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961 lines
28 KiB
C++
961 lines
28 KiB
C++
// 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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#include "std3d.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/tessellation.h"
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#include "nel/3d/bezier_patch.h"
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#include "nel/3d/zone.h"
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#include "nel/3d/landscape.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/common.h"
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#include "nel/3d/tile_noise_map.h"
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#include "nel/3d/patchuv_locator.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM) && defined(NL_USE_FASTFLOOR)
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/* This floor works only for floor with noise, because floor/ceil are only made on decimal coordinates:
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sTile =1.25 .... NB: because of difference of mapping (rare case), we may have sometimes values with
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precision < 1/4 (eg 1.125). Just use f*256 to compute the floor.
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NB: using a fastFloor() (fistp changing the controlfp() is not very a good idea here, because
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computeNoise() are not "packed", so change on controlFp() would bee too frequent...
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And also because we need either floor() or ceil() here.
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*/
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inline sint noiseFloor(float f)
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{
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// build a fixed 24:8.
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sint a;
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f*=256;
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// fast ftol. work if no decimal.
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_asm
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{
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fld f
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fistp a
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}
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// floor.
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a>>=8;
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return a;
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}
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inline sint noiseCeil(float f)
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{
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// build a fixed 24:8.
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sint a;
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f*=256;
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// fast ftol. work if no decimal.
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_asm
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{
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fld f
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fistp a
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}
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// ceil.
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a+=255;
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a>>=8;
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return a;
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}
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inline float noiseFloorF(float f)
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{
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return (float)noiseFloor(f);
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}
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inline float noiseCeilF(float f)
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{
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return (float)noiseCeil(f);
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}
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#else
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inline float noiseFloorF(float f)
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{
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return (float)floor(f);
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}
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inline float noiseCeilF(float f)
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{
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return (float)ceil(f);
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}
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inline sint noiseFloor(float f)
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{
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return (sint)floor(f);
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}
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inline sint noiseCeil(float f)
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{
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return (sint)ceil(f);
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}
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#endif
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// ***************************************************************************
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float CPatch::computeDisplaceRawInteger(sint ts, sint tt, sint ms, sint mt) const
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{
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// Choose the noiseMap.
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// ===============================
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clamp(ts, 0, OrderS-1);
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clamp(tt, 0, OrderT-1);
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uint tileId= tt*OrderS + ts;
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// Get the tile for pass0. This is the principal tile, and this one tells what noise to take.
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sint tileNumber= Tiles[tileId].Tile[0];
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// Get the subNoise from tileElement.
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uint tileSubNoise= Tiles[tileId].getTileSubNoise();
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// retrieve the wanted noiseMap.
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CTileNoiseMap *noiseMap;
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noiseMap = getZone()->getLandscape()->TileBank.getTileNoiseMap (tileNumber, tileSubNoise);
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if (noiseMap == NULL)
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return 0.0f;
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// Sample the noiseMap with (s,t).
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// ===============================
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// sample from map.
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sint8 pix= noiseMap->Pixels[mt*NL3D_TILE_NOISE_MAP_SIZE + ms];
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// normalize.
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return (float)pix * (NL3D_NOISE_MAX / 127.f);
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}
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// ***************************************************************************
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void CPatch::computeDisplaceRawCoordinates(float sTile, float tTile, float s, float t,
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sint &ts, sint &tt, sint &ms, sint &mt) const
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{
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// Choose the noiseMap.
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// ===============================
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// Compute coordinate in the patch.
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ts= noiseFloor(sTile);
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tt= noiseFloor(tTile);
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// Sample the noiseMap with (s,t).
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// ===============================
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// scale the map.
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float u= s * NL3D_TILE_NOISE_MAP_TILE_FACTOR;
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float v= t * NL3D_TILE_NOISE_MAP_TILE_FACTOR;
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// Speed rotation.
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CUV uv;
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switch(NoiseRotation & 3)
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{
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case 0:
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uv.U= u;
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uv.V= v;
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break;
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case 1:
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uv.U= NL3D_TILE_NOISE_MAP_SIZE-v;
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uv.V= u;
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break;
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case 2:
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uv.U= NL3D_TILE_NOISE_MAP_SIZE-u;
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uv.V= NL3D_TILE_NOISE_MAP_SIZE-v;
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break;
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case 3:
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uv.U= v;
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uv.V= NL3D_TILE_NOISE_MAP_SIZE-u;
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break;
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}
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// direct map (no bilinear, no round, the case where s,t < 1/4 of a tile is very rare).
