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649 lines
14 KiB
C
649 lines
14 KiB
C
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_BUILD_SURF_H
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#define NL_BUILD_SURF_H
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#include <vector>
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#include "nel/misc/debug.h"
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#include "nel/misc/file.h"
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#include "nel/3d/zone.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/landscape.h"
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#include "nel/3d/quad_tree.h"
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#include "nel/3d/quad_grid.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/aabbox.h"
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#include "nel/misc/geom_ext.h"
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#include "nel/misc/polygon.h"
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#include "nel/../../src/pacs/surface_quad.h"
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#include "nel/../../src/pacs/retrievable_surface.h"
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#include "prim_checker.h"
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extern std::string OutputRootPath;
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extern std::string OutputDirectory;
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extern std::string OutputPath;
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extern std::string TessellationPath;
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extern std::string IGBoxes;
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extern uint TessellateLevel;
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extern bool ReduceSurfaces;
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extern bool SmoothBorders;
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extern bool ComputeElevation;
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extern bool ComputeLevels;
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extern std::vector<std::string> ZoneNames;
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extern std::string ZoneExt;
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extern std::string ZoneNHExt;
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extern std::string ZoneLookUpPath;
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extern bool ProcessAllPasses;
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extern bool CheckPrims;
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extern bool TessellateZones;
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extern bool MoulineZones;
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extern bool TessellateAndMoulineZones;
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extern bool ProcessRetrievers;
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extern std::string PreprocessDirectory;
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extern float WaterThreshold;
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extern bool UseZoneSquare;
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extern std::string ZoneUL;
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extern std::string ZoneDR;
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extern std::string GlobalRetriever;
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extern std::string RetrieverBank;
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extern std::string GlobalUL;
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extern std::string GlobalDR;
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extern bool ProcessGlobal;
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extern bool Verbose;
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extern CPrimChecker PrimChecker;
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std::string getZoneNameById(uint16 id);
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uint16 getZoneIdByName(std::string &name);
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NLMISC::CAABBox getZoneBBoxById(uint16 id);
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uint16 getZoneIdByPos(NLMISC::CVector &pos);
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NL3D::CMesh *generateMeshFromBBox(const NLMISC::CAABBox &bbox, NLMISC::CRGBA color = NLMISC::CRGBA(255, 128, 0));
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namespace NLPACS
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{
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class CSurfElement;
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class CComputableSurfaceBorder;
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class CComputableSurface;
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class CPatchTessellation;
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class CZoneTessellation;
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/**/
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const sint32 UnaffectedSurfaceId = -1;
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/**
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* CSurfElement is an element of an iso-criteria surface. It is basically a CTriangle, and
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* contains the various criteria values such as incline class, landscape material ...
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* \author Benjamin Legros
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* \author Nevrax France
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* \date 2001
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*/
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class CSurfElement
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{
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public:
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/**
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*
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*/
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uint32 ElemId;
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/**
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* The support of the surface element.
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* The index to the 3 vertices of the triangle.
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*/
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uint32 Tri[3];
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/**
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* The element normal vector
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*/
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NLMISC::CVector Normal;
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/**
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* The area of the element
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*/
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float Area;
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/**
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* The zone id
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*/
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uint16 ZoneId;
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/**
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* The tessellation vertices
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*/
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std::vector<NLMISC::CVector> *Vertices;
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/* Here the surface criteria.
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Probably some normal quantization, material, flags ... */
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uint8 WaterShape;
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uint8 QuantHeight;
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uint32 ForceMerge;
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bool ForceInvalid;
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bool IsBorder;
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bool IsValid;
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bool IsMergable;
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bool ClusterHint;
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bool IsUnderWater;
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enum
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{
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NumNormalQuantas = 4,
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NumOrientationQuantas = 4
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};
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/**
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* The links to the neighboring elements.
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* Each edge is related to the opposite vertex in the triangle */
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CSurfElement *EdgeLinks[3];
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/**
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* A flag for each edge, set if the edge has already been evaluated (in
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* the surface border computation.
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*/
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bool EdgeFlag[3];
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/**
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* The Id of the surface container.
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*/
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sint32 SurfaceId;
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public:
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/**
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* Constructor.
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* Creates a simple CSurfElement.
