <font class="comment">// Snapped on U or V ?</font>
00509 <font class="keywordtype">bool</font> snapU = (vertPosU[i] == vertPosU[(i+1)&3]) && (vertPosU[i] != 0x80000000);
00510 <font class="keywordtype">bool</font> snapV = (vertPosV[i] == vertPosV[(i+1)&3]) && (vertPosV[i] != 0x80000000);
00511
00512 <font class="comment">// If snapped on one, continue</font>
00513 <font class="keywordflow">if</font> (snapU || snapV)
00514 {
00515 <font class="comment">// If snap on the both, error</font>
00516 <font class="keywordflow">if</font> (snapU && snapV)
00517 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00518
00519 <font class="comment">// Is this edge Regular or Goofy ?</font>
00520 edgesState[i] = (i&1)?<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a>:<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>;
00521
00522 <font class="comment">// Flag the patch</font>
00523 <font class="keywordflow">if</font> (edgesState[i] == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>)
00524 regular = <font class="keyword">true</font>;
00525 <font class="keywordflow">else</font>
00526 goofy = <font class="keyword">true</font>;
00527
00528 <font class="comment">// Edge snaped</font>
00529 EdgeSnaped[i] = <font class="keyword">true</font>;
00530 }
00531 }
00532 }
00533
00534 <font class="comment">// * Set the tiles</font>
00535
00536 <font class="comment">// For each edges</font>
00537 <font class="keywordflow">for</font> (i=0; i<4; i++)
00538 {
00539 <font class="comment">// Edge snapped ?</font>
00540 <font class="keywordflow">if</font> (EdgeSnaped[i])
00541 {
00542 <font class="comment">// For each tiles</font>
00543 uint tileCount = ((i&1)!=0)?patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>:patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>;
00544 sint currentTile;
00545 sint delta;
00546 <font class="keywordflow">switch</font> (i)
00547 {
00548 <font class="keywordflow">case</font> 0:
00549 currentTile = 0;
00550 delta = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>;
00551 <font class="keywordflow">break</font>;
00552 <font class="keywordflow">case</font> 1:
00553 currentTile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>*(patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>-1);
00554 delta = 1;
00555 <font class="keywordflow">break</font>;
00556 <font class="keywordflow">case</font> 2:
00557 currentTile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>-1;
00558 delta = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>;
00559 <font class="keywordflow">break</font>;
00560 <font class="keywordflow">case</font> 3:
00561 currentTile = 0;
00562 delta = 1;
00563 <font class="keywordflow">break</font>;
00564 }
00565 uint j;
00566 <font class="keywordflow">for</font> (j=0; j<tileCount; j++)
00567 {
00568 <font class="comment">// Set the border state</font>
00569 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c3">setOrientedTileBorderState</a> (patchId, currentTile, edgesState[i]);
00570
00571 <font class="comment">// For each layer</font>
00572 uint layer;
00573 <font class="keywordflow">for</font> (layer=0; layer<3; layer++)
00574 {
00575 <font class="comment">// Get the tiles set used here</font>
00576 uint tile = patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z920_0">Tiles</a>[currentTile].Tile[layer];
00577 <font class="keywordflow">if</font> (tile != <a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
00578 {
00579 <font class="keywordtype">int</font> tileSet;
00580 <font class="keywordtype">int</font> number;
00581 CTileBank::TTileType <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
00582 bank.getTileXRef (tile, tileSet, number, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>);
00583
00584 <font class="comment">// Set it only if oriented</font>
00585 <font class="keywordflow">if</font> (bank.getTileSet (tileSet)->getOriented ())
00586 {
00587 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patchId, currentTile, layer, edgesState[i]);
00588 }
00589 }
00590 }
00591
00592 <font class="comment">// Next tile</font>
00593 currentTile += delta;
00594 }
00595 }
00596 }
00597
00598 <font class="comment">// For each corners</font>
00599 <font class="keywordflow">for</font> (i=0; i<4; i++)
00600 {
00601 <font class="comment">// Corner snapped ?</font>
00602 uint next = (i+1)&3;
00603 <font class="keywordflow">if</font> (EdgeSnaped[i] && EdgeSnaped[next])
00604 {
00605 <font class="comment">// Flag tile as corner</font>
