108 lines
2.9 KiB
C++
108 lines
2.9 KiB
C++
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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "BSPTree.h"
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#include "mozilla/gfx/Polygon.h"
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namespace mozilla {
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namespace layers {
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LayerPolygon PopFront(std::deque<LayerPolygon>& aLayers)
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{
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LayerPolygon layer = Move(aLayers.front());
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aLayers.pop_front();
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return layer;
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}
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void
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BSPTree::BuildDrawOrder(const UniquePtr<BSPTreeNode>& aNode,
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nsTArray<LayerPolygon>& aLayers) const
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{
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const gfx::Point3D& normal = aNode->First().GetNormal();
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UniquePtr<BSPTreeNode> *front = &aNode->front;
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UniquePtr<BSPTreeNode> *back = &aNode->back;
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// Since the goal is to return the draw order from back to front, we reverse
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// the traversal order if the current polygon is facing towards the camera.
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const bool reverseOrder = normal.z > 0.0f;
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if (reverseOrder) {
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std::swap(front, back);
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}
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if (*front) {
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BuildDrawOrder(*front, aLayers);
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}
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for (LayerPolygon& layer : aNode->layers) {
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MOZ_ASSERT(layer.geometry);
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if (layer.geometry->GetPoints().Length() >= 3) {
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aLayers.AppendElement(Move(layer));
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}
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}
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if (*back) {
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BuildDrawOrder(*back, aLayers);
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}
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}
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void
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BSPTree::BuildTree(UniquePtr<BSPTreeNode>& aRoot,
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std::deque<LayerPolygon>& aLayers)
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{
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if (aLayers.empty()) {
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return;
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}
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const gfx::Polygon3D& plane = aRoot->First();
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std::deque<LayerPolygon> backLayers, frontLayers;
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for (LayerPolygon& layerPolygon : aLayers) {
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const Maybe<gfx::Polygon3D>& geometry = layerPolygon.geometry;
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size_t pos = 0, neg = 0;
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nsTArray<float> dots = geometry->CalculateDotProducts(plane, pos, neg);
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// Back polygon
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if (pos == 0 && neg > 0) {
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backLayers.push_back(Move(layerPolygon));
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}
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// Front polygon
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else if (pos > 0 && neg == 0) {
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frontLayers.push_back(Move(layerPolygon));
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}
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// Coplanar polygon
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else if (pos == 0 && neg == 0) {
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aRoot->layers.push_back(Move(layerPolygon));
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}
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// Polygon intersects with the splitting plane.
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else if (pos > 0 && neg > 0) {
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nsTArray<gfx::Point3D> backPoints, frontPoints;
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geometry->SplitPolygon(plane, dots, backPoints, frontPoints);
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const gfx::Point3D& normal = geometry->GetNormal();
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Layer *layer = layerPolygon.layer;
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backLayers.push_back(LayerPolygon(layer, Move(backPoints), normal));
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frontLayers.push_back(LayerPolygon(layer, Move(frontPoints), normal));
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}
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}
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if (!backLayers.empty()) {
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aRoot->back.reset(new BSPTreeNode(PopFront(backLayers)));
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BuildTree(aRoot->back, backLayers);
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}
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if (!frontLayers.empty()) {
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aRoot->front.reset(new BSPTreeNode(PopFront(frontLayers)));
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BuildTree(aRoot->front, frontLayers);
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}
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}
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} // namespace layers
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} // namespace mozilla
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