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930 lines
25 KiB
C++
930 lines
25 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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#include "std3d.h"
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#include "nel/3d/zone_symmetrisation.h"
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#include "nel/3d/zone.h"
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#include "nel/3d/tile_bank.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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CZoneSymmetrisation::CZoneSymmetrisation()
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{
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}
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// ***************************************************************************
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/*
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Bit field
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1-0 : state layer 0
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3-2 : state layer 1
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5-4 : state layer 2
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7-6 : border state
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9-8 : oriented border state
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10 : corner flag
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*/
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// ***************************************************************************
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CZoneSymmetrisation::TState CZoneSymmetrisation::getTileState (uint patch, uint tile, uint layer) const
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{
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nlassert (layer<5);
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return (TState)((_TilesLayerStates[patch][tile]>>(layer*2))&0x3);
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}
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// ***************************************************************************
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CZoneSymmetrisation::TState CZoneSymmetrisation::getTileBorderState (uint patch, uint tile) const
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{
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return getTileState (patch, tile, 3);
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}
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// ***************************************************************************
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CZoneSymmetrisation::TState CZoneSymmetrisation::getOrientedTileBorderState (uint patch, uint tile) const
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{
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return getTileState (patch, tile, 4);
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}
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// ***************************************************************************
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bool CZoneSymmetrisation::getOrientedTileCorner (uint patch, uint tile)
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{
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return ( ( _TilesLayerStates[patch][tile] >> 10 ) & 1 ) != 0;
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}
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// ***************************************************************************
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void CZoneSymmetrisation::setTileState (uint patch, uint tile, uint layer, TState state)
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{
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uint16 &ref = _TilesLayerStates[patch][tile];
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ref &= ~(3<<(layer*2));
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ref |= ((uint16)state)<<(layer*2);
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}
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// ***************************************************************************
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void CZoneSymmetrisation::setTileBorderState (uint patch, uint tile, TState state)
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{
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setTileState (patch, tile, 3, state);
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}
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// ***************************************************************************
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void CZoneSymmetrisation::setOrientedTileBorderState (uint patch, uint tile, TState state)
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{
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setTileState (patch, tile, 4, state);
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}
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// ***************************************************************************
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void CZoneSymmetrisation::setOrientedTileCorner (uint patch, uint tile, bool corner)
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{
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uint16 &ref = _TilesLayerStates[patch][tile];
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ref &= ~(1<<10);
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ref |= ((uint16)corner)<<(10);
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}
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// ***************************************************************************
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/*
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REMARKS:
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- I call "isotile" the set of connected tiles in the zone using the same tileset and a continus rotation value.
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This method determines the state of each tile in the zone. This state will be used to transform
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the tile during symmetrisation of the zone.
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The state can be Regular, Goofy or Nothing.
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If the state is Nothing, this tile is in an "isotile" that is not connected to a zone border. No matter the method
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you use to tranform it, it will not influence the neighbor zones.
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If the state is Regular, the rotation of this tile after symmetrisation will by given by this formula : tilerot = (4-tilerot)&3
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If the state is Goofy, the rotation of this tile after symmetrisation will by given by this formula : tilerot = (4-tilerot+2)&3
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- Getting the state of the tile:
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- A) We flag all the zone patches as Nothing.
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- B) We need to select patches having an open edge on the zone border. To do so, we use the snapCell and weldThreshold
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parameters.
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- C) Then, for each patches on the zone border, we need to know if they are Goofy or Regular.