00606 <font class="keywordflow">switch</font> (i)
00607 {
00608 <font class="keywordflow">case</font> 0:
00609 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">setOrientedTileCorner</a> (patchId, patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>*(patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>-1), <font class="keyword">true</font>);
00610 <font class="keywordflow">break</font>;
00611 <font class="keywordflow">case</font> 1:
00612 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">setOrientedTileCorner</a> (patchId, patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>*patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_4">OrderT</a>-1, <font class="keyword">true</font>);
00613 <font class="keywordflow">break</font>;
00614 <font class="keywordflow">case</font> 2:
00615 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">setOrientedTileCorner</a> (patchId, patch.<a class="code" href="structNL3D_1_1CPatchInfo.html#z919_3">OrderS</a>-1, <font class="keyword">true</font>);
00616 <font class="keywordflow">break</font>;
00617 <font class="keywordflow">case</font> 3:
00618 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c4">setOrientedTileCorner</a> (patchId, 0, <font class="keyword">true</font>);
00619 <font class="keywordflow">break</font>;
00620 }
00621 }
00622 }
00623
00624 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00625 }
00626
00627 <font class="comment">// ***************************************************************************</font>
00628
00629 CVector2f <a class="code" href="namespaceNL3D.html#a482">st2uv</a> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keyword">const</font> CPatchInfo &patch)
00630 {
00631 <font class="keywordflow">return</font> CVector2f ((((<font class="keywordtype">float</font>)<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>)+0.5f)/(<font class="keywordtype">float</font>)patch.OrderS, (((<font class="keywordtype">float</font>)<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)+0.5f)/(<font class="keywordtype">float</font>)patch.OrderT);
00632 }
00633
00634 <font class="comment">// ***************************************************************************</font>
00635
00636 <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a483">uv2st</a> (<font class="keyword">const</font> CVector2f &<a class="code" href="driver__opengl__extension__def_8h.html#a404">in</a>, sint &<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, sint &<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keyword">const</font> CPatchInfo &patch)
00637 {
00638 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a> = (sint)(<a class="code" href="driver__opengl__extension__def_8h.html#a404">in</a>.x*(float)patch.OrderS);
00639 <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a> = (sint)(<a class="code" href="driver__opengl__extension__def_8h.html#a404">in</a>.y*(float)patch.OrderT);
00640 }
00641
00642 <font class="comment">// ***************************************************************************</font>
00643
<a name="l00644"></a><a class="code" href="classNL3D_1_1CFillStackNode.html">00644</a> <font class="keyword">class </font>CFillStackNode
00645 {
00646 <font class="keyword">public</font>:
<a name="l00647"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#a0">00647</a> <a class="code" href="classNL3D_1_1CFillStackNode.html#a0">CFillStackNode</a> (uint16 patch, uint16 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint16 <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, uint8 rotate, CZoneSymmetrisation::TState state) { <a class="code" href="classNL3D_1_1CFillStackNode.html#m2">Patch</a> = patch; <a class="code" href="classNL3D_1_1CFillStackNode.html#m0">S</a> = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>; <a class="code" href="classNL3D_1_1CFillStackNode.html#m1">T</a> = <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>; <a class="code" href="classNL3D_1_1CFillStackNode.html#m3">Edge</a> = 0; <a class="code" href="classNL3D_1_1CFillStackNode.html#m4">Rotate</a> = rotate; <a class="code" href="classNL3D_1_1CFillStackNode.html#m5">State</a> = state; };
<a name="l00648"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m0">00648</a> uint16 <a class="code" href="classNL3D_1_1CFillStackNode.html#m0">S</a>;
<a name="l00649"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m1">00649</a> uint16 <a class="code" href="classNL3D_1_1CFillStackNode.html#m1">T</a>;