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ms= noiseFloor(uv.U);
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mt= noiseFloor(uv.V);
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// Manage Tiling (add NL3D_TILE_NOISE_MAP_SIZE*1 should be sufficient, but take margin).
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ms= (ms + (NL3D_TILE_NOISE_MAP_SIZE*256)) & (NL3D_TILE_NOISE_MAP_SIZE-1);
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mt= (mt + (NL3D_TILE_NOISE_MAP_SIZE*256)) & (NL3D_TILE_NOISE_MAP_SIZE-1);
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}
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// ***************************************************************************
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float CPatch::computeDisplaceRaw(float sTile, float tTile, float s, float t) const
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{
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sint ts,tt,ms,mt;
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computeDisplaceRawCoordinates(sTile, tTile, s, t, ts, tt, ms, mt);
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return computeDisplaceRawInteger(ts, tt, ms, mt);
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}
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// ***************************************************************************
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static inline void computeDisplaceBilinear(float sTile, float tTile,
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float &sInc, float &tInc, float &sa, float &ta, float &sa1, float &ta1)
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{
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float sDecimal= sTile-noiseFloor(sTile);
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float tDecimal= tTile-noiseFloor(tTile);
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float sDist, tDist;
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// Do a bilinear centered on 0.5, 0.5.
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// Compute increment, according to position against center.
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if(sDecimal>=0.5)
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sInc= 1;
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else
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sInc= -1;
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if(tDecimal>=0.5)
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tInc= 1;
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else
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tInc= -1;
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// Compute weight factor.
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sDist= (float)fabs(0.5 - sDecimal); // s distance from center.
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tDist= (float)fabs(0.5 - tDecimal); // t distance from center.
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sa= 1-sDist;
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ta= 1-tDist;
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sa1= 1-sa;
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ta1= 1-ta;
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}
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// ***************************************************************************
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float CPatch::computeDisplaceInteriorSmooth(float s, float t) const
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{
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float sTile= s;
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float tTile= t;
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float ret;
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// compute bi-linear weight factors.
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float sInc, tInc, sa, ta, sa1, ta1;
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computeDisplaceBilinear(sTile, tTile, sInc, tInc, sa, ta, sa1, ta1);
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// NB: to have smooth transition, must keep the same (s,t), so we do a transition with the noise tile of
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// our neigbhor, but under us.
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// speed up, using just one computeDisplaceRawCoordinates(), and multiple computeDisplaceRawInteger().
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sint ts,tt,ms,mt;
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computeDisplaceRawCoordinates(sTile, tTile, s, t, ts, tt, ms, mt);
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sint sIncInt= (sint) sInc;
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sint tIncInt= (sint) tInc;
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ret = computeDisplaceRawInteger(ts, tt, ms,mt) * sa * ta;
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ret+= computeDisplaceRawInteger(ts+sIncInt, tt, ms,mt) * sa1 * ta;
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ret+= computeDisplaceRawInteger(ts, tt+tIncInt, ms,mt) * sa * ta1;
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ret+= computeDisplaceRawInteger(ts+sIncInt, tt+tIncInt, ms,mt) * sa1 * ta1;
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return ret;
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}
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// ***************************************************************************
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float CPatch::computeDisplaceEdgeSmooth(float s, float t, sint8 smoothBorderX, sint8 smoothBorderY) const
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{
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float sTile= s;
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float tTile= t;
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CBindInfo bindInfo;
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uint edge=0;
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// only one must be not null
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nlassert( (smoothBorderX==0) != (smoothBorderY==0) );
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// Get the edge against we must share displace.
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if(smoothBorderX==-1) edge=0;
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else if(smoothBorderY==1) edge=1;
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else if(smoothBorderX==1) edge=2;
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else if(smoothBorderY==-1) edge=3;
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else nlstop;
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// Build the bindInfo against this edge.
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getBindNeighbor(edge, bindInfo);
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// Fast reject: if no neighbor, just do a simple computeDisplaceInteriorSmooth.
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if(!bindInfo.Zone)
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return computeDisplaceInteriorSmooth(s, t);
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// else, look for result in neighborhood.
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else
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{
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float ret;
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// compute bi-linear weight factors.
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float sInc, tInc, sa, ta, sa1, ta1;
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computeDisplaceBilinear(sTile, tTile, sInc, tInc, sa, ta, sa1, ta1);
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// Manage limit case: if bilinear has not chosen the good direction (because of floor and orientation).
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// eg on Right edge: This case arise if sDecimal==0, so if sa==sa1==0.5f. result is that
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// smoothBorderX is != than sInc on right border. same reasoning with downBorder (smoothBorderY=1).