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Y
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/\
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| 0 3
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| *****
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| * * This patch is regular
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| * *
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| *****
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| 1 2
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| 2 1
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| *****
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| * * This patch is regular
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| * *
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| *****
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| 3 0
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| 3 2
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| *****
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| * * This patch is goofy
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| * *
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| *****
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| 0 1
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| 1 4
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| *****
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| * * This patch is goofy
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| * *
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| *****
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| 2 3
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-----------------------------------------> X
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- D) We flag each tiles as Nothing
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- E) We flag each tile on an opened edge using this formula:
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- If the patch is not Nothing do
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- tileIsGoofy = (patchIsGoofy) XOR ((tileRotation&1) != 0)
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- F) Then, we propagate the tile A flag across the tiles in the zone following this rules:
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- If A is not Nothing do
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- For each neighbor B of A do
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- If B is different from A do
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- If A is Regular (res Goofy), and B is Nothing, B will be Regular (res Goofy)
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- If A is Regular (res Goofy), and B is Goofy (res Regular), -> Error
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- Propagate B
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*/
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bool CZoneSymmetrisation::build (const std::vector<CPatchInfo> &patchInfo, float snapCell, float weldThreshold, const CTileBank &bank, CError &errorDesc, const NLMISC::CMatrix &toOriginalSpace)
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{
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// * Clear errors
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errorDesc.Errors.clear ();
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// * Build the patches state
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// A) Resize arrays
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_TilesLayerStates.resize (patchInfo.size ());
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// D) Resize the tile array
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uint i;
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for (i=0; i<patchInfo.size (); i++)
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{
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// Ref on the patch
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const CPatchInfo &patch = patchInfo[i];
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_TilesLayerStates[i].resize (0);
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_TilesLayerStates[i].resize (patch.OrderS * patch.OrderT, 0);
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}
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// B), C) and E) We need to select patches having an open edge on the zone border. To do so, we use the snapCell and weldThreshold parameters
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for (i=0; i<patchInfo.size (); i++)
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{
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// Ref on the patch
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const CPatchInfo &patch = patchInfo[i];
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// Does this patch is over a border ?
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TState patchState;
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if (!setTileState (patch, i, snapCell, weldThreshold, patchState, toOriginalSpace, bank))
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{
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// Push an error
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errorDesc.Errors.push_back ("Patch nb "+toString (i)+" is invalid");
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}
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// Set the oriented patch state
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if (!setOrientedTileState (patch, i, snapCell, weldThreshold, patchState, toOriginalSpace, bank))
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{
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// Push an error
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errorDesc.Errors.push_back ("Patch nb "+toString (i)+" is invalid");
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}
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}
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// F) We flag each tile on an opened edge using this formula
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// - If the patch is not Nothing do
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// - tileIsGoofy = (patchIsGoofy) XOR ((tileRotation&1) != 0)
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for (i=0; i<patchInfo.size (); i++)
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{
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// Ref on the patch
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const CPatchInfo &patch = patchInfo[i];
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// For each tile
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uint s,t;
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for (t=0; t<patch.OrderT; t++)
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{
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for (s=0; s<patch.OrderS; s++)
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{
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if (!propagateTileState (i, s, t, patchInfo, bank, false))
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{
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// Push an error
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errorDesc.Errors.push_back ("Error during propagation. Topology invalid.");
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return false;
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}
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}
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}
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}
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// G) Force all remaining Nothing tiles to Regular
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for (i=0; i<patchInfo.size (); i++)
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{
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// Ref on the patch
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const CPatchInfo &patch = patchInfo[i];
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// For each tile
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uint s,t;
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for (t=0; t<patch.OrderT; t++)
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{
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for (s=0; s<patch.OrderS; s++)
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{
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if (!propagateTileState (i, s, t, patchInfo, bank, true))
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{
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// Push an error
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errorDesc.Errors.push_back ("Error during propagation. Topology invalid.");
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return false;
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}
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}
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}
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}
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// Returns true if no error
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return true; // errorDesc.Errors.size () == 0;
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}
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// ***************************************************************************
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bool CZoneSymmetrisation::snapOnGrid (float& value, float resolution, float snap)
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{
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// Calc the floor
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float _floor = (float) ( resolution * floor (value / resolution) );
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nlassert (_floor<=value);
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// Calc the remainder
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float remainder = value - _floor;
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//nlassert ( (remainder>=0) && (remainder<resolution) );
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// Check the snape
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if ( remainder <= snap )
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{
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// Flag it
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value = _floor;
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// Floor is good
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return true;
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}
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else if ( (resolution - remainder) <= snap )
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{
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// Flag it
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value = _floor + resolution;
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// Floor + resolution is good
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return true;
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}
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return false;
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}
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// ***************************************************************************
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bool CZoneSymmetrisation::setTileState (const NL3D::CPatchInfo &patch, uint patchId, float snapCell, float weldThreshold, TState &state, const NLMISC::CMatrix &toOriginalSpace, const CTileBank &bank)
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{
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// Edges state
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TState edgesState[4] = { Nothing, Nothing, Nothing, Nothing };
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// Vertices position
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sint32 vertPosU[4];
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sint32 vertPosV[4];
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// For each vertices
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uint i;
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for (i=0; i<4; i++)
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{
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// Snap the vertex
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CVector original = toOriginalSpace * patch.Patch.Vertices[i];
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float valueU = original.x;
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float valueV = original.y;
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// Snap on U
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if (snapOnGrid (valueU, snapCell, weldThreshold))
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vertPosU[i] = (sint32)((valueU+0.5f) / snapCell);
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else
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vertPosU[i] = 0x80000000;
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// Snap on V
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if (snapOnGrid (valueV, snapCell, weldThreshold))
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vertPosV[i] = (sint32)((valueV+0.5f) / snapCell);
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else
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vertPosV[i] = 0x80000000;
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}
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// Patch flags
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bool regular = false;
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bool goofy = false;
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bool EdgeSnaped[4] = { false, false, false, false };
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// For each edges
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for (i=0; i<4; i++)
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{
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// Vertex snapped and align on a common axis ?