<a name="l00650"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m2">00650</a> uint16 <a class="code" href="classNL3D_1_1CFillStackNode.html#m2">Patch</a>;
<a name="l00651"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m3">00651</a> uint8 <a class="code" href="classNL3D_1_1CFillStackNode.html#m3">Edge</a>;
<a name="l00652"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m4">00652</a> uint8 <a class="code" href="classNL3D_1_1CFillStackNode.html#m4">Rotate</a>;
<a name="l00653"></a><a class="code" href="classNL3D_1_1CFillStackNode.html#m5">00653</a> CZoneSymmetrisation::TState <a class="code" href="classNL3D_1_1CFillStackNode.html#m5">State</a>;
00654 };
00655
00656 <font class="comment">// ***************************************************************************</font>
00657
<a name="l00658"></a><a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c0">00658</a> <font class="keywordtype">bool</font> CZoneSymmetrisation::propagateTileState (uint patch, uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keyword">const</font> std::vector<CPatchInfo> &patchInfo, <font class="keyword">const</font> CTileBank &bank, <font class="keywordtype">bool</font> forceRegular)
00659 {
00660 <font class="comment">// For each layer</font>
00661 uint layer;
00662 <font class="keywordflow">for</font> (layer=0; layer<3; layer++)
00663 {
00664 <font class="comment">// Get the patch ptr</font>
00665 <font class="keyword">const</font> CPatchInfo *currentPatchPtr = &(patchInfo[patch]);
00666
00667 <font class="comment">// Get the tile index</font>
00668 uint tile = <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*currentPatchPtr->OrderS;
00669
00670 <font class="comment">// Get the tiles set used here</font>
00671 uint tileIndex = currentPatchPtr->Tiles[tile].Tile[layer];
00672 <font class="keywordflow">if</font> (tileIndex != <a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
00673 {
00674 <font class="comment">// Valid tile number ?</font>
00675 <font class="keywordflow">if</font> (tileIndex >= (uint)bank.getTileCount ())
00676 {
00677 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"CZoneSymmetrisation::propagateTileState: Invalid tile index"</font>);
00678 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00679 }
00680
00681 <font class="comment">// Get the tile set used by this layer</font>
00682 <font class="keywordtype">int</font> tileSetToPropagate;
00683 <font class="keywordtype">int</font> number;
00684 CTileBank::TTileType <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>;
00685 bank.getTileXRef (tileIndex, tileSetToPropagate, number, <a class="code" href="driver__opengl__extension__def_8h.html#a373">type</a>);
00686
00687 <font class="comment">// Oriented ?</font>
00688 <font class="keywordtype">bool</font> oriented = bank.getTileSet (tileSetToPropagate)->getOriented ();
00689
00690 <font class="comment">// If oriented, must not be a corner</font>
00691 <font class="keywordflow">if</font> (!(oriented && <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a4">getOrientedTileCorner</a> (patch, tile)))
00692 {
00693 <font class="comment">// Current node</font>
00694 CFillStackNode currentNode (patch, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, currentPatchPtr->Tiles[tile].getTileOrient(layer), <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">getTileState</a> (patch, tile, layer));
00695
00696 <font class="comment">// Propagate non-Nothing tiles</font>
00697 <font class="keywordflow">if</font> ( (!forceRegular && (currentNode.State != <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>)) || (forceRegular && (currentNode.State == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>)) )
00698 {
00699 <font class="comment">// Force to Regular ?</font>
00700 <font class="keywordflow">if</font> (forceRegular)
00701 {
00702 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (patch, tile, layer, <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>);
00703 currentNode.State = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>;
00704 }
00705
00706 <font class="comment">// Fill stack</font>
00707 vector<CFillStackNode> stack;
00708 stack.push_back (currentNode);
00709
00710 <font class="comment">// While people in the stack</font>
00711 <font class="keywordflow">while</font> (!stack.empty ())
00712 {
00713 <font class="comment">// Pop last element</font>
00714 currentNode = stack.back ();
00715 stack.pop_back ();
00716
