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636 lines
22 KiB
C++
636 lines
22 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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#ifndef NL_ZONE_H
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#define NL_ZONE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/stream.h"
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#include "nel/misc/debug.h"
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#include "nel/misc/bit_set.h"
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#include "nel/3d/tessellation.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/bezier_patch.h"
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#include "nel/3d/point_light_named.h"
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#include "nel/3d/point_light_named_array.h"
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#include <cstdio>
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#include <vector>
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#include <map>
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namespace NL3D
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{
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class CZone;
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class CLandscape;
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class CZoneSymmetrisation;
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class CTileBank;
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using NLMISC::CAABBoxExt;
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// ***************************************************************************
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typedef std::map<uint16, CZone*> TZoneMap;
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typedef std::map<uint16, CZone*>::iterator ItZoneMap;
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// ***************************************************************************
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/**
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* The struct for connectivity of zone vertices.
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*/
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struct CBorderVertex
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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// The index of vertex in the current zone to bind.
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uint16 CurrentVertex;
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// The neighbor zone Id.
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uint16 NeighborZoneId;
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// The index of vertex in the neighbor zone to bind to CurrentVertex.
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uint16 NeighborVertex;
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void serial(NLMISC::IStream &f);
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};
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// ***************************************************************************
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/**
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* The struct for building a patch.
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* NB: Different from the one which is stored.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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struct CPatchInfo
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{
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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public:
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/** A bind Info on a edge of a patch.
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* Entry 0 is only useful for Bind One/One+
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* Entry 1 is only useful for Bind One/Two+
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* Entry 2/3 is only useful for Bind One/Four.
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*/
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struct CBindInfo
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{
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/** The number of patchs on this edge. 0,1, 2 or 4. 0 means no neigbor on this edge. \b 5 is a special code,
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* which means the same thing than NPatchs==1, but "I am one of the little patch connected to the bigger neigbor".
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* Like when NPatchs==1, ZoneId, Next[0] and Edge[0] must be valid.
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*/
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uint8 NPatchs;
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/// The neighbor zone of all neigbor patch. Often the same zone as the patch (but on zone border).
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uint16 ZoneId;
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/// The neighbor patch i.
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uint16 Next[4];
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/// On which edge of Nexti we are binded.
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uint8 Edge[4];
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public:
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void serial(NLMISC::IStream &f);
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CBindInfo() {NPatchs=0;}
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};
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public:
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/// \name Patch geometry.
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// @{
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/// The patch coordinates.
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CBezierPatch Patch;
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/// Tile Order for the patch.
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uint8 OrderS, OrderT;
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/// The Base Size*bumpiness of the patch (/2 at each subdivide). Set to 0, if you want CZone to compute it for you.
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float ErrorSize;
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/// The base corner vertices indices in the current zone. Used for patch connectivity.
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uint16 BaseVertices[4];
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/** "The don't smooth" flags. For each edge of the patch (0~3), the flag means that this patch mustn't be smoothed
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with its neightbor. The n-th edge links the vertices "n" and "(n+1)%4". The flag for the n-th edge is (1<<n). */
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uint8 Flags;
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/// The orientation of the NoiseMap. 0,1,2,3. This represent a CCW rotation of the NoiseMap.
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uint8 NoiseRotation;
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/// setup NoiseSmooth flags: used for Noise geometry and lighting. NB: convention: corner0==A, corner1==B ...
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void setCornerSmoothFlag(uint corner, bool smooth);
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bool getCornerSmoothFlag(uint corner) const;
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// @}
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/// \name Patch texture.
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// @{
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/** The Tiles for this patch. There must be OrderS*OrderT tiles.
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* They are stored in line first order, from S=0 to 1, and T=0 to 1.
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*/
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std::vector<CTileElement> Tiles;
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/** The Tile colors for this patch. There must be (OrderS+1)*(OrderT+1) tile colors. Those are the colors at
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* the corners of the tiles.
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* They are stored in line first order, from S=0 to 1, and T=0 to 1.
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*/
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std::vector<CTileColor> TileColors;
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/** The Tile lumels for this patch. There must be (OrderS*4+1)*(OrderT*4+1) tile lumels. Those are lumel value
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* in tiles. There is 4x4 lumels by tiles plus last lumels.
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* They are stored in line first order, from S=0 to 1, and T=0 to 1.
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*/
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std::vector<uint8> Lumels;
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/** There is (OrderS/2+1) * (OrderT/2+1) tiles light influence.
