/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/** * Allocate BSPTreeNodes from a memory arena to improve performance with * complex scenes. * The arena size of 4096 bytes was selected as an arbitrary power of two. * Depending on the platform, this size accommodates roughly 100 BSPTreeNodes.
*/ typedef mozilla::ArenaAllocator<4096, 8> BSPTreeArena;
/** * Aliases the container type used to store layers within BSPTreeNodes.
*/ template <typename T> using PolygonList = std::list<BSPPolygon<T>>;
// For tests. Needs to be defined here rather than in TestBSPTree.cpp because we // need to explicitly instantiate the out-of-line BSPTree methods for it in // BSPTree.cpp. class BSPTestData {}; using TestPolygon = BSPPolygon<BSPTestData>;
/** * Represents a node in a BSP tree. The node contains at least one layer with * associated geometry that is used as a splitting plane, and at most two child * nodes that represent the splitting planes that further subdivide the space.
*/ template <typename T> struct BSPTreeNode { explicit BSPTreeNode(nsTArray<PolygonList<T>*>& aListPointers)
: front(nullptr), back(nullptr) { // Store the layer list pointer to free memory when BSPTree is destroyed.
aListPointers.AppendElement(&layers);
}
/** * BSPTree class takes a list of layers as an input and uses binary space * partitioning algorithm to create a tree structure that can be used for * depth sorting.
* Sources for more information: * https://en.wikipedia.org/wiki/Binary_space_partitioning * ftp://ftp.sgi.com/other/bspfaq/faq/bspfaq.html
*/ template <typename T> class BSPTree final { public: /** * The constructor modifies layers in the given list.
*/ explicit BSPTree(std::list<BSPPolygon<T>>& aLayers) {
MOZ_ASSERT(!aLayers.empty());
mRoot = new (mPool) BSPTreeNode(mListPointers);
BuildTree(mRoot, aLayers);
}
/** * Builds and returns the back-to-front draw order for the created BSP tree.
*/
nsTArray<BSPPolygon<T>> GetDrawOrder() const {
nsTArray<BSPPolygon<T>> layers;
BuildDrawOrder(mRoot, layers); return layers;
}
/** * BuildDrawOrder and BuildTree are called recursively. The depth of the * recursion depends on the amount of polygons and their intersections.
*/ void BuildDrawOrder(BSPTreeNode<T>* aNode,
nsTArray<BSPPolygon<T>>& aLayers) const;
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