00717 <font class="keywordflow">do</font>
00718 {
00719 <font class="comment">// Set current patch pointer</font>
00720 currentPatchPtr = &(patchInfo[currentNode.Patch]);
00721
00722 <font class="comment">// Get neighbor</font>
00723 CFillStackNode neighborNode (currentNode.Patch, currentNode.S, currentNode.T, currentNode.Rotate, currentNode.State);
00724 <font class="keywordflow">switch</font> (currentNode.Edge)
00725 {
00726 <font class="keywordflow">case</font> 0:
00727 neighborNode.S--;
00728 <font class="keywordflow">break</font>;
00729 <font class="keywordflow">case</font> 1:
00730 neighborNode.T++;
00731 <font class="keywordflow">break</font>;
00732 <font class="keywordflow">case</font> 2:
00733 neighborNode.S++;
00734 <font class="keywordflow">break</font>;
00735 <font class="keywordflow">case</font> 3:
00736 neighborNode.T--;
00737 <font class="keywordflow">break</font>;
00738 }
00739
00740 <font class="comment">// Is still in patch ?</font>
00741 <font class="keywordflow">if</font> ( (neighborNode.S<0) || (neighborNode.S>=patchInfo[currentNode.Patch].OrderS) || (neighborNode.T<0) || (neighborNode.T>=patchInfo[currentNode.Patch].OrderT) )
00742 {
00743 <font class="comment">// No, found new patch</font>
00744 uint position;
00745 <font class="keywordflow">switch</font> (currentNode.Edge)
00746 {
00747 <font class="keywordflow">case</font> 0:
00748 position = neighborNode.T;
00749 <font class="keywordflow">break</font>;
00750 <font class="keywordflow">case</font> 1:
00751 position = neighborNode.S;
00752 <font class="keywordflow">break</font>;
00753 <font class="keywordflow">case</font> 2:
00754 position = patchInfo[currentNode.Patch].OrderT - neighborNode.T - 1;
00755 <font class="keywordflow">break</font>;
00756 <font class="keywordflow">case</font> 3:
00757 position = patchInfo[currentNode.Patch].OrderS - neighborNode.S - 1;
00758 <font class="keywordflow">break</font>;
00759 }
00760
00761 <font class="comment">// Get next patch</font>
00762 uint patchOut;
00763 sint sOut;
00764 sint tOut;
00765 <font class="keywordflow">if</font> (patchInfo[currentNode.Patch].getNeighborTile (currentNode.Patch, currentNode.Edge, position,
00766 patchOut, sOut, tOut, patchInfo))
00767 {
00768 <font class="comment">// Should be another patch</font>
00769 <a class="code" href="debug_8h.html#a6">nlassert</a> (patchOut != currentNode.Patch);
00770
00771 <font class="comment">// Get patch id</font>
00772 neighborNode.Patch = patchOut;
00773
00774 <font class="comment">// Coordinate must be IN the patch</font>
00775 <a class="code" href="debug_8h.html#a6">nlassert</a> (sOut >= 0);
00776 <a class="code" href="debug_8h.html#a6">nlassert</a> (tOut >= 0);
00777 <a class="code" href="debug_8h.html#a6">nlassert</a> (sOut < patchInfo[neighborNode.Patch].OrderS);
00778 <a class="code" href="debug_8h.html#a6">nlassert</a> (tOut < patchInfo[neighborNode.Patch].OrderT);
00779
00780 <font class="comment">// Copy it</font>
00781 neighborNode.S = sOut;
00782 neighborNode.T = tOut;
00783
00784 <font class="comment">// Find neighbor</font>
00785 <font class="keyword">const</font> CPatchInfo::CBindInfo &neighborBindInfo = patchInfo[currentNode.Patch].BindEdges[currentNode.Edge];
00786 uint edgePatch;
00787 <font class="keywordflow">for</font> (edgePatch=0; edgePatch<(uint)neighborBindInfo.NPatchs; edgePatch++)
00788 {
00789 <font class="keywordflow">if</font> (neighborBindInfo.Next[edgePatch] == neighborNode.Patch)
00790 <font class="keywordflow">break</font>;
00791 }
00792
00793 <font class="comment">// Must find one patch</font>
00794 <a class="code" href="debug_8h.html#a6">nlassert</a> (edgePatch<(uint)neighborBindInfo.NPatchs);
00795
00796 <font class="comment">// Rotation</font>
00797 neighborNode.Rotate = (currentNode.Rotate + 2 + neighborBindInfo.Edge[edgePatch] - currentNode.Edge) & 3;
00798
00799 <font class="comment">// Toggle the state ?</font>
00800 <font class="keywordflow">if</font> ((neighborNode.Rotate ^ currentNode.Rotate) & 1)
00801 {
00802 <font class="comment">// Yes</font>
00803 neighborNode.State = (neighborNode.State == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>) ? <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s2">Goofy</a> : <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s1">Regular</a>;
00804 }
00805 }
00806 <font class="keywordflow">else</font>
00807 {
00808 <font class="comment">// No propagation, continue</font>
00809 currentNode.Edge++;
00810 <font class="keywordflow">continue</font>;