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* It indicates which static pointLight influence each corner of a TessBlock (block of 2*2 tiles).
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*
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* If size()==0, suppose no light influence. but CZone::retrieve() always return a
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* size() == (OrderS/2+1) * (OrderT/2+1).
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*
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* They are stored in line first order, from S=0 to 1, and T=0 to 1.
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*/
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std::vector<CTileLightInfluence> TileLightInfluences;
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// @}
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/// \name Smooth flags methods
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/**
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* Set the smooth flag for the n-th edge. flag is false if this edge must by smoothed, true else.
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*/
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void setSmoothFlag (uint edge, bool flag)
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{
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// Erase it
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Flags&=~(1<<edge);
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// Set it
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Flags|=(((uint)flag)<<edge);
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}
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/**
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* Get the smooth flag for the n-th edge. Return true if this edge must by smoothed, false else.
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*/
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bool getSmoothFlag (uint edge)
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{
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// Test it
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return ((Flags&(1<<edge))!=0);
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}
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/** Get neighbor tile across a edge
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*
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* \param patchid is the id of this patch
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* \param edge is the edge shared with the neigbor
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* \param position is the position over the edge in CCW across the patch.
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* So if edge == 0, position is oriented like OT
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* So if edge == 1, position is oriented like OS
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* So if edge == 2, position is oriented like -OT
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* So if edge == 3, position is oriented like -OS
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* \param patchOut will be filled with the output patch id
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* \param sOut will be filled with the output patch s coordinate
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* \param tOut will be filled with the output patch t coordinate
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* \param patchInfos is the vector of all patch info
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* \return false if no neighbor has been found or tile ratio is not the same than in this patch.
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*/
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bool getNeighborTile (uint patchId, uint edge, sint position, uint &patchOut, sint &sOut, sint &tOut, const std::vector<CPatchInfo> &patchInfos) const;
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/** Adjusts a CPatchInfo array to get a symmetrized / rotated zone with matching oriented tiles.
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* This method only adjuste tile and vertex color array, does'nt transform vertices.
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*
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* Transform an array of patchInfo by a symmetry on OY axis followed by a 90deg CCW rotation (0, 1, 2, 3).
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*
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* The method doesn't transform vertices.
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* If symmetry, the method invert 0-3 and 1-2 vertices indexes to get CCW oriented patches. It will fix bind informations.
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* The method fixes tile and color vertex arrays.
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* The method fixes tile rotation, 256 cases and tile transistions.
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*
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* Return false if something wrong.
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*/
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static bool transform (std::vector<CPatchInfo> &patchInfo, NL3D::CZoneSymmetrisation &zoneSymmetry, const NL3D::CTileBank &bank, bool symmetry, uint rotate, float snapCell, float weldThreshold, const NLMISC::CMatrix &toOriginalSpace);
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// Transform tile and 256 case with rotation and symmetry parameters
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static bool getTileSymmetryRotate (const NL3D::CTileBank &bank, uint tile, bool &symmetry, uint &rotate);
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static bool transformTile (const NL3D::CTileBank &bank, uint &tile, uint &tileRotation, bool symmetry, uint rotate, bool goofy);
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static void transform256Case (const NL3D::CTileBank &bank, uint8 &case256, uint tileRotation, bool symmetry, uint rotate, bool goofy);
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/// \name Patch Binding.
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// @{
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CBindInfo BindEdges[4];
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// @}
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public:
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CPatchInfo()
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{
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ErrorSize= 0;
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// No Rotation / not smooth by default.
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NoiseRotation= 0;
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_CornerSmoothFlag= 0;
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}
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private:
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// Noise Smooth flags.
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uint8 _CornerSmoothFlag;
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};
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// ***************************************************************************
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/**
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* The struct for building a zone.
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* NB: Different from the one which is stored.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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struct CZoneInfo
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{
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/// zoneId the Unique ID of this zone.
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uint16 ZoneId;
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/// patchs the PatchInfo of this zone.
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std::vector<CPatchInfo> Patchs;
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/** borderVertices vertices connectivity for this zone. NB: borderVertices must contains the connectivity
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* across zones. It is VERY IMPORTANT to setup zone corner connectivity too. A "corner borderVertex" may appear
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* 3 times here. One for each other zone of the corner.
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*/
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std::vector<CBorderVertex> BorderVertices;
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/** List of PointLights that may influences Patchs and objects walking on them.
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* Must be of good size regarding to Patchs[i].TileLightInfluences data
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*/
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std::vector<CPointLightNamed> PointLights;
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};
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// ***************************************************************************
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/**
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* A landscape zone.