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*/
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CSurfElement()
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{
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ElemId = 0;
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EdgeLinks[0] = NULL;
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EdgeLinks[1] = NULL;
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EdgeLinks[2] = NULL;
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EdgeFlag[0] = false;
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EdgeFlag[1] = false;
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EdgeFlag[2] = false;
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SurfaceId = UnaffectedSurfaceId;
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IsBorder = false;
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IsValid = false;
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IsMergable = true;
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ClusterHint = false;
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ForceInvalid = false;
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IsUnderWater = false;
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WaterShape = 255;
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QuantHeight = 0;
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ForceMerge = 0;
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ZoneId = 0;
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}
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/// Computes the bbox of the surface element.
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NLMISC::CAABBox getBBox() const;
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/**
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* Computes the various criteria values (associated to quantas)
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*/
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void computeQuantas(CZoneTessellation *zoneTessel);
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/**
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* Removes properly all links to the CSurfElement.
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*/
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void removeLinks()
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{
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uint i, j;
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for (i=0; i<3; ++i)
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{
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if (EdgeLinks[i] != NULL)
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for (j=0; j<3; ++j)
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if (EdgeLinks[i]->EdgeLinks[j] == this)
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EdgeLinks[i]->EdgeLinks[j] = NULL;
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EdgeLinks[i] = NULL;
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}
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}
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/**
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* Get zone Id on edge
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*/
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sint32 getZoneIdOnEdge(uint edge) const
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{
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return (EdgeLinks[edge] != NULL ? EdgeLinks[edge]->ZoneId : -1);
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}
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void serial(NLMISC::IStream &f, std::vector<CSurfElement> &tessellation)
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{
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f.serial(ElemId);
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f.serial(Tri[0], Tri[1], Tri[2]);
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f.serial(Normal);
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f.serial(ZoneId);
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if (f.isReading())
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{
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sint32 s;
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uint i;
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for (i=0; i<3; ++i)
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{
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f.serial(s);
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EdgeLinks[i] = (s >= 0 ? &tessellation[s] : NULL);
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}
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}
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else
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{
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sint32 s;
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uint i;
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for (i=0; i<3; ++i)
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{
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s = (EdgeLinks[i] != NULL ? EdgeLinks[i]->ElemId : -1);
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f.serial(s);
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}
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}
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}
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};
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/**
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* CComputableSurfaceBorder separates geometrically 2 distinct CComputableSurface objects
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* \author Benjamin Legros
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* \author Nevrax France
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* \date 2001
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*/
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class CComputableSurfaceBorder
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{
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public:
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std::vector<NLMISC::CVector> Vertices;
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sint32 Left;
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sint32 Right;
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float Length;
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sint8 Edge;
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bool DontSmooth;
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public:
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/// Constructor.
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CComputableSurfaceBorder(sint32 left = 0, sint32 right = 0, sint edge=-1) : Left(left), Right(right), Edge(edge), DontSmooth(false) {}
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/// Dump the vertices that constitue the border.
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void dump();
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/// Smoothes the border (and so reduces the number of vertices).
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void smooth(float val);
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/// Computes the length of the border
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void computeLength()
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{
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sint n;
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Length = 0.0;
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for (n=0; n<(sint)Vertices.size()-1; ++n)
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{
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Length += (Vertices[n+1]-Vertices[n]).norm();
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}
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}
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};
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/**
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* CComputableSurface is a compact connex set of CSurfElement.
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* \author Benjamin Legros
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* \author Nevrax France
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* \date 2001
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*/
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class CComputableSurface
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{
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public:
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public:
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/// The Id of the surface
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sint32 SurfaceId;
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/// The references on the elements that belong to the surface
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std::vector<CSurfElement *> Elements;
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/// The object that stores all the borders used in the computed area
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std::vector<CComputableSurfaceBorder> *BorderKeeper;
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/// The border in the surface, by id
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std::vector<uint16> BorderIds;
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bool IsUnderWater;
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bool ClusterHint;
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float Area;
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float WaterHeight;
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uint8 QuantHeight;
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/// The BBox of the whole zone (in which the surface should be contained.)
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NLMISC::CAABBox BBox;
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/// The height storage quad tree
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CSurfaceQuadTree HeightQuad;
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/// The center of the surface
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NLMISC::CVector Center;
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public:
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/**
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* Constructor.