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if ( ((uint32) vertPosU[i] != 0x80000000) || ((uint32) vertPosV[i] != 0x80000000) )
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{
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// Snapped on U or V ?
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bool snapU = (vertPosU[i] == vertPosU[(i+1)&3]) && ((uint32) vertPosU[i] != 0x80000000);
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bool snapV = (vertPosV[i] == vertPosV[(i+1)&3]) && ((uint32) vertPosV[i] != 0x80000000);
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// If snapped on one, continue
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if (snapU || snapV)
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{
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// If snap on the both, error
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if (snapU && snapV)
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return false;
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// Is this edge Regular or Goofy ?
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if (snapU)
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edgesState[i] = (i&1)?Goofy:Regular;
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else // (snapV)
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edgesState[i] = (i&1)?Regular:Goofy;
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// Flag the patch
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if (edgesState[i] == Regular)
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regular = true;
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else
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goofy = true;
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// Edge snaped
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EdgeSnaped[i] = true;
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}
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}
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}
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// Goofy and regular ? Error
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if (goofy && regular)
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return false;
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// Nothing ?
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if ((!goofy) && (!regular))
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state = Nothing;
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else
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{
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// Not nothing ?
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state = regular?Regular:Goofy;
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// * Set the tiles
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// For each edges
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for (i=0; i<4; i++)
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{
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// Edge snapped ?
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if (EdgeSnaped[i])
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{
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// For each tiles
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uint tileCount = ((i&1)!=0)?patch.OrderS:patch.OrderT;
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sint currentTile;
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sint delta;
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switch (i)
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{
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case 0:
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currentTile = 0;
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delta = patch.OrderS;
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break;
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case 1:
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currentTile = patch.OrderS*(patch.OrderT-1);
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delta = 1;
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break;
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case 2:
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currentTile = patch.OrderS-1;
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delta = patch.OrderS;
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break;
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case 3:
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currentTile = 0;
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delta = 1;
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break;
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default:
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currentTile = 0;
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delta = 1;
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break;
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}
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uint j;
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for (j=0; j<tileCount; j++)
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{
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// Set the border state
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setTileBorderState (patchId, currentTile, state);
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// For each layer
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uint layer;
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for (layer=0; layer<3; layer++)
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{
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// Get the tiles set used here
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uint tile = patch.Tiles[currentTile].Tile[layer];