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// NO NEED TO DO HERE, because sInc or tInc is not used if it is bad (smoothBorder? used instead).
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// and no need to correct sa, sa1, because in this case they are both equal to 0.5.
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// compute Neighboring info.
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CPatchUVLocator uvLocator;
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uvLocator.build(this, edge, bindInfo);
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/* NB: there is floor problems with neighbors:
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- difference of orientation => uv.v=1. This point to the 1th tile. But this is not the same, if
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v goes to up, or goes to down.
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- if multiple bind, problem at limit (eg a bind 1/2 on edge 0 with OrdertT=8, when uv.v= 4).
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because, selection of the patch is dependent of orientation too.
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To avoid them, just take center of (sTile, tTile) to remove ambiguity.
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This works because computeDisplaceRaw() use sTile, tTile to get the noiseMap, so the decimal part is not
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used.
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Notice that we do this AFTER computeDisplaceBilinear() of course.
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*/
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sTile= noiseFloor(sTile) + 0.5f;
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tTile= noiseFloor(tTile) + 0.5f;
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// If we were exactly on the superior edge, prec compute is false... so correct this here.
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if(sTile>OrderS) sTile--;
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if(tTile>OrderT) tTile--;
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// Bilinear across an edge (enjoy!!).
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CVector2f stTileIn, stIn;
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CVector2f stTileOut, stOut;
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CPatch *patchOut;
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uint patchId;
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// if vertical edge.
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if(smoothBorderX!=0)
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{
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// compute contribution of our patch.
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ret = computeDisplaceRaw(sTile,tTile, s,t) * sa * ta;
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ret+= computeDisplaceRaw(sTile,tTile+tInc, s,t) * sa * ta1;
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// compute contribution of next(s) patchs.
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// contribution of next at tTile.
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// Keep the same coordinate.
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stIn.set(s, t);
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// But look for the neighbor noise tile.
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stTileIn.set(sTile+smoothBorderX, tTile);
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// change basis: find the s,t on the neighbor patch.
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patchId= uvLocator.selectPatch(stTileIn);
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uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
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uvLocator.locateUV(stIn, patchId, patchOut, stOut);
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// Compute displace, and bi-linear on the neighbor patch.
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ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta;
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// contribution of next at tTile+tInc (same reasoning).
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stIn.set(s, t);
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stTileIn.set(sTile+smoothBorderX, tTile+tInc);
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patchId= uvLocator.selectPatch(stTileIn);
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uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
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uvLocator.locateUV(stIn, patchId, patchOut, stOut);
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ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta1;
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}
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// else if horizontal edge.
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else
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{
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// same reasoning as above.
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// compute contribution of our patch.
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ret = computeDisplaceRaw(sTile, tTile, s,t) * sa * ta;
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ret+= computeDisplaceRaw(sTile+sInc,tTile, s,t) * sa1 * ta;
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// compute contribution of next(s) patchs.
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// contribution of next at tTile.
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stIn.set(s, t);
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stTileIn.set(sTile, tTile+smoothBorderY);
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patchId= uvLocator.selectPatch(stTileIn);
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uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
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uvLocator.locateUV(stIn, patchId, patchOut, stOut);
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ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa * ta1;
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// contribution of next at tTile+tInc (same reasoning).
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stIn.set(s, t);
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stTileIn.set(sTile+sInc, tTile+smoothBorderY);
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patchId= uvLocator.selectPatch(stTileIn);
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uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
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uvLocator.locateUV(stIn, patchId, patchOut, stOut);
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ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta1;
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}
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return ret;
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}
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}
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// ***************************************************************************
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float CPatch::computeDisplaceRawOnNeighbor(float sTile, float tTile, float s, float t) const
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{
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sint edge= -1;
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// look on what neighbor patch we must find the value (if any).
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if(sTile<0) edge=0;
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else if(tTile>OrderT) edge=1;
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else if(sTile>OrderS) edge=2;
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else if(tTile<0) edge=3;
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// If the location is In the patch, just return normal value.
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if(edge==-1)
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return computeDisplaceRaw(sTile, tTile, s, t);
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// else must find on neighbor.
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else
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{
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CBindInfo bindInfo;
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getBindNeighbor(edge, bindInfo);
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// Fast reject: if no neighbor on the edge, just do a simple computeDisplaceRaw()
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if(!bindInfo.Zone)
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{
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return computeDisplaceRaw(sTile, tTile, s, t);
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}
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// else must find on neighbor.