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* Builds an empty surface.
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*/
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CComputableSurface() : SurfaceId(UnaffectedSurfaceId), BorderKeeper(NULL), ClusterHint(false) {}
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/**
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* Flood fills the surface elements to find iso-criteria surfaces.
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* Every linked surface element which has the same quantas values and a surfaceid == -1
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* are marked and recursively called.
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*/
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template<class A>
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void floodFill(CSurfElement *first, sint32 surfId, const A &cmp, CZoneTessellation *zoneTessel)
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{
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nldebug("flood fill surface %d", surfId);
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std::vector<CSurfElement *> stack;
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sint i;
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stack.push_back(first);
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first->SurfaceId = surfId;
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SurfaceId = surfId;
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ClusterHint = first->ClusterHint;
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QuantHeight = first->QuantHeight;
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uint waterShape = first->WaterShape;
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IsUnderWater = first->IsUnderWater;
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//WaterHeight = IsUnderWater ? zoneTessel->WaterShapes[first->WaterShape].Vertices[0].z : 123456.0f;
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bool tamere;
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WaterHeight = IsUnderWater ? PrimChecker.waterHeight(first->WaterShape, tamere)+WaterThreshold : 123456.0f;
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uint32 currentZoneId = first->ZoneId;
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Area = 0.0;
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while (!stack.empty())
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{
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CSurfElement *pop = stack.back();
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stack.pop_back();
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Elements.push_back(pop);
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Area += pop->Area;
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for (i=0; i<3; ++i)
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{
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if (pop->EdgeLinks[i] != NULL && pop->EdgeLinks[i]->SurfaceId == UnaffectedSurfaceId && cmp.equal(first, pop->EdgeLinks[i]))
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{
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pop->EdgeLinks[i]->SurfaceId = SurfaceId;
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stack.push_back(pop->EdgeLinks[i]);
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}
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}
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}
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nldebug("%d elements added", Elements.size());
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Center = NLMISC::CVector::Null;
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for (i=0; i<(sint)Elements.size(); ++i)
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{
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std::vector<NLMISC::CVector> &vertices = *Elements[i]->Vertices;
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Center += (vertices[Elements[i]->Tri[0]]+vertices[Elements[i]->Tri[1]]+vertices[Elements[i]->Tri[2]]);
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}
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Center /= (float)(Elements.size()*3);
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}
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/// Builds the border of the CComputableSurface.
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void buildBorders(CZoneTessellation *zoneTessel);
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/// Check Surface Consistency
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bool checkConsistency();
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private:
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void followBorder(CZoneTessellation *zoneTessel, CSurfElement *first, uint edge, uint sens, std::vector<NLMISC::CVector> &vstore, bool &loop);
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};
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/**
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* CZoneTessellation is the whole tessellation of a given CZone.
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* \author Benjamin Legros
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* \author Nevrax France
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* \date 2001
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*/
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class CZoneTessellation
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{
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private:
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std::vector<CSurfElement> _Tessellation;
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std::vector<NLMISC::CVector> _Vertices;
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protected:
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std::vector<uint16> _ZoneIds;
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std::vector<const NL3D::CZone*> _ZonePtrs;
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public:
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class CMergeForceBox
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{
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public:
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NLMISC::CAABBox MergeBox;
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uint32 MergeId;
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void serial(NLMISC::IStream &f) { f.serial(MergeBox, MergeId); }
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};
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public:
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/// The zone valid tessellation elements.
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std::vector<CSurfElement *> Elements;
|
||
|
|
||
|
///
|
||
|
NLMISC::CAABBox BBox;
|
||
|
NLMISC::CAABBox OriginalBBox;
|
||
|
NLMISC::CAABBox BestFittingBBox;
|
||
|
// Yoyo: if zone is empty, we must not apply the Translation delta to zone
|
||
|
bool BestFittingBBoxSetuped;
|
||
|
|
||
|
///
|
||
|
NLMISC::CVector Translation;
|
||
|
|
||
|
///
|
||
|
sint32 CentralZoneId;
|
||
|
|
||
|
std::vector<NLMISC::CPolygon> WaterShapes;
|
||
|
NL3D::CQuadGrid<uint32> WaterGrid;
|
||
|
|
||
|
/**
|
||
|
* The tessellation refinement. The size of the tessellation is equal to 2m/Refinement
|
||
|
* (say, for instance, a refinement of 2 means a 1m large tessellation.)