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* There is 2 ways for building a zone:
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* - use build(). (then you can use serial to save the zone, don't need to compile() the zone).
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* - use serial() for loading this zone.
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*
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* Before a zone may be rendered, it must be compile()-ed, to compile and bind patch, to make vertices etc...
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*
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* NB: you must call release() before deleting a compiled zone. (else assert in destruction).
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CZone
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{
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public:
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// The stored patch structure for compile() - ation.
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struct CPatchConnect
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{
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// NB: same meanings than in CPatchInfo.
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uint8 OldOrderS, OldOrderT;
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float ErrorSize;
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uint16 BaseVertices[4];
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CPatchInfo::CBindInfo BindEdges[4];
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public:
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void serial(NLMISC::IStream &f);
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};
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public:
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/* ***********************************************
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* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
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* It can be loaded/called through CAsyncFileManager for instance
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* ***********************************************/
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/// Constructor
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CZone();
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/// Destructor
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~CZone();
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/** Build a zone.
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* This method do:
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* - compress the patchs coordinates.
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* - build the patchs of the zone, but doesn't compile() them.
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* - compress Lumels.
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* - sort PointLights by name, and hence remap TileLightInfluences coordinates.
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*
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* NB: cannot build on a compiled zone. must release the zone before....
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*
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* \param numVertices maximize the numgber of vertices used by this zone with this value.
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*/
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void build(const CZoneInfo &zoneInfo, uint32 numVertices=0);
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/** Build a zone. Deprecated.
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* Should use build(CZoneInfo &) instead. see this method
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*/
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void build(uint16 zoneId, const std::vector<CPatchInfo> &patchs, const std::vector<CBorderVertex> &borderVertices, uint32 numVertices=0);
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/** Build a copy of a zone.
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* This method do a copy of zone (should be builded but maybe not compiled).
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*
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* NB: cannot build on a compiled zone. must release the zone before....
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*/
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void build(const CZone &zone);
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/** Retrieve zone patchinfo.
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* This method uncompress the patchs coordinates and all info into the patch info/borderVertices.
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* Warning!!! Due to compression, data won't be the same as those given in build().
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* Same remark for TileLightInfluences, due to light sorting.
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*
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*/
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void retrieve(CZoneInfo &zoneInfo);
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/** Retrieve zone patchinfo. Deprecated.
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* Should use retrieve(CZoneInfo &) instead. see this method.
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*/
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void retrieve(std::vector<CPatchInfo> &patchs, std::vector<CBorderVertex> &borderVertices);
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/** Debug a zone, print binds in display.
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*
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*/
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void debugBinds(FILE *f= stdout);
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/** Compile a zone. Make it usable for clip()/refine()/render().
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* This method do:
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* - attach this to loadedZones.
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* - create/link the base vertices (internal..), according to present neigbor zones.
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* - compile() the patchs.
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* - bind() the patchs.
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* - rebindBorder() on neighbor zones.
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*
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* A zone must keep a pointer on a landscape, for texture management.
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* NB: assert if already compiled.
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* assert if zone already exist in loadedZones.
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*/
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void compile(CLandscape *landscape, TZoneMap &loadedZones);
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/** Release a zone.
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* This method do:
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* - detach this zone to loadedZones.
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* - destroy/unlink the base vertices (internal..), according to present neigbor zones.
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* - unbind() the patchs.
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* - release() the patchs.
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* - rebindBorder() on neighbor zones.
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*
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* NB: no-op if not compiled.
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*/
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void release(TZoneMap &loadedZones);
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/** Load/save a zone.
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* Save work even if zone is not compiled, but load must be done on a not compiled zone...
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*/
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void serial(NLMISC::IStream &f);
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/**
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* Update and refresh a patch texture.
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* Useful for Tile edition. Even if patch is in tile mode, it is refreshed...
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* \param numPatch the index of patch in this zone which will receive his new texture. assert if bad id.
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* \param tiles the patch texture. assert if not of good size (OrderS*OrderT). Can be NULL if you don't want to change the patch texture.
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* \param colors the patch texture. assert if not of good size ((OrderS+1)*(OrderT+1)). Can be NULL if you don't want to change the patch colors.
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*/
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void changePatchTextureAndColor (sint numPatch, const std::vector<CTileElement> *tiles, const std::vector<CTileColor> *colors);
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/**
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* refresh the geometry (re-compute vertices).