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else
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{
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CPatchUVLocator uvLocator;
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uvLocator.build(this, edge, bindInfo);
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CVector2f stTileIn, stIn;
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CVector2f stTileOut, stOut;
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CPatch *patchOut;
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uint patchId;
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// look on neighbor. same reasoning as in computeDisplaceEdgeSmooth();
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stIn.set(s, t);
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stTileIn.set(sTile, tTile);
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patchId= uvLocator.selectPatch(stTileIn);
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uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
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uvLocator.locateUV(stIn, patchId, patchOut, stOut);
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return patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y);
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}
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}
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}
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// ***************************************************************************
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float CPatch::computeDisplaceCornerSmooth(float s, float t, sint8 smoothBorderX, sint8 smoothBorderY) const
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{
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// compute the value across the corner (enjoy!!)
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// NB: Only corners with Edges==4 and corners on a bind are correclty supported.
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// ignore problems with corner which nbEdges!=4, because Blend of normals blend to 0 on corner (see computenoise()).
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float sTile= s;
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float tTile= t;
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CBindInfo bindInfoX;
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CBindInfo bindInfoY;
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uint edgeX=0;
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uint edgeY=0;
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// both must be not null
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nlassert( (smoothBorderX!=0) && (smoothBorderY!=0) );
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// Get the edge against we must share displace.
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if(smoothBorderX==-1) edgeX=0;
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else if(smoothBorderX==1) edgeX=2;
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else nlstop;
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if(smoothBorderY==1) edgeY=1;
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else if(smoothBorderY==-1) edgeY=3;
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else nlstop;
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// Build the bindInfo against those 2 edge.
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getBindNeighbor(edgeX, bindInfoX);
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getBindNeighbor(edgeY, bindInfoY);
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// Fast reject: if no neighbor on one of the edge, just do a simple computeDisplaceInteriorSmooth.
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if(!bindInfoX.Zone || !bindInfoY.Zone)
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return computeDisplaceInteriorSmooth(s, t);
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else
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{
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float ret;
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// compute bi-linear weight factors.
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float sInc, tInc, sa, ta, sa1, ta1;
|
|
computeDisplaceBilinear(sTile, tTile, sInc, tInc, sa, ta, sa1, ta1);
|
|
// Manage limit case: if bilinear has not chosen the good direction (because of floor and orientation).
|
|
// eg on Right edge: This case arise if sDecimal==0, so if sa==sa1==0.5f. result is that
|
|
// smoothBorderX is != than sInc on right border. same reasoning with downBorder (smoothBorderY=1).
|
|
|
|
// NO NEED TO DO HERE, because sInc or tInc are not used at all.
|
|
|
|
|
|
|
|
// compute Neighboring info.
|
|
CPatchUVLocator uvLocatorX;
|
|
CPatchUVLocator uvLocatorY;
|
|
uvLocatorX.build(this, edgeX, bindInfoX);
|
|
uvLocatorY.build(this, edgeY, bindInfoY);
|
|
|
|
|
|
/* NB: see floor problems note in computeDisplaceEdgeSmooth();
|
|
*/
|
|
sTile= noiseFloor(sTile) + 0.5f;
|
|
tTile= noiseFloor(tTile) + 0.5f;
|
|
// If we were exactly on the superior edge, prec compute is false... so correct this here.
|
|
if(sTile>OrderS) sTile--;
|
|
if(tTile>OrderT) tTile--;
|
|
|
|
|
|
// Bilinear across a corner.
|
|
CVector2f stTileIn, stIn;
|
|
CVector2f stTileOut, stOut;
|
|
CPatch *patchOut;
|
|
uint patchId;
|
|
|
|
|
|
// compute contribution of our patch.
|
|
ret = computeDisplaceRaw(sTile,tTile, s,t) * sa * ta;
|
|
|
|
// compute contribution of the patch on the left/right side. same reasoning as in computeDisplaceEdgeSmooth();
|
|
stIn.set(s, t);
|
|
stTileIn.set(sTile+smoothBorderX, tTile);
|
|
patchId= uvLocatorX.selectPatch(stTileIn);
|
|
uvLocatorX.locateUV(stTileIn, patchId, patchOut, stTileOut);
|
|
uvLocatorX.locateUV(stIn, patchId, patchOut, stOut);
|
|
ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta;
|
|
|
|
|
|
// compute contribution of the patch on the up/down side. same reasoning as in computeDisplaceEdgeSmooth();
|
|
stIn.set(s, t);
|
|
stTileIn.set(sTile, tTile+smoothBorderY);
|
|
patchId= uvLocatorY.selectPatch(stTileIn);
|
|
uvLocatorY.locateUV(stTileIn, patchId, patchOut, stTileOut);
|
|
uvLocatorY.locateUV(stIn, patchId, patchOut, stOut);
|
|
ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa * ta1;
|
|
|
|
|
|
/* compute contribution of the patch adjacent to me.
