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/* -*- 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/. */
#include "BSPTree.h"
#include "mozilla/gfx/Polygon.h"
namespace mozilla {
class nsDisplayTransform;
namespace layers {
template <typename T>
void BSPTree<T>::BuildDrawOrder(BSPTreeNode<T>* aNode,
nsTArray<BSPPolygon<T>>& aLayers) const {
const gfx::Point4D& normal = aNode->First().GetNormal();
BSPTreeNode<T>* front = aNode->front;
BSPTreeNode<T>* back = aNode->back;
// Since the goal is to return the draw order from back to front, we reverse
// the traversal order if the current polygon is facing towards the camera.
const bool reverseOrder = normal.z > 0.0f;
if (reverseOrder) {
std::swap(front, back);
}
if (front) {
BuildDrawOrder(front, aLayers);
}
for (BSPPolygon<T>& layer : aNode->layers) {
MOZ_ASSERT(layer.geometry);
if (layer.geometry->GetPoints().Length() >= 3) {
aLayers.AppendElement(std::move(layer));
}
}
if (back) {
BuildDrawOrder(back, aLayers);
}
}
template <typename T>
void BSPTree<T>::BuildTree(BSPTreeNode<T>* aRoot, PolygonList<T>& aLayers) {
MOZ_ASSERT(!aLayers.empty());
aRoot->layers.push_back(std::move(aLayers.front()));
aLayers.pop_front();
if (aLayers.empty()) {
return;
}
const gfx::Polygon& plane = aRoot->First();
MOZ_ASSERT(!plane.IsEmpty());
const gfx::Point4D& planeNormal = plane.GetNormal();
const gfx::Point4D& planePoint = plane.GetPoints()[0];
PolygonList<T> backLayers, frontLayers;
for (BSPPolygon<T>& layerPolygon : aLayers) {
const nsTArray<gfx::Point4D>& geometry = layerPolygon.geometry->GetPoints();
// Calculate the plane-point distances for the polygon classification.
size_t pos = 0, neg = 0;
nsTArray<float> distances = CalculatePointPlaneDistances(
geometry, planeNormal, planePoint, pos, neg);
// Back polygon
if (pos == 0 && neg > 0) {
backLayers.push_back(std::move(layerPolygon));
}
// Front polygon
else if (pos > 0 && neg == 0) {
frontLayers.push_back(std::move(layerPolygon));
}
// Coplanar polygon
else if (pos == 0 && neg == 0) {
aRoot->layers.push_back(std::move(layerPolygon));
}
// Polygon intersects with the splitting plane.
else if (pos > 0 && neg > 0) {
nsTArray<gfx::Point4D> backPoints, frontPoints;
// Clip the polygon against the plane. We reuse the previously calculated
// distances to find the plane-edge intersections.
ClipPointsWithPlane(geometry, planeNormal, distances, backPoints,
frontPoints);
const gfx::Point4D& normal = layerPolygon.geometry->GetNormal();
T* data = layerPolygon.data;
if (backPoints.Length() >= 3) {
backLayers.emplace_back(data, std::move(backPoints), normal);
}
if (frontPoints.Length() >= 3) {
frontLayers.emplace_back(data, std::move(frontPoints), normal);
}
}
}
if (!backLayers.empty()) {
aRoot->back = new (mPool) BSPTreeNode(mListPointers);
BuildTree(aRoot->back, backLayers);
}
if (!frontLayers.empty()) {
aRoot->front = new (mPool) BSPTreeNode(mListPointers);
BuildTree(aRoot->front, frontLayers);
}
}
template void BSPTree<BSPTestData>::BuildTree(
BSPTreeNode<BSPTestData>* aRoot, PolygonList<BSPTestData>& aLayers);
template void BSPTree<BSPTestData>::BuildDrawOrder(
BSPTreeNode<BSPTestData>* aNode,
nsTArray<BSPPolygon<BSPTestData>>& aLayers) const;
template void BSPTree<nsDisplayTransform>::BuildTree(
BSPTreeNode<nsDisplayTransform>* aRoot,
PolygonList<nsDisplayTransform>& aLayers);
template void BSPTree<nsDisplayTransform>::BuildDrawOrder(
BSPTreeNode<nsDisplayTransform>* aNode,
nsTArray<BSPPolygon<nsDisplayTransform>>& aLayers) const;
} // namespace layers
} // namespace mozilla