예제 #1
0
void tst_QGLRender::values()
{
    QGLSceneNode node;   // by default has QGL::FlatColor
    QGLSceneNode node2;
    QSharedPointer<QGLMaterialCollection> pal(new QGLMaterialCollection());
    node.setPalette(pal);
    node2.setPalette(pal);
    node2.setEffect(QGL::LitMaterial);

    QGLRenderState s;
    QGLRenderOrder order(&node, s);
    QGLRenderOrder other(&node2, s);
    QGLRenderOrderComparator cmp;
    QVERIFY(!cmp.isEqualTo(other, order));
    QVERIFY(cmp.isLessThan(order, other));

    QGLRenderState state;
    QGLMaterial *mat = new QGLMaterial;
    mat->setAmbientColor(Qt::blue);
    int ix = pal->addMaterial(mat);
    QGLSceneNode node3;
    node3.setPalette(pal);
    node3.setMaterialIndex(ix);
    node3.setEffect(QGL::LitMaterial);
    state.updateFrom(&node3);
    QGLRenderOrder other2(&node, state);
    QVERIFY(other2.effectiveHasEffect());
    QCOMPARE(other2.effectiveMaterial(), mat);
    QCOMPARE(other2.effectiveStandardEffect(), QGL::LitMaterial);
    QCOMPARE(other2.effectiveUserEffect(), (QGLAbstractEffect*)0);
    QVERIFY(cmp.isLessThan(order, other2));
    QVERIFY(cmp.isLessThan(other, other2));
}
예제 #2
0
void tst_QGLRender::create()
{
    QGLSceneNode node;
    QGLSceneNode node2;
    QSharedPointer<QGLMaterialCollection> pal(new QGLMaterialCollection());
    node.setPalette(pal);
    node2.setPalette(pal);

    QGLRenderState s;
    QGLRenderOrder order(&node, s);
    QGLRenderOrder other(order);     // copy constructor
    QCOMPARE(order.node(), &node);
    QCOMPARE(order.node(), other.node());
    QGLRenderOrderComparator cmp;
    QVERIFY(cmp.isEqualTo(order, other));          // operator==

    QGLRenderOrder other2(&node2, s);
    QVERIFY(cmp.isEqualTo(other2, order));  // same because nodes have same values
    other2 = order;                  // operator=
    QVERIFY(cmp.isEqualTo(other2, order));  // same again

    QGLRenderState state0;
    QGLRenderOrder other3(&node2, state0);
    QVERIFY(cmp.isEqualTo(other2, other3));
}
예제 #3
0
/** for all points initiate their vis line to the one directly below
*/
void init_vis(struct Point *points, int num_points, struct Line *lines,
	      int num_lines)
{
    int i;
    double d;
    struct avl_table *tree = avl_create(cmp_points, NULL, NULL);
    struct avl_traverser it;
    struct Point *p;

    double y1, y2;

    struct Point *s1, *s2;

    for (i = 0; i < num_points; i++) {

	points[i].vis = NULL;
	d = PORT_DOUBLE_MAX;

	avl_t_init(&it, tree);

	/* loop through the tree */
	while ((p = avl_t_next(&it)) != NULL) {
	    if (segment1(p) == NULL && segment2(p) == NULL)
		continue;

	    /* test for intersection and get the intersecting point */
	    if (segment1(p) != NULL &&
		segment_intersect(segment1(p), &points[i], &y1) > -1) {
		/* find the closest one below */
		if (y1 < points[i].y && (points[i].y - y1) < d) {
		    d = points[i].y - y1;
		    points[i].vis = segment1(p);

		}
	    }


	    if (segment2(p) != NULL &&
		segment_intersect(segment2(p), &points[i], &y2) > -1) {
		if (y2 < points[i].y && (points[i].y - y2) < d) {
		    d = points[i].y - y2;
		    points[i].vis = segment2(p);
		}
	    }

	}			/* end loop */

	s1 = s2 = NULL;

	/* now if the other point is on the right, we can delete it */
	if (segment1(&points[i]) != NULL &&
	    cmp_points(&points[i], other1(&points[i]), NULL) > 0) {
	    p = other1(&points[i]);

	    /* unless the other point of it is on the left */
	    if (segment1(p) != NULL && other1(p) != &points[i] &&
		cmp_points(&points[i], other1(p), NULL) > 0)
		s1 = avl_delete(tree, p);
	    else if (segment2(p) != NULL && other2