|
|
There is multiple case to consider here. Take example with corner=0 (ie smBdX=smBdY=-1):
|
|
- if we are a normal corner with 4 edges, take the result from the left patch of our top patch.
|
|
- if the corner is on a bind Edge, the top patch may be the bigger patch, so don't take the result
|
|
from his neighbor (of course).
|
|
- if we are a normal corner with N!=4 edges, just do same thing than if N==4. this is false but don't bother.
|
|
|
|
To solve smoothly cases 1 and 2, use computeDisplaceRawOnNeighbor().
|
|
This method, if nessecary, look on his neighbor to compute the value.
|
|
*/
|
|
stIn.set(s, t);
|
|
stTileIn.set(sTile+smoothBorderX, tTile+smoothBorderY);
|
|
// look on our "top" patch (this is arbitrary).
|
|
patchId= uvLocatorY.selectPatch(stTileIn);
|
|
uvLocatorY.locateUV(stTileIn, patchId, patchOut, stTileOut);
|
|
uvLocatorY.locateUV(stIn, patchId, patchOut, stOut);
|
|
ret+= patchOut->computeDisplaceRawOnNeighbor(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta1;
|
|
|
|
|
|
return ret;
|
|
}
|
|
|
|
}
|
|
|
|
// ***************************************************************************
|
|
CVector CPatch::computeNormalEdgeSmooth(float s, float t, sint8 smoothBorderX, sint8 smoothBorderY) const
|
|
{
|
|
CBindInfo bindInfo;
|
|
uint edge=0;
|
|
CBezierPatch *bpatch;
|
|
bpatch= unpackIntoCache();
|
|
|
|
// only one must be not null
|
|
nlassert( (smoothBorderX==0) != (smoothBorderY==0) );
|
|
|
|
|
|
// Get the edge against we must share displace.
|
|
if(smoothBorderX==-1) edge=0;
|
|
else if(smoothBorderY==1) edge=1;
|
|
else if(smoothBorderX==1) edge=2;
|
|
else if(smoothBorderY==-1) edge=3;
|
|
else nlstop;
|
|
|
|
// If the edge is smoothed, blend with neighbor.
|
|
if(getSmoothFlag(edge))
|
|
{
|
|
// Build the bindInfo against this edge.
|
|
getBindNeighbor(edge, bindInfo);
|
|
|
|
// Fast reject: if no neighbor, just do a simple computeDisplaceInteriorSmooth.
|
|
if(!bindInfo.Zone)
|
|
return bpatch->evalNormal(s/getOrderS(), t/getOrderT());
|
|
else
|
|
{
|
|
CVector r0, r1;
|
|
|
|
// Compute our contribution.
|
|
r0= bpatch->evalNormal(s/getOrderS(), t/getOrderT());
|
|
|
|
// Compute the coordinate on the border of the edge, and the coef of the blend.
|
|
float se=s;
|
|
float te=t;
|
|
float coef=0.0;
|
|
if(smoothBorderX==-1) se= noiseFloorF(se), coef=s-se;
|
|
else if(smoothBorderX==1) se= noiseCeilF(se), coef=se-s;
|
|
else if(smoothBorderY==-1) te= noiseFloorF(te), coef=t-te;
|
|
else if(smoothBorderY==1) te= noiseCeilF(te), coef=te-t;
|
|
coef= 0.5f + coef*0.5f;
|
|
|
|
// Compute contribution of the normal on the neighbor, on the border of the edge.
|
|
CPatchUVLocator uvLocator;
|
|
CVector2f stIn, stOut;
|
|
CPatch *patchOut;
|
|
uint patchId;
|
|
|
|
uvLocator.build(this, edge, bindInfo);
|
|
stIn.set(se, te);
|
|
patchId= uvLocator.selectPatch(stIn);
|
|
uvLocator.locateUV(stIn, patchId, patchOut, stOut);
|
|
|
|
bpatch= patchOut->unpackIntoCache();
|
|
r1= bpatch->evalNormal(stOut.x/patchOut->getOrderS(), stOut.y/patchOut->getOrderT());
|
|
|
|
// NB: don't bother problems with bind 1/X and the choice of the patch, because bind are C1, so normal is C0.
|
|
|
|
// Blend 2 result. For speed optim, don't normalize.
