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113 lines
3.7 KiB
C++
113 lines
3.7 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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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// 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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//
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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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// 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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//
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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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#include "std3d.h"
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#include "nel/3d/landscape_face_vector_manager.h"
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#include "nel/misc/debug.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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#define NL3D_FACE_VECTOR_NUMBLOCK 33
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// ***************************************************************************
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CLandscapeFaceVectorManager::CLandscapeFaceVectorManager()
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{
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// Allow 2^32 triangles at max. each list has at max 2^i triangles.
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_Blocks.resize(NL3D_FACE_VECTOR_NUMBLOCK, NULL);
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}
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// ***************************************************************************
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CLandscapeFaceVectorManager::~CLandscapeFaceVectorManager()
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{
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purge();
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}
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// ***************************************************************************
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void CLandscapeFaceVectorManager::purge()
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{
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for(uint i=0; i<NL3D_FACE_VECTOR_NUMBLOCK; i++)
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{
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TLandscapeIndexType *ptr= _Blocks[i];
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// For each node in list, delete.
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while(ptr)
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{
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// Get the ptr on next free list.
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TLandscapeIndexType *next= *(TLandscapeIndexType**)ptr;
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delete [] ptr;
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ptr= next;
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}
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// list is empty.
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_Blocks[i]= NULL;
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}
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}
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// ***************************************************************************
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uint CLandscapeFaceVectorManager::getBlockIdFromNumTri(uint numTris)
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{
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return getPowerOf2(numTris);
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}
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// ***************************************************************************
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TLandscapeIndexType *CLandscapeFaceVectorManager::createFaceVector(uint numTri)
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{
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// get the BlockId from the number of tri in this fv
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uint blockId= getBlockIdFromNumTri(numTri);
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// If no more free FaceVector, allocate.
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if(_Blocks[blockId]==NULL)
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{
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// Allocate a block of max tris. +1 is for the NumTris entry at index 0.
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uint numTriMax= 1<<blockId;
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// allocate max of (sizeof(uint32*), (numTriMax*3+1)*sizeof(uint32));
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uint sizeInByteToAllocate= (uint)max(sizeof(TLandscapeIndexType*), (numTriMax*3 + 1)*sizeof(TLandscapeIndexType));
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_Blocks[blockId]= new TLandscapeIndexType[(sizeInByteToAllocate + (sizeof(TLandscapeIndexType) - 1)) /sizeof(TLandscapeIndexType)];
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// Init it as a free faceVector, with no Next.
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*(TLandscapeIndexType**)_Blocks[blockId]= NULL;
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}
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// Pop a FaceVector from the free list.
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TLandscapeIndexType *ret= _Blocks[blockId];
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// Make the head list point to next
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_Blocks[blockId]= *(TLandscapeIndexType**)ret;
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// There is numTri triangles.
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*ret= numTri;
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return ret;
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}
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// ***************************************************************************
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void CLandscapeFaceVectorManager::deleteFaceVector(TLandscapeIndexType *fv)
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{
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// get the BlockId from the number of tri in this fv (ie *fv)
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uint blockId= getBlockIdFromNumTri(*fv);
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// Append this block to the free list. Write the ptr directly on fv.
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*(TLandscapeIndexType**)fv= _Blocks[blockId];
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_Blocks[blockId]= fv;
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}
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} // NL3D
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