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* Useful for Tile Noise edition. Do it after calling changePatchTextureAndColor().
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* NB: a refreshTesselationGeometry() should be done on All patchs, and all direct neighbors of this patch (including
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* patchs on corners).
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* WARNING: specially coded for Tile edition. Result is not perfect:
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* - only EndPos of tesselation is modified. because Tile edition always subdivide at max.
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* - Pos=EndPos. because TileEdition always subdivide at max, and don't refine...
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* - TessBlocks BSphere may be too big. Clip is worse (too big), but doesn't matter.
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* \param numPatch the index of patch in this zone. assert if bad id.
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*/
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void refreshTesselationGeometry(sint numPatch);
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/**
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* Get a patch texture.
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* Return the tile array.
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* \param numPatch the index of patch in this zone which will get his texture. assert if bad id.
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* \param
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* \return The tiles the patch texture. The size should be OrderS*OrderT.
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* \see getPatch()
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*/
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const std::vector<CTileElement> &getPatchTexture(sint numPatch) const;
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/**
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* Get a patch colors
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* Return the color array.
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* \param numPatch the index of patch in this zone which will get his colors. assert if bad id.
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* \param
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* \return The tiles the patch colors. The size should be (OrderS+1)*(OrderT+1).
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* \see getPatch()
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*/
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const std::vector<CTileColor> &getPatchColor(sint numPatch) const;
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/**
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* Set the zone tile color to monochrome or not and apply multiplier factor
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* Set all tile colors of all patch of this zone to monochrome or not and apply a multiplier factor
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* convertion to monochrome is done by that formula : newR = newG = newB = 0.28 * R + 0.59 * G + 0.13 * B;
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* for monochrome the factor is applied like for the color mode
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*/
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void setTileColor(bool monochrome, float factor);
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/**
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* Get the landscape in which is placed this zone. If no landscape, return NULL.
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*
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* \return the pointer of the landscape of the zone or NULL if the zone hasn't be compiled.
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*/
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CLandscape* getLandscape () const
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{
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return Landscape;
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}
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// NB: for all those function, CTessFace static rendering context must be setup.
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/// Clip a zone. To know if must be rendered etc... A zone is IN if in BACK of at least one plane of the pyramid.
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void clip(const std::vector<CPlane> &pyramid);
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/// PreRender a zone (if needed).
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void preRender();
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// release Far render pass/reset Tile/Far render. Delete also VB, and FaceVectors
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void resetRenderFarAndDeleteVBFV();
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/// For changing TileMaxSubdivision. force tesselation to be under tile.
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void forceMergeAtTileLevel();
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/// force Refine a zone.
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void refineAll();
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/// This is especially for Pacs. exlude a patch to be refineAll()ed.
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void excludePatchFromRefineAll(uint patch, bool exclude);
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/** This is especially for Pacs. see CLandscape desc.
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*/
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void averageTesselationVertices();
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// Accessors.
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const CVector &getPatchBias() const {return PatchBias;}
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float getPatchScale() const {return PatchScale;}
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bool compiled() const {return Compiled;}
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uint16 getZoneId() const {return ZoneId;}
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sint getNumPatchs() const {return (sint)Patchs.size();}
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// Return the Bounding Box of the zone.
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const CAABBoxExt &getZoneBB() const {return ZoneBB;}
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/**
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* Get a read only patch pointer.
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*
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* \param patch the index of patch to get.
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* \return A patch pointer in read only.
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*/
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const CPatch *getPatch(sint patch) const {nlassert(patch>=0 && patch<(sint)Patchs.size()); return &(Patchs[patch]);}
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/**
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* Get a read only patch connect pointer.
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*
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* \param patch the index of patch to get.
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* \return A patch pointer in read only.
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*/
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const CPatchConnect *getPatchConnect(sint patch) const
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{nlassert(patch>=0 && patch<(sint)Patchs.size()); return &(PatchConnects[patch]);}
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/** apply a landscape heightfield on a zone (modification of Z control points values).
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* NB: this is done in Landscape addZone(), before compile().
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* \param landScape the landscape which gives Z delta values, for a x,y point.
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*/
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void applyHeightField(const CLandscape &landScape);
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/** Debug purpose only : setup the colors of the patch of this zone so that it shows which tiles
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* have vegetable disabled, or are above, below water.
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|
* User provides a table with 4 colors for each state :
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* color 0 = above water
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* color 1 = underwater
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* color 2 = intersect water
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* color 3 = vegetable disabled
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|
*/
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void setupColorsFromTileFlags(const NLMISC::CRGBA colors[4]);
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/** Copy the tiles flags from a src patch to a patch of this zone.