|
|
return r0*coef + r1*(1-coef);
|
|
}
|
|
}
|
|
// else blend with vector Null.
|
|
else
|
|
{
|
|
// compute coef.
|
|
float se=s;
|
|
float te=t;
|
|
float coef=0.0;
|
|
if(smoothBorderX==-1) se= noiseFloorF(se), coef=s-se;
|
|
else if(smoothBorderX==1) se= noiseCeilF(se), coef=se-s;
|
|
else if(smoothBorderY==-1) te= noiseFloorF(te), coef=t-te;
|
|
else if(smoothBorderY==1) te= noiseCeilF(te), coef=te-t;
|
|
|
|
// Compute our contribution.
|
|
CVector r0;
|
|
r0= bpatch->evalNormal(s/getOrderS(), t/getOrderT());
|
|
|
|
// Blend with 0.
|
|
return r0*coef;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CVector CPatch::computeNormalOnNeighbor(float s, float t, uint edgeExclude) const
|
|
{
|
|
sint edge= -1;
|
|
|
|
// look on what neighbor patch we must find the value (if any).
|
|
if(s<1 && edgeExclude!=0) edge=0;
|
|
else if(t>OrderT-1 && edgeExclude!=1) edge=1;
|
|
else if(s>OrderS-1 && edgeExclude!=2) edge=2;
|
|
else if(t<1 && edgeExclude!=3) edge=3;
|
|
|
|
|
|
// If the location is In the patch, just return normal value. (case of a bind 1/X).
|
|
if(edge==-1)
|
|
{
|
|
CBezierPatch *bpatch= unpackIntoCache();
|
|
return bpatch->evalNormal(s/getOrderS(), t/getOrderT());
|
|
}
|
|
// else must find on neighbor.
|
|
else
|
|
{
|
|
CBindInfo bindInfo;
|
|
getBindNeighbor(edge, bindInfo);
|
|
|
|
// Fast reject: if no neighbor on the edge, just do a simple computeDisplaceRaw()
|
|
if(!bindInfo.Zone)
|
|
{
|
|
CBezierPatch *bpatch= unpackIntoCache();
|
|
return bpatch->evalNormal(s/getOrderS(), t/getOrderT());
|
|
}
|
|
// else must find on neighbor.
|
|
else
|
|
{
|
|
CPatchUVLocator uvLocator;
|
|
uvLocator.build(this, edge, bindInfo);
|
|
|
|
CVector2f stIn;
|
|
CVector2f stOut;
|
|
CPatch *patchOut;
|
|
uint patchId;
|
|
|
|
// look on neighbor. same reasoning as in computeDisplaceEdgeSmooth();
|
|
stIn.set(s, t);
|
|
patchId= uvLocator.selectPatch(stIn);
|
|
uvLocator.locateUV(stIn, patchId, patchOut, stOut);
|
|
CBezierPatch *bpatch= patchOut->unpackIntoCache();
|
|
return bpatch->evalNormal(stOut.x/patchOut->getOrderS(), stOut.y/patchOut->getOrderT());
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CVector CPatch::computeNormalCornerSmooth(float s, float t, sint8 smoothBorderX, sint8 smoothBorderY) const
|
|
{
|
|
CBindInfo bindInfoX;
|
|
CBindInfo bindInfoY;
|
|
uint edgeX=0;
|
|
uint edgeY=0;
|
|
uint corner;
|
|
CBezierPatch *bpatch;
|
|
bpatch= unpackIntoCache();
|
|
|
|
// both must be not null
|
|
nlassert( (smoothBorderX!=0) && (smoothBorderY!=0) );
|
|
|
|
|
|
// Get the edge against we must share displace.
|
|
if(smoothBorderX==-1) edgeX=0;
|
|
else if(smoothBorderX==1) edgeX=2;
|
|
else nlstop;
|
|
if(smoothBorderY==1) edgeY=1;
|
|
else if(smoothBorderY==-1) edgeY=3;
|
|
else nlstop;
|
|
|
|
// Get the corner against we must share displace.
|
|
if(smoothBorderX==-1)
|
|
{
|
|
if(smoothBorderY==-1) corner=0;
|
|
else corner=1;
|
|
}
|
|
else
|
|
{
|
|
if(smoothBorderY==-1) corner=3;
|
|
else corner=2;
|
|
}
|
|
|
|
// If this corner is smoothed, blend with 4 neighbors patchs.
|
|
if(getCornerSmoothFlag(corner))
|
|
{
|
|
// Build the bindInfo against the 2 edge.
