khanat-opennel-code/code/nel/src/3d/landscape_face_vector_manager.cpp

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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/landscape_face_vector_manager.h"
#include "nel/misc/debug.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
// ***************************************************************************
#define NL3D_FACE_VECTOR_NUMBLOCK 33
// ***************************************************************************
CLandscapeFaceVectorManager::CLandscapeFaceVectorManager()
{
// Allow 2^32 triangles at max. each list has at max 2^i triangles.
_Blocks.resize(NL3D_FACE_VECTOR_NUMBLOCK, NULL);
}
// ***************************************************************************
CLandscapeFaceVectorManager::~CLandscapeFaceVectorManager()
{
purge();
}
// ***************************************************************************
void CLandscapeFaceVectorManager::purge()
{
for(uint i=0; i<NL3D_FACE_VECTOR_NUMBLOCK; i++)
{
TLandscapeIndexType *ptr= _Blocks[i];
// For each node in list, delete.
while(ptr)
{
// Get the ptr on next free list.
TLandscapeIndexType *next= *(TLandscapeIndexType**)ptr;
delete [] ptr;
ptr= next;
}
// list is empty.
_Blocks[i]= NULL;
}
}
// ***************************************************************************
uint CLandscapeFaceVectorManager::getBlockIdFromNumTri(uint numTris)
{
return getPowerOf2(numTris);
}
// ***************************************************************************
TLandscapeIndexType *CLandscapeFaceVectorManager::createFaceVector(uint numTri)
{
// get the BlockId from the number of tri in this fv
uint blockId= getBlockIdFromNumTri(numTri);
// If no more free FaceVector, allocate.
if(_Blocks[blockId]==NULL)
{
// Allocate a block of max tris. +1 is for the NumTris entry at index 0.
uint numTriMax= 1<<blockId;
// allocate max of (sizeof(uint32*), (numTriMax*3+1)*sizeof(uint32));
uint sizeInByteToAllocate= (uint)max(sizeof(TLandscapeIndexType*), (numTriMax*3 + 1)*sizeof(TLandscapeIndexType));
_Blocks[blockId]= new TLandscapeIndexType[(sizeInByteToAllocate + (sizeof(TLandscapeIndexType) - 1)) /sizeof(TLandscapeIndexType)];
// Init it as a free faceVector, with no Next.
*(TLandscapeIndexType**)_Blocks[blockId]= NULL;
}
// Pop a FaceVector from the free list.
TLandscapeIndexType *ret= _Blocks[blockId];
// Make the head list point to next
_Blocks[blockId]= *(TLandscapeIndexType**)ret;
// There is numTri triangles.
*ret= numTri;
return ret;
}
// ***************************************************************************
void CLandscapeFaceVectorManager::deleteFaceVector(TLandscapeIndexType *fv)
{
// get the BlockId from the number of tri in this fv (ie *fv)
uint blockId= getBlockIdFromNumTri(*fv);
// Append this block to the free list. Write the ptr directly on fv.
*(TLandscapeIndexType**)fv= _Blocks[blockId];
_Blocks[blockId]= fv;
}
} // NL3D