00811 }
00812 }
00813
00814 <font class="comment">// Neighbor patch</font>
00815 <font class="keyword">const</font> CPatchInfo *neighborPatchPtr = &(patchInfo[neighborNode.Patch]);
00816
00817 <font class="comment">// Get the tile index</font>
00818 uint neighborTile = neighborNode.S+neighborNode.T*neighborPatchPtr->OrderS;
00819
00820 <font class="comment">// Look for the same tile set in the new tile</font>
00821 uint neighborLayer;
00822 <font class="keywordflow">for</font> (neighborLayer=0; neighborLayer<3; neighborLayer++)
00823 {
00824 <font class="comment">// Get the tile index</font>
00825 uint neighborTileIndex = neighborPatchPtr->Tiles[neighborTile].Tile[neighborLayer];
00826
00827 <font class="keywordflow">if</font> (neighborTileIndex != <a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
00828 {
00829 <font class="comment">// Valid tile number ?</font>
00830 <font class="keywordflow">if</font> (neighborTileIndex >= (uint)bank.getTileCount ())
00831 {
00832 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"CZoneSymmetrisation::propagateTileState: Invalid tile index"</font>);
00833 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00834 }
00835
00836 <font class="comment">// Get tileset</font>
00837 <font class="keywordtype">int</font> neighborTileSet;
00838 <font class="keywordtype">int</font> neighborNumber;
00839 CTileBank::TTileType neighborType;
00840 bank.getTileXRef (neighborTileIndex, neighborTileSet, neighborNumber, neighborType);
00841
00842 <font class="comment">// Same tileset ? Stop!</font>
00843 <font class="keywordflow">if</font> ( (neighborTileSet == tileSetToPropagate) &&
00844 (neighborNode.Rotate == neighborPatchPtr->Tiles[neighborTile].getTileOrient(neighborLayer)) )
00845 <font class="keywordflow">break</font>;
00846 }
00847 }
00848
00849 <font class="comment">// Found ?</font>
00850 <font class="keywordflow">if</font> (neighborLayer<3)
00851 {
00852 <font class="comment">// If oriented, must not be a corner</font>
00853 <font class="keywordflow">if</font> (!(oriented && <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a4">getOrientedTileCorner</a> (neighborNode.Patch, neighborTile)))
00854 {
00855 <font class="comment">// Propagate in the new node ?</font>
00856 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3">TState</a> neighborState = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#a1">getTileState</a> (neighborNode.Patch, neighborTile, neighborLayer);
00857 <font class="keywordflow">if</font> (neighborState == <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>)
00858 {
00859 <font class="comment">// Set the state</font>
00860 <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#c1">setTileState</a> (neighborNode.Patch, neighborTile, neighborLayer, neighborNode.State);
00861
00862 <font class="comment">// Stack current node if some neighbor left to visit</font>
00863 <font class="keywordflow">if</font> (currentNode.Edge < 3)
00864 {
00865 currentNode.Edge++;
00866 stack.push_back (currentNode);
00867 }
00868
00869 <font class="comment">// Continue with the new node</font>
00870 currentNode = neighborNode;
00871 }
00872 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (neighborState != neighborNode.State)
00873 {
00874 <font class="comment">// Error, same tile but not same state</font>
00875 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"CZoneSymmetrisation::propagateTileState: error, find same iso surfaces with different state."</font>);
00876
00877 <font class="comment">// No propagation, continue</font>
00878 currentNode.Edge++;
00879 }
00880 <font class="keywordflow">else</font>
00881 {
00882 <font class="comment">// No propagation, continue</font>
00883 currentNode.Edge++;
00884 }
00885 }
00886 <font class="keywordflow">else</font>
00887 {
00888 <font class="comment">// No propagation, continue</font>
00889 currentNode.Edge++;
00890 }
00891 }
00892 <font class="keywordflow">else</font>
00893 <font class="comment">// No propagation, continue</font>
00894 currentNode.Edge++;
00895 }
00896 <font class="keywordflow">while</font> (currentNode.Edge<4);
00897 }
00898 }
00899 }
00900 }
00901 }
00902
00903 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00904 }
00905
00906 <font class="comment">// ***************************************************************************</font>
00907
00908 } <font class="comment">// NL3D</font>
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