|
|
getBindNeighbor(edgeX, bindInfoX);
|
|
getBindNeighbor(edgeY, bindInfoY);
|
|
|
|
// Fast reject: if no neighbor, just do a simple computeDisplaceInteriorSmooth.
|
|
if(!bindInfoX.Zone || !bindInfoY.Zone)
|
|
return bpatch->evalNormal(s/getOrderS(), t/getOrderT());
|
|
else
|
|
{
|
|
CVector ret;
|
|
|
|
|
|
// Compute the coordinate on the border of the edge, and the coef of the blend.
|
|
float se=s;
|
|
float te=t;
|
|
float coefX;
|
|
float coefY;
|
|
if(smoothBorderX==-1) se= noiseFloorF(se), coefX=s-se;
|
|
else se= noiseCeilF(se), coefX=se-s;
|
|
if(smoothBorderY==-1) te= noiseFloorF(te), coefY=t-te;
|
|
else te= noiseCeilF(te), coefY=te-t;
|
|
coefX= 0.5f + coefX*0.5f;
|
|
coefY= 0.5f + coefY*0.5f;
|
|
|
|
|
|
// Compute our contribution.
|
|
ret= bpatch->evalNormal(s/getOrderS(), t/getOrderT()) *coefX*coefY;
|
|
|
|
|
|
// compute Neighboring info.
|
|
CPatchUVLocator uvLocatorX;
|
|
CPatchUVLocator uvLocatorY;
|
|
CVector2f stIn, stOut;
|
|
CPatch *patchOut;
|
|
uint patchId;
|
|
|
|
uvLocatorX.build(this, edgeX, bindInfoX);
|
|
uvLocatorY.build(this, edgeY, bindInfoY);
|
|
|
|
// Patch on our X side.
|
|
stIn.set(se, te);
|
|
patchId= uvLocatorX.selectPatch(stIn);
|
|
uvLocatorX.locateUV(stIn, patchId, patchOut, stOut);
|
|
bpatch= patchOut->unpackIntoCache();
|
|
ret+= bpatch->evalNormal(stOut.x/patchOut->getOrderS(), stOut.y/patchOut->getOrderT()) *(1-coefX)*coefY;
|
|
|
|
// Patch on our Y side.
|
|
stIn.set(se, te);
|
|
patchId= uvLocatorY.selectPatch(stIn);
|
|
uvLocatorY.locateUV(stIn, patchId, patchOut, stOut);
|
|
bpatch= patchOut->unpackIntoCache();
|
|
ret+= bpatch->evalNormal(stOut.x/patchOut->getOrderS(), stOut.y/patchOut->getOrderT()) *coefX*(1-coefY);
|
|
|
|
/* compute contribution of the patch adjacent to me.
|
|
Same reasoning as in computeDisplaceCornerSmooth().
|
|
*/
|
|
stIn.set(se, te);
|
|
patchId= uvLocatorY.selectPatch(stIn);
|
|
uvLocatorY.locateUV(stIn, patchId, patchOut, stOut);
|
|
// Because we compute the normal exactly on the edge, we must inform this method not to take us as neighbor.
|
|
// ugly but simpler.
|
|
ret+= patchOut->computeNormalOnNeighbor(stOut.x, stOut.y, bindInfoY.Edge[patchId]) *(1-coefX)*(1-coefY);
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
// else must blend with 0.
|
|
else
|
|
{
|
|
// compute coef.
|
|
float se=s;
|
|
float te=t;
|
|
float coefX;
|
|
float coefY;
|
|
if(smoothBorderX==-1) se= noiseFloorF(se), coefX=s-se;
|
|
else se= noiseCeilF(se), coefX=se-s;
|
|
if(smoothBorderY==-1) te= noiseFloorF(te), coefY=t-te;
|
|
else te= noiseCeilF(te), coefY=te-t;
|
|
|
|
|
|
// To have smooth continuities with smooth on edge (if any), we must do this.
|
|
CVector rx, ry;
|
|
// Compute a smooth with my X neighbor.
|
|
rx= computeNormalEdgeSmooth(s, t, smoothBorderX, 0);
|
|
// Compute a smooth with my Y neighbor.
|
|
ry= computeNormalEdgeSmooth(s, t, 0, smoothBorderY);
|
|
|
|
// Blend the 2 result.
|
|
if(coefY + coefX>0)
|
|
{
|
|
// This the weight used to blend to 0.
|
|
float maxCoef= max(coefY, coefX);
|
|
// This the weight used to blend beetween rx and ry.