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if (tile != NL_TILE_ELM_LAYER_EMPTY)
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{
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int tileSet;
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int number;
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CTileBank::TTileType type;
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bank.getTileXRef (tile, tileSet, number, type);
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if ((tileSet < 0) || (tileSet >= bank.getTileSetCount()))
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{
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nlwarning("CZoneSymmetrisation::setTileState : tile %d has an unknown tileSet (%d)", tile, tileSet);
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return false;
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}
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// Set it only if not oriented
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if (!bank.getTileSet (tileSet)->getOriented ())
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{
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// Set the tile state
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setTileState (patchId, currentTile, layer, state);
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}
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}
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}
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// Next tile
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currentTile += delta;
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}
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}
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}
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}
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|
return true;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
|
||
|
bool CZoneSymmetrisation::setOrientedTileState (const NL3D::CPatchInfo &patch, uint patchId, float snapCell, float weldThreshold, TState &state, const NLMISC::CMatrix &toOriginalSpace, const CTileBank &bank)
|
||
|
{
|
||
|
// Edges state
|
||
|
TState edgesState[4] = { Nothing, Nothing, Nothing, Nothing };
|
||
|
|
||
|
// Vertices position
|
||
|
sint32 vertPosU[4];
|
||
|
sint32 vertPosV[4];
|
||
|
|
||
|
// For each vertices
|
||
|
uint i;
|
||
|
for (i=0; i<4; i++)
|
||
|
{
|
||
|
// Snap the vertex
|
||
|
CVector original = toOriginalSpace * patch.Patch.Vertices[i];
|
||
|
float valueU = original.x;
|
||
|
float valueV = original.y;
|
||
|
|
||
|
// Snap on U
|
||
|
if (snapOnGrid (valueU, snapCell, weldThreshold))
|
||
|
vertPosU[i] = (sint32)((valueU+0.5f) / snapCell);
|
||
|
else
|
||
|
vertPosU[i] = 0x80000000;
|
||
|
|
||
|
// Snap on V
|
||
|
if (snapOnGrid (valueV, snapCell, weldThreshold))
|
||
|
vertPosV[i] = (sint32)((valueV+0.5f) / snapCell);
|
||
|
else
|
||
|
vertPosV[i] = 0x80000000;
|
||
|
}
|
||
|
|
||
|
// Patch flags
|
||
|
bool regular = false;
|
||
|
bool goofy = false;
|
||
|
bool EdgeSnaped[4] = { false, false, false, false };
|
||
|
|
||
|
// For each edges
|
||
|
for (i=0; i<4; i++)
|
||
|
{
|
||
|
// Vertex snapped and align on a common axis ?
|
||
|
if ( ((uint32) vertPosU[i] != 0x80000000) || ((uint32) vertPosV[i] != 0x80000000) )
|
||
|
{
|
||
|
// Snapped on U or V ?
|
||
|
bool snapU = (vertPosU[i] == vertPosU[(i+1)&3]) && ((uint32) vertPosU[i] != 0x80000000);
|
||
|
bool snapV = (vertPosV[i] == vertPosV[(i+1)&3]) && ((uint32) vertPosV[i] != 0x80000000);
|
||
|
|
||
|
// If snapped on one, continue
|
||
|
if (snapU || snapV)
|
||
|
{
|
||
|
// If snap on the both, error
|
||
|
if (snapU && snapV)
|
||
|
return false;
|
||
|
|
||
|
// Is this edge Regular or Goofy ?
|
||
|
edgesState[i] = (i&1)?Goofy:Regular;
|
||
|
|
||
|
// Flag the patch
|
||
|
if (edgesState[i] == Regular)
|
||
|
regular = true;
|
||
|
else
|
||
|
goofy = true;
|
||
|
|
||
|
// Edge snaped
|
||
|
EdgeSnaped[i] = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// * Set the tiles
|
||
|
|
||
|
// For each edges
|
||
|
for (i=0; i<4; i++)
|
||
|
{
|
||
|
// Edge snapped ?
|
||
|
if (EdgeSnaped[i])
|
||
|
{
|
||
|
// For each tiles
|
||
|
uint tileCount = ((i&1)!=0)?patch.OrderS:patch.OrderT;
|
||
|
sint currentTile;
|
||
|
sint delta;
|
||
|
switch (i)
|
||
|
{
|
||
|
case 0:
|
||
|
currentTile = 0;
|
||
|
delta = patch.OrderS;
|
||
|
break;
|
||
|
case 1:
|
||
|
currentTile = patch.OrderS*(patch.OrderT-1);
|
||
|
delta = 1;
|
||
|
break;
|
||
|
case 2:
|
||
|
currentTile = patch.OrderS-1;
|
||
|
delta = patch.OrderS;
|
||
|
break;
|
||
|
case 3:
|
||
|
currentTile = 0;
|
||
|
delta = 1;
|
||
|
break;
|
||
|
default:
|
||
|
currentTile = 0;
|
||
|
delta = 1;
|
||
|
break;
|
||
|
}
|
||
|
uint j;
|
||
|
for (j=0; j<tileCount; j++)
|
||
|
{
|
||
|
// Set the border state
|
||
|
setOrientedTileBorderState (patchId, currentTile, edgesState[i]);
|
||
|
|
||
|
// For each layer
|
||
|
uint layer;
|
||
|
for (layer=0; layer<3; layer++)
|
||
|
{
|
||
|
// Get the tiles set used here
|
||
|
uint tile = patch.Tiles[currentTile].Tile[layer];
|
||
|
if (tile != NL_TILE_ELM_LAYER_EMPTY)
|
||
|
{
|
||
|
int tileSet;
|
||
|
int number;
|
||
|
CTileBank::TTileType type;
|
||
|
|
||
|
bank.getTileXRef (tile, tileSet, number, type);
|
||
|
if ((tileSet < 0) || (tileSet >= bank.getTileSetCount()))
|
||
|
{
|
||
|
nlwarning("CZoneSymmetrisation::setOrientedTileState : tile %d has an unknown tileSet (%d)", tile, tileSet);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Set it only if oriented
|
||
|
if (bank.getTileSet (tileSet)->getOriented ())
|
||
|
{
|
||
|
setTileState (patchId, currentTile, layer, edgesState[i]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Next tile
|
||
|
currentTile += delta;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// For each corners
|
||
|
for (i=0; i<4; i++)
|
||
|
{
|
||
|
// Corner snapped ?