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* the patch must match of course...
|
|
*/
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|
void copyTilesFlags(sint destPatchId, const CPatch *srcPatch);
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|
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/** Get the Bounding spehere of a patch. Stored in Zone as an array and not in CPatch for Fast Memory access
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|
consideration during clipping.
|
|
Work only when zone compiled.
|
|
*/
|
|
const CBSphere &getPatchBSphere(uint patch) const;
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|
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/// Is the patch clipped (ie not visible). crash if bad Id.
|
|
bool isPatchRenderClipped(uint patch) const {return _PatchRenderClipped.get(patch);}
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|
|
|
// Private part.
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|
private:
|
|
/*********************************/
|
|
// A smartptrisable vertex.
|
|
struct CTessBaseVertex : public NLMISC::CRefCount
|
|
{
|
|
CTessVertex Vert;
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|
};
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|
|
|
// Zone vertices.
|
|
typedef NLMISC::CSmartPtr<CTessBaseVertex> PBaseVertex;
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|
typedef std::vector<PBaseVertex> TBaseVerticesVec;
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|
|
|
|
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private:
|
|
// The lanscape which own this zone. Useful for texture management.
|
|
// Filled at compilation only.
|
|
CLandscape *Landscape;
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|
|
|
// Misc.
|
|
uint16 ZoneId;
|
|
bool Compiled;
|
|
CAABBoxExt ZoneBB;
|
|
CVector PatchBias;
|
|
float PatchScale;
|
|
|
|
// The number of vertices she access (maybe on border).
|
|
sint32 NumVertices;
|
|
// The smartptr on zone vertices.
|
|
TBaseVerticesVec BaseVertices;
|
|
// The list of border vertices.
|
|
std::vector<CBorderVertex> BorderVertices;
|
|
// NB: No problem on corners, since zones are compile()-ed with knowledge of neighbors.
|
|
|
|
// The patchs.
|
|
std::vector<CPatch> Patchs;
|
|
std::vector<CPatchConnect> PatchConnects;
|
|
// Clipped States and BSphere stored here and not in CPatch for faster memory access during clip
|
|
std::vector<CBSphere> _PatchBSpheres;
|
|
NLMISC::CBitSet _PatchRenderClipped;
|
|
NLMISC::CBitSet _PatchOldRenderClipped;
|
|
|
|
|
|
/** List of PointLights that may influences Patchs and objects walking on them.
|
|
*/
|
|
CPointLightNamedArray _PointLightArray;
|
|
|
|
|
|
private:
|
|
friend class CLandscape;
|
|
friend class CTessFace;
|
|
// Should do this, for texture mgt.
|
|
friend class CPatch;
|
|
|
|
sint ClipResult;
|
|
enum TClipResult {ClipIn= 0, ClipOut= 1, ClipSide= 2};
|
|
|
|
|
|
private:
|
|
/**
|
|
* Force border patchs (those who don't bind to current zone) to re bind() them, using new neighborood.
|
|
* no-op if zone is not compiled.
|
|
*/
|
|
void rebindBorder(TZoneMap &loadedZones);
|
|
|
|
PBaseVertex getBaseVertex(sint vert) const {return BaseVertices[vert];}
|
|
CPatch *getPatch(sint patch) {nlassert(patch>=0 && patch<(sint)Patchs.size()); return &(Patchs[patch]);}
|
|
static CPatch *getZonePatch(TZoneMap &loadedZones, sint zoneId, sint patch);
|
|
// Bind the patch with ones which are loaded...
|
|
static void unbindPatch(CPatch &pa);
|
|
static void bindPatch(TZoneMap &loadedZones, CPatch &pa, CPatchConnect &pc, bool rebind);
|
|
// Is the patch on a border of this zone???
|
|
bool patchOnBorder(const CPatchConnect &pc) const;
|
|
|
|
// compute AABBox, PatchBias and PatchScale, from a bbox.
|
|
void computeBBScaleBias(const CAABBox &bb);
|
|
|
|
|
|
// For CPatch: build a bindInfo.
|
|
void buildBindInfo(uint patchId, uint edge, CZone *neighborZone, CPatch::CBindInfo &paBind);
|
|
|
|
// Patch Array Clip
|
|
void clipPatchs(const std::vector<CPlane> &pyramid);
|
|
};
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_ZONE_H
|
|
|
|
/* End of zone.h */
|