|
|
float ooSum= 1.0f / (coefY + coefX);
|
|
float blendCoefX= coefX * ooSum;
|
|
float blendCoefY= coefY * ooSum;
|
|
|
|
return maxCoef* (rx*blendCoefY + ry*blendCoefX);
|
|
}
|
|
else
|
|
{
|
|
return CVector::Null;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::computeNoise(float s, float t, CVector &displace) const
|
|
{
|
|
float so= s*OrderS;
|
|
float to= t*OrderT;
|
|
|
|
|
|
// Pre-Compute Border Smothing.
|
|
//=========================
|
|
// If we are on a border, flag it.
|
|
sint8 smoothNormalBorderX= 0;
|
|
sint8 smoothNormalBorderY= 0;
|
|
// NB: because OrderS and OrderT >=2, smoothNormalBorderX=-1 and smoothNormalBorderX=1 are exclusive (as smoothNormalBorderY).
|
|
if(so < 1) smoothNormalBorderX= -1;
|
|
else if(so > OrderS-1) smoothNormalBorderX= 1;
|
|
if(to < 1) smoothNormalBorderY= -1;
|
|
else if(to > OrderT-1) smoothNormalBorderY= 1;
|
|
|
|
bool smoothNormalEdge= (smoothNormalBorderX!=0) != (smoothNormalBorderY!=0);
|
|
bool smoothNormalCorner= (smoothNormalBorderX!=0) && (smoothNormalBorderY!=0);
|
|
|
|
|
|
// Do same thing, but to know if we must compute a displace on an interior, on an edge or on a corner.
|
|
sint8 smoothDisplaceBorderX= 0;
|
|
sint8 smoothDisplaceBorderY= 0;
|
|
// NB: because OrderS and OrderT >=2, smoothBorderX=-1 and smoothBorderX=1 are exclusive (as smoothBorderY).
|
|
if(so < 0.5) smoothDisplaceBorderX= -1;
|
|
else if(so > OrderS-0.5) smoothDisplaceBorderX= 1;
|
|
if(to < 0.5) smoothDisplaceBorderY= -1;
|
|
else if(to > OrderT-0.5) smoothDisplaceBorderY= 1;
|
|
|
|
bool smoothDisplaceEdge= (smoothDisplaceBorderX!=0) != (smoothDisplaceBorderY!=0);
|
|
bool smoothDisplaceCorner= (smoothDisplaceBorderX!=0) && (smoothDisplaceBorderY!=0);
|
|
|
|
|
|
// Compute Displace value.
|
|
//=========================
|
|
float displaceValue;
|
|
|
|
if(smoothDisplaceCorner)
|
|
displaceValue= computeDisplaceCornerSmooth(so, to, smoothDisplaceBorderX, smoothDisplaceBorderY);
|
|
else if(smoothDisplaceEdge)
|
|
displaceValue= computeDisplaceEdgeSmooth(so, to, smoothDisplaceBorderX, smoothDisplaceBorderY);
|
|
else
|
|
displaceValue= computeDisplaceInteriorSmooth(so, to);
|
|
|
|
|
|
|
|
// Compute Displace normal.
|
|
//=========================
|
|
|
|
// Evaluate the normal.
|
|
CVector displaceNormal;
|
|
|
|
|
|
// smooth on edges and on corners.
|
|
if(smoothNormalCorner)
|
|
displaceNormal= computeNormalCornerSmooth(so, to, smoothNormalBorderX, smoothNormalBorderY);
|
|
else if(smoothNormalEdge)
|
|
displaceNormal= computeNormalEdgeSmooth(so, to, smoothNormalBorderX, smoothNormalBorderY);
|
|
else
|
|
{
|
|
// unpack...
|
|
CBezierPatch *bpatch= unpackIntoCache();
|
|
// eval.
|
|
displaceNormal= bpatch->evalNormal(s, t);
|
|
}
|
|
|
|
|
|
|
|
// Final result.
|
|
//=========================
|
|
displace= displaceNormal * displaceValue;
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatch::setCornerSmoothFlag(uint corner, bool smooth)
|
|
{
|
|
nlassert(corner<=3);
|
|
uint mask= 1<<corner;
|
|
if(smooth)
|
|
_CornerSmoothFlag|= mask;
|
|
else
|
|
_CornerSmoothFlag&= ~mask;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CPatch::getCornerSmoothFlag(uint corner) const
|
|
{
|
|
nlassert(corner<=3);
|
|
uint mask= 1<<corner;
|
|
return (_CornerSmoothFlag& mask)!=0;
|
|
}
|
|
|
|
|
|
} // NL3D
|