|
||
|
uint next = (i+1)&3;
|
||
|
if (EdgeSnaped[i] && EdgeSnaped[next])
|
||
|
{
|
||
|
// Flag tile as corner
|
||
|
switch (i)
|
||
|
{
|
||
|
case 0:
|
||
|
setOrientedTileCorner (patchId, patch.OrderS*(patch.OrderT-1), true);
|
||
|
break;
|
||
|
case 1:
|
||
|
setOrientedTileCorner (patchId, patch.OrderS*patch.OrderT-1, true);
|
||
|
break;
|
||
|
case 2:
|
||
|
setOrientedTileCorner (patchId, patch.OrderS-1, true);
|
||
|
break;
|
||
|
case 3:
|
||
|
setOrientedTileCorner (patchId, 0, true);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
|
||
|
CVector2f st2uv (sint s, sint t, const CPatchInfo &patch)
|
||
|
{
|
||
|
return CVector2f ((((float)s)+0.5f)/(float)patch.OrderS, (((float)t)+0.5f)/(float)patch.OrderT);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
|
||
|
void uv2st (const CVector2f &in, sint &s, sint &t, const CPatchInfo &patch)
|
||
|
{
|
||
|
s = (sint)(in.x*(float)patch.OrderS);
|
||
|
t = (sint)(in.y*(float)patch.OrderT);
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
|
||
|
class CFillStackNode
|
||
|
{
|
||
|
public:
|
||
|
CFillStackNode (uint16 patch, uint16 s, uint16 t, uint8 rotate, CZoneSymmetrisation::TState state) { Patch = patch; S = s; T = t; Edge = 0; Rotate = rotate; State = state; };
|
||
|
uint16 S;
|
||
|
uint16 T;
|
||
|
uint16 Patch;
|
||
|
uint8 Edge;
|
||
|
uint8 Rotate;
|
||
|
CZoneSymmetrisation::TState State;
|
||
|
};
|
||
|
|
||
|
// ***************************************************************************
|
||
|
|
||
|
bool CZoneSymmetrisation::propagateTileState (uint patch, uint s, uint t, const std::vector<CPatchInfo> &patchInfo, const CTileBank &bank, bool forceRegular)
|
||
|
{
|
||
|
// For each layer
|
||
|
uint layer;
|
||
|
for (layer=0; layer<3; layer++)
|
||
|
{
|
||
|
// Get the patch ptr
|
||
|
const CPatchInfo *currentPatchPtr = &(patchInfo[patch]);
|
||
|
|
||
|
// Get the tile index
|
||
|
uint tile = s+t*currentPatchPtr->OrderS;
|
||
|
|
||
|
// Get the tiles set used here
|
||
|
uint tileIndex = currentPatchPtr->Tiles[tile].Tile[layer];
|
||
|
if (tileIndex != NL_TILE_ELM_LAYER_EMPTY)
|
||
|
{
|
||
|
// Valid tile number ?
|
||
|
if (tileIndex >= (uint)bank.getTileCount ())
|
||
|
{
|
||
|
nlwarning ("CZoneSymmetrisation::propagateTileState: Invalid tile index");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Get the tile set used by this layer
|
||
|
int tileSetToPropagate;
|
||
|
int number;
|
||
|
CTileBank::TTileType type;
|
||
|
bank.getTileXRef (tileIndex, tileSetToPropagate, number, type);
|
||
|
|
||
|
if ((tileSetToPropagate < 0) || (tileSetToPropagate >= bank.getTileSetCount()))
|
||
|
{
|
||
|
nlwarning("CZoneSymmetrisation::propagateTileState: tile %d has an unknown tileSet (%d)", tileIndex, tileSetToPropagate);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Oriented ?
