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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&lt;5);
00060         <font class="keywordflow">return</font> (TState)((<a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile]&gt;&gt;(layer*2))&amp;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] &gt;&gt; 10 ) &amp; 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 &amp;ref = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile];
00089         ref &amp;= ~(3&lt;&lt;(layer*2));
00090         ref |= ((uint16)state)&lt;&lt;(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 &amp;ref = <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#o0">_TilesLayerStates</a>[patch][tile];
00112         ref &amp;= ~(1&lt;&lt;10);
00113         ref |= ((uint16)corner)&lt;&lt;(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)&amp;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)&amp;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">                -----------------------------------------&gt; 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&amp;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), -&gt; 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&lt;CPatchInfo&gt; &amp;patchInfo, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, <font class="keyword">const</font> CTileBank &amp;bank, CError &amp;errorDesc, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;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&lt;patchInfo.size (); i++)
00199         {
00200                 <font class="comment">// Ref on the patch</font>
00201                 <font class="keyword">const</font> CPatchInfo &amp;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&lt;patchInfo.size (); i++)
00208         {
00209                 <font class="comment">// Ref on the patch</font>
00210                 <font class="keyword">const</font> CPatchInfo &amp;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&amp;1) != 0)</font>
00231         <font class="keywordflow">for</font> (i=0; i&lt;patchInfo.size (); i++)
00232         {
00233                 <font class="comment">// Ref on the patch</font>
00234                 <font class="keyword">const</font> CPatchInfo &amp;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>&lt;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>&lt;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&lt;patchInfo.size (); i++)
00254         {
00255                 <font class="comment">// Ref on the patch</font>
00256                 <font class="keyword">const</font> CPatchInfo &amp;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>&lt;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>&lt;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>&amp; <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&lt;=<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&gt;=0) &amp;&amp; (remainder&lt;resolution) );</font>
00289 
00290         <font class="comment">// Check the snape</font>
00291         <font class="keywordflow">if</font> ( remainder &lt;= 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) &lt;= 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> &amp;patch, uint patchId, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, TState &amp;state, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;toOriginalSpace, <font class="keyword">const</font> CTileBank &amp;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&lt;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&lt;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)&amp;3]) &amp;&amp; (vertPosU[i] != 0x80000000);
00356                         <font class="keywordtype">bool</font> snapV = (vertPosV[i] == vertPosV[(i+1)&amp;3]) &amp;&amp; (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 &amp;&amp; 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&amp;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&amp;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 &amp;&amp; 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) &amp;&amp; (!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&lt;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&amp;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&lt;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&lt;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)-&gt;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> &amp;patch, uint patchId, <font class="keywordtype">float</font> snapCell, <font class="keywordtype">float</font> weldThreshold, TState &amp;state, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;toOriginalSpace, <font class="keyword">const</font> CTileBank &amp;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&lt;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&lt;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)&amp;3]) &amp;&amp; (vertPosU[i] != 0x80000000);
00510                         <font class="keywordtype">bool</font> snapV = (vertPosV[i] == vertPosV[(i+1)&amp;3]) &amp;&amp; (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 &amp;&amp; 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&amp;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&lt;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&amp;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&lt;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&lt;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)-&gt;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&lt;4; i++)
00600         {
00601                 <font class="comment">// Corner snapped ?</font>
00602                 uint next = (i+1)&amp;3;
00603                 <font class="keywordflow">if</font> (EdgeSnaped[i] &amp;&amp; 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 &amp;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 &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a404">in</a>, sint &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, sint &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keyword">const</font> CPatchInfo &amp;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&lt;CPatchInfo&gt; &amp;patchInfo, <font class="keyword">const</font> CTileBank &amp;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&lt;3; layer++)
00663         {
00664                 <font class="comment">// Get the patch ptr</font>
00665                 <font class="keyword">const</font> CPatchInfo *currentPatchPtr = &amp;(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-&gt;OrderS;
00669 
00670                 <font class="comment">// Get the tiles set used here</font>
00671                 uint tileIndex = currentPatchPtr-&gt;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 &gt;= (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)-&gt;getOriented ();
00689 
00690                         <font class="comment">// If oriented, must not be a corner</font>
00691                         <font class="keywordflow">if</font> (!(oriented &amp;&amp; <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-&gt;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 &amp;&amp; (currentNode.State != <a class="code" href="classNL3D_1_1CZoneSymmetrisation.html#s3s0">Nothing</a>)) || (forceRegular &amp;&amp; (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&lt;CFillStackNode&gt;  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 = &amp;(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&lt;0) || (neighborNode.S&gt;=patchInfo[currentNode.Patch].OrderS) || (neighborNode.T&lt;0) || (neighborNode.T&gt;=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 &gt;= 0);
00776                                                                         <a class="code" href="debug_8h.html#a6">nlassert</a> (tOut &gt;= 0);
00777                                                                         <a class="code" href="debug_8h.html#a6">nlassert</a> (sOut &lt; patchInfo[neighborNode.Patch].OrderS);
00778                                                                         <a class="code" href="debug_8h.html#a6">nlassert</a> (tOut &lt; 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 &amp;neighborBindInfo = patchInfo[currentNode.Patch].BindEdges[currentNode.Edge];
00786                                                                         uint edgePatch;
00787                                                                         <font class="keywordflow">for</font> (edgePatch=0; edgePatch&lt;(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&lt;(uint)neighborBindInfo.NPatchs);
00795 
00796                                                                         <font class="comment">// Rotation</font>
00797                                                                         neighborNode.Rotate = (currentNode.Rotate + 2 + neighborBindInfo.Edge[edgePatch] - currentNode.Edge) &amp; 3;
00798 
00799                                                                         <font class="comment">// Toggle the state ?</font>
00800                                                                         <font class="keywordflow">if</font> ((neighborNode.Rotate ^ currentNode.Rotate) &amp; 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 = &amp;(patchInfo[neighborNode.Patch]);
00816 
00817                                                         <font class="comment">// Get the tile index</font>
00818                                                         uint neighborTile = neighborNode.S+neighborNode.T*neighborPatchPtr-&gt;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&lt;3; neighborLayer++)
00823                                                         {
00824                                                                 <font class="comment">// Get the tile index</font>
00825                                                                 uint neighborTileIndex = neighborPatchPtr-&gt;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 &gt;= (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) &amp;&amp; 
00844                                                                                         (neighborNode.Rotate == neighborPatchPtr-&gt;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&lt;3)
00851                                                         {
00852                                                                 <font class="comment">// If oriented, must not be a corner</font>
00853                                                                 <font class="keywordflow">if</font> (!(oriented &amp;&amp; <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 &lt; 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&lt;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>
</pre></div>

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