Changed: #1301 Binding 2d renderer to NELLIGO.
--HG-- branch : gsoc2011-worldeditorqthg/feature/sse2
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// Object Viewer Qt - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Object Viewer Qt - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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// Copyright (C) 2010 Winch Gate Property Limited
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// Copyright (C) 2011 Dzmitry Kamiahin <dnk-88@tut.by>
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// Copyright (C) 2011 Dzmitry Kamiahin <dnk-88@tut.by>
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//
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//
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// This program is free software: you can redistribute it and/or modify
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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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// 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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// 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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// License, or (at your option) any later version.
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//
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//
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// This program is distributed in the hope that it will be useful,
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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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// 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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// 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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// GNU Affero General Public License for more details.
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//
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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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// 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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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef BUILDER_ZONE_REGION_H
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#ifndef BUILDER_ZONE_REGION_H
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#define BUILDER_ZONE_REGION_H
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#define BUILDER_ZONE_REGION_H
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// Project includes
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// Project includes
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// NeL includes
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// NeL includes
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#include <nel/ligo/zone_bank.h>
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#include <nel/ligo/zone_bank.h>
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#include <nel/ligo/zone_region.h>
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// Qt includes
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// STL includes
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namespace LandscapeEditor
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#include <string>
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{
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#include <vector>
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#include <queue>
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} /* namespace LandscapeEditor */
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// Qt includes
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#endif // BUILDER_ZONE_REGION_H
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namespace LandscapeEditor
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{
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class ZoneBuilder;
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// CZoneRegion contains informations about the zones painted
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class BuilderZoneRegion
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{
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public:
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BuilderZoneRegion(uint regionId);
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// New interface
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bool init(ZoneBuilder *zoneBuilder, std::string &error);
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void add(sint32 x, sint32 y, uint8 rot, uint8 flip, NLLIGO::CZoneBankElement *zoneBankElement);
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void invertCutEdge(sint32 x, sint32 y, uint8 cePos);
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void cycleTransition(sint32 x, sint32 y);
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bool addNotPropagate(sint32 x, sint32 y, uint8 rot, uint8 flip, NLLIGO::CZoneBankElement *zoneBankElement);
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/// Brutal adding a zone over empty space do not propagate in any way -> can result
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/// in inconsistency when trying the propagation mode
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void addForce (sint32 x, sint32 y, uint8 rot, uint8 flip, NLLIGO::CZoneBankElement *zoneBankElement);
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void del(sint32 x, sint32 y, bool transition = false, void *pInternal = NULL);
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void move(sint32 x, sint32 y);
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uint32 countZones();
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void reduceMin();
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uint getRegionId() const;
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private:
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// An element of the graph
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struct SMatNode
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{
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std::string Name;
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// Position in the tree (vector of nodes)
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std::vector<uint32> Arcs;
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};
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void addTransition(sint32 x, sint32 y, uint8 rot, uint8 flip, NLLIGO::CZoneBankElement *zoneBankElement);
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void addToUpdateAndCreate(BuilderZoneRegion* builderZoneRegion, sint32 sharePos, sint32 x, sint32 y, const std::string &newMat, void *pInt1, void *pInt2);
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void putTransitions(sint32 x, sint32 y, const NLLIGO::SPiece &mask, const std::string &matName, void *pInternal);
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void updateTrans(sint32 x, sint32 y, NLLIGO::CZoneBankElement *zoneBankElement = NULL);
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std::string getNextMatInTree(const std::string &matA, const std::string &matB);
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/// Find the fastest way between posA and posB in the MatTree (Dijkstra)
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void tryPath(uint32 posA, uint32 posB, std::vector<uint32> &path);
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void set(sint32 x, sint32 y, sint32 posX, sint32 posY, const std::string &zoneName, bool transition=false);
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void setRot(sint32 x, sint32 y, uint8 rot);
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void setFlip(sint32 x, sint32 y, uint8 flip);
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void resize(sint32 newMinX, sint32 newMaxX, sint32 newMinY, sint32 newMaxY);
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uint m_regionId;
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// To use the global mask
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ZoneBuilder *m_zoneBuilder;
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// The tree of transition between materials
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std::vector<SMatNode> m_matTree;
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bool m_firstInit;
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};
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} /* namespace LandscapeEditor */
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#endif // BUILDER_ZONE_REGION_H
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