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80 lines
2.5 KiB
C
80 lines
2.5 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_QUAD_EFFECT_H
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#define NL_QUAD_EFFECT_H
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#include <vector>
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector_2d.h"
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namespace NL3D {
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class IDriver;
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/**
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* This class allow to create a sequence of small quads that tesselate a poly.
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2001
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*/
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class CQuadEffect
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{
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public:
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/// a vector of 2d points
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typedef std::vector<NLMISC::CVector2f> TPoint2DVect;
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// a vector of couple of float used with rasters (first is the left pos, and second is the right pos)
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typedef std::vector< std::pair< float, float> > TRasters;
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/** Make raters from the given clipped polygon.
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* \param poly a polygon that describe the area where datas are taken from.
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* \param quadWidth width of the quad
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* \param quadHeight height of the quad
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* \param dest a vector that will be filled with the given rasters
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* \param startY will be filled with the start y position on screen
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*/
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static void makeRasters(const TPoint2DVect &poly
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, float quadWidth, float quadHeight
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, TRasters &dest, float &startY
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);
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/** Tesselate the given clipped polygon , by using the given quad dimensions
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* The coordinates of the poly are given in screen coordinate.
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* \param poly a polygon that describe the area where datas are taken from.
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* \param quadWidth width of the quad
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* \param quadHeight height of the quad
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* \param dest a vector that will contains the pos of all the quads that cover the poly
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*/
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static void processPoly(const TPoint2DVect &poly
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, float quadWidth, float quadHeight
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, TPoint2DVect &dest
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);
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};
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} // NL3D
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#endif // NL_QUAD_EFFECT_H
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/* End of quad_effect.h */
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