|
||
|
bool oriented = bank.getTileSet (tileSetToPropagate)->getOriented ();
|
||
|
|
||
|
// If oriented, must not be a corner
|
||
|
if (!(oriented && getOrientedTileCorner (patch, tile)))
|
||
|
{
|
||
|
// Current node
|
||
|
CFillStackNode currentNode (patch, s, t, currentPatchPtr->Tiles[tile].getTileOrient(layer), getTileState (patch, tile, layer));
|
||
|
|
||
|
// Propagate non-Nothing tiles
|
||
|
if ( (!forceRegular && (currentNode.State != Nothing)) || (forceRegular && (currentNode.State == Nothing)) )
|
||
|
{
|
||
|
// Force to Regular ?
|
||
|
if (forceRegular)
|
||
|
{
|
||
|
setTileState (patch, tile, layer, Regular);
|
||
|
currentNode.State = Regular;
|
||
|
}
|
||
|
|
||
|
// Fill stack
|
||
|
vector<CFillStackNode> stack;
|
||
|
stack.push_back (currentNode);
|
||
|
|
||
|
// While people in the stack
|
||
|
while (!stack.empty ())
|
||
|
{
|
||
|
// Pop last element
|
||
|
currentNode = stack.back ();
|
||
|
stack.pop_back ();
|
||
|
|
||
|
do
|
||
|
{
|
||
|
// Set current patch pointer
|
||
|
currentPatchPtr = &(patchInfo[currentNode.Patch]);
|
||
|
|
||
|
// Get neighbor
|
||
|
CFillStackNode neighborNode (currentNode.Patch, currentNode.S, currentNode.T, currentNode.Rotate, currentNode.State);
|
||
|
switch (currentNode.Edge)
|
||
|
{
|
||
|
case 0:
|
||
|
neighborNode.S--;
|
||
|
break;
|
||
|
case 1:
|
||
|
neighborNode.T++;
|
||
|
break;
|
||
|
case 2:
|
||
|
neighborNode.S++;
|
||
|
break;
|
||
|
case 3:
|
||
|
neighborNode.T--;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Is still in patch ?
|
||
|
if ( (neighborNode.S>=patchInfo[currentNode.Patch].OrderS) || (neighborNode.T>=patchInfo[currentNode.Patch].OrderT) )
|
||
|
{
|
||
|
// No, found new patch
|
||
|
uint position;
|
||
|
switch (currentNode.Edge)
|
||
|
{
|
||
|
case 0:
|
||
|
position = neighborNode.T;
|
||
|
break;
|
||
|
case 1:
|
||
|
position = neighborNode.S;
|
||
|
break;
|
||
|
case 2:
|
||
|
position = patchInfo[currentNode.Patch].OrderT - neighborNode.T - 1;
|
||
|
break;
|
||
|
case 3:
|
||
|
position = patchInfo[currentNode.Patch].OrderS - neighborNode.S - 1;
|
||
|
break;
|
||
|
default:
|
||
|
position = 0;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Get next patch
|
||
|
uint patchOut;
|
||
|
sint sOut;
|
||
|
sint tOut;
|
||
|
if (patchInfo[currentNode.Patch].getNeighborTile (currentNode.Patch, currentNode.Edge, position,
|
||
|
patchOut, sOut, tOut, patchInfo))
|
||
|
{
|
||
|
// Should be another patch
|
||
|
nlassert (patchOut != currentNode.Patch);
|
||
|
|
||
|
// Get patch id
|
||
|
neighborNode.Patch = patchOut;
|
||
|
|
||
|
// Coordinate must be IN the patch
|
||
|
nlassert (sOut >= 0);
|
||
|
nlassert (tOut >= 0);
|
||
|
nlassert (sOut < patchInfo[neighborNode.Patch].OrderS);
|
||
|
nlassert (tOut < patchInfo[neighborNode.Patch].OrderT);
|
||
|
|
||
|
// Copy it
|
||
|
neighborNode.S = sOut;
|
||
|
neighborNode.T = tOut;
|
||
|
|
||
|
// Find neighbor
|
||
|
const CPatchInfo::CBindInfo &neighborBindInfo = patchInfo[currentNode.Patch].BindEdges[currentNode.Edge];
|
||
|
uint edgePatch;
|
||
|
for (edgePatch=0; edgePatch<(uint)neighborBindInfo.NPatchs; edgePatch++)
|
||
|
{
|
||
|
if (neighborBindInfo.Next[edgePatch] == neighborNode.Patch)
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Must find one patch
|
||
|
nlassert (edgePatch<(uint)neighborBindInfo.NPatchs);
|
||
|
|
||
|
// Rotation
|
||
|
neighborNode.Rotate = (currentNode.Rotate + 2 + neighborBindInfo.Edge[edgePatch] - currentNode.Edge) & 3;
|
||
|
|
||
|
// Toggle the state ?