|
||
|
*/
|
||
|
sint16 Refinement;
|
||
|
|
||
|
/**
|
||
|
* The surfaces composing the tessellation.
|
||
|
*/
|
||
|
std::vector<CComputableSurface> Surfaces;
|
||
|
std::vector<CComputableSurface> ExtSurfaces;
|
||
|
|
||
|
/**
|
||
|
* The borders for the whole CZone.
|
||
|
*/
|
||
|
std::vector<CComputableSurfaceBorder> Borders;
|
||
|
|
||
|
/**
|
||
|
* The box that force merge into surface
|
||
|
*/
|
||
|
std::vector<CMergeForceBox> ForceMerge;
|
||
|
|
||
|
/**
|
||
|
* Flags
|
||
|
*/
|
||
|
std::vector<uint8> VerticesFlags;
|
||
|
|
||
|
public:
|
||
|
/**
|
||
|
* Constructor
|
||
|
* Creates an empty tessellation.
|
||
|
*/
|
||
|
CZoneTessellation() {}
|
||
|
|
||
|
/**
|
||
|
* Clear
|
||
|
*/
|
||
|
void clear();
|
||
|
|
||
|
/**
|
||
|
* Sets a zone tessellation up for building later.
|
||
|
*/
|
||
|
bool setup(uint16 zoneId, sint16 refinement, const NLMISC::CVector &translation);
|
||
|
|
||
|
/**
|
||
|
* Adds a zone light tessellation to the quad tree container.
|
||
|
*/
|
||
|
void addToContainer(const NL3D::CZone &zone);
|
||
|
NL3D::CMesh *generateCollisionMesh();
|
||
|
|
||
|
/**
|
||
|
* Builds the whole zone tessellation (with linkage) from the given zone.
|
||
|
*/
|
||
|
void build();
|
||
|
|
||
|
/**
|
||
|
* Sets the water polygons up.
|
||
|
*/
|
||
|
void addWaterShape(const NLMISC::CPolygon &poly)
|
||
|
{
|
||
|
WaterShapes.push_back(poly);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Compile the whole zone tessellation and creates surfaces
|
||
|
*/
|
||
|
void compile();
|
||
|
|
||
|
/**
|
||
|
* Generates a CMesh from the tessellation.
|
||
|
*/
|
||
|
NL3D::CMesh *generateMesh();
|
||
|
|
||
|
/**
|
||
|
* Generates borders for the whole zone tessellation.
|
||
|
* \param smooth how much to smooth the borders
|
||
|
*/
|
||
|
void generateBorders(float smooth);
|
||
|
|
||
|
/**
|
||
|
*
|
||
|
*/
|
||
|
NLMISC::CAABBox computeBBox() const;
|
||
|
|
||
|
/**
|
||
|
* Save tessellation
|
||
|
*/
|
||
|
void saveTessellation(NLMISC::COFile &output);
|
||
|
|
||
|
/**
|
||
|
* Load tessellation
|
||
|
*/
|
||
|
void loadTessellation(NLMISC::CIFile &input);
|
||
|
|
||
|
private:
|
||
|
void checkSameLandscapeHmBinds(const NL3D::CLandscape &landscape, const NL3D::CLandscape &landscapeNoHm);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
class CSurfElemCompareSimple
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
bool equal(const CSurfElement *a, const CSurfElement *b) const
|
||
|
{
|
||
|
return a->IsValid == b->IsValid &&
|
||
|
a->ForceInvalid == b->ForceInvalid;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class CSurfElemCompareNormal
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
bool equal(const CSurfElement *a, const CSurfElement *b) const
|
||
|
{
|
||
|
return b->IsValid &&
|
||
|
a->ClusterHint == b->ClusterHint &&
|
||
|
a->ZoneId == b->ZoneId &&
|
||
|
a->IsUnderWater == b->IsUnderWater &&
|
||
|
a->WaterShape == b->WaterShape &&
|
||
|
a->QuantHeight == b->QuantHeight;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
}; // NLPACS
|
||
|
|
||
|
#endif // NL_BUILD_SURF_H
|
||
|
|
||
|
/* End of build_surf.h */
|