1 // NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
2 // Copyright (C) 2010 Winch Gate Property Limited
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
19 #include "nel/3d/landscape_face_vector_manager.h"
20 #include "nel/misc/debug.h"
24 using namespace NLMISC
;
34 // ***************************************************************************
35 #define NL3D_FACE_VECTOR_NUMBLOCK 33
37 // ***************************************************************************
38 CLandscapeFaceVectorManager::CLandscapeFaceVectorManager()
40 // Allow 2^32 triangles at max. each list has at max 2^i triangles.
41 _Blocks
.resize(NL3D_FACE_VECTOR_NUMBLOCK
, NULL
);
44 // ***************************************************************************
45 CLandscapeFaceVectorManager::~CLandscapeFaceVectorManager()
50 // ***************************************************************************
51 void CLandscapeFaceVectorManager::purge()
53 for(uint i
=0; i
<NL3D_FACE_VECTOR_NUMBLOCK
; i
++)
55 TLandscapeIndexType
*ptr
= _Blocks
[i
];
56 // For each node in list, delete.
59 // Get the ptr on next free list.
60 TLandscapeIndexType
*next
= *(TLandscapeIndexType
**)ptr
;
69 // ***************************************************************************
70 uint
CLandscapeFaceVectorManager::getBlockIdFromNumTri(uint numTris
)
72 return getPowerOf2(numTris
);
75 // ***************************************************************************
76 TLandscapeIndexType
*CLandscapeFaceVectorManager::createFaceVector(uint numTri
)
78 // get the BlockId from the number of tri in this fv
79 uint blockId
= getBlockIdFromNumTri(numTri
);
81 // If no more free FaceVector, allocate.
82 if(_Blocks
[blockId
]==NULL
)
84 // Allocate a block of max tris. +1 is for the NumTris entry at index 0.
85 uint numTriMax
= 1<<blockId
;
86 // allocate max of (sizeof(uint32*), (numTriMax*3+1)*sizeof(uint32));
87 uint sizeInByteToAllocate
= (uint
)max(sizeof(TLandscapeIndexType
*), (numTriMax
*3 + 1)*sizeof(TLandscapeIndexType
));
88 _Blocks
[blockId
]= new TLandscapeIndexType
[(sizeInByteToAllocate
+ (sizeof(TLandscapeIndexType
) - 1)) /sizeof(TLandscapeIndexType
)];
89 // Init it as a free faceVector, with no Next.
90 *(TLandscapeIndexType
**)_Blocks
[blockId
]= NULL
;
93 // Pop a FaceVector from the free list.
94 TLandscapeIndexType
*ret
= _Blocks
[blockId
];
95 // Make the head list point to next
96 _Blocks
[blockId
]= *(TLandscapeIndexType
**)ret
;
98 // There is numTri triangles.
104 // ***************************************************************************
105 void CLandscapeFaceVectorManager::deleteFaceVector(TLandscapeIndexType
*fv
)
107 // get the BlockId from the number of tri in this fv (ie *fv)
108 uint blockId
= getBlockIdFromNumTri(*fv
);
110 // Append this block to the free list. Write the ptr directly on fv.
111 *(TLandscapeIndexType
**)fv
= _Blocks
[blockId
];
112 _Blocks
[blockId
]= fv
;