|
||
|
if ((neighborNode.Rotate ^ currentNode.Rotate) & 1)
|
||
|
{
|
||
|
// Yes
|
||
|
neighborNode.State = (neighborNode.State == Regular) ? Goofy : Regular;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// No propagation, continue
|
||
|
currentNode.Edge++;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Neighbor patch
|
||
|
const CPatchInfo *neighborPatchPtr = &(patchInfo[neighborNode.Patch]);
|
||
|
|
||
|
// Get the tile index
|
||
|
uint neighborTile = neighborNode.S+neighborNode.T*neighborPatchPtr->OrderS;
|
||
|
|
||
|
// Look for the same tile set in the new tile
|
||
|
uint neighborLayer;
|
||
|
for (neighborLayer=0; neighborLayer<3; neighborLayer++)
|
||
|
{
|
||
|
// Get the tile index
|
||
|
uint neighborTileIndex = neighborPatchPtr->Tiles[neighborTile].Tile[neighborLayer];
|
||
|
|
||
|
if (neighborTileIndex != NL_TILE_ELM_LAYER_EMPTY)
|
||
|
{
|
||
|
// Valid tile number ?
|
||
|
if (neighborTileIndex >= (uint)bank.getTileCount ())
|
||
|
{
|
||
|
nlwarning ("CZoneSymmetrisation::propagateTileState: Invalid tile index");
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
// Get tileset
|
||
|
int neighborTileSet;
|
||
|
int neighborNumber;
|
||
|
CTileBank::TTileType neighborType;
|
||
|
bank.getTileXRef (neighborTileIndex, neighborTileSet, neighborNumber, neighborType);
|
||
|
|
||
|
// Same tileset ? Stop!
|
||
|
if ( (neighborTileSet == tileSetToPropagate) &&
|
||
|
(neighborNode.Rotate == neighborPatchPtr->Tiles[neighborTile].getTileOrient(neighborLayer)) )
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Found ?
|
||
|
if (neighborLayer<3)
|
||
|
{
|
||
|
// If oriented, must not be a corner
|
||
|
if (!(oriented && getOrientedTileCorner (neighborNode.Patch, neighborTile)))
|
||
|
{
|
||
|
// Propagate in the new node ?
|
||
|
TState neighborState = getTileState (neighborNode.Patch, neighborTile, neighborLayer);
|
||
|
if (neighborState == Nothing)
|
||
|
{
|
||
|
// Set the state
|
||
|
setTileState (neighborNode.Patch, neighborTile, neighborLayer, neighborNode.State);
|
||
|
|
||
|
// Stack current node if some neighbor left to visit
|
||
|
if (currentNode.Edge < 3)
|
||
|
{
|
||
|
currentNode.Edge++;
|
||
|
stack.push_back (currentNode);
|
||
|
}
|
||
|
|
||
|
// Continue with the new node
|
||
|
currentNode = neighborNode;
|
||
|
}
|
||
|
else if (neighborState != neighborNode.State)
|
||
|
{
|
||
|
// Error, same tile but not same state
|
||
|
// nlwarning ("CZoneSymmetrisation::propagateTileState: error, find same iso surfaces with different state.");
|
||
|
|
||
|
// No propagation, continue
|
||
|
currentNode.Edge++;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// No propagation, continue
|
||
|
currentNode.Edge++;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// No propagation, continue
|
||
|
currentNode.Edge++;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
// No propagation, continue
|
||
|
currentNode.Edge++;
|
||
|
}
|
||
|
while (currentNode.Edge<4);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// ***************************************************************************
|
||
|
|
||
|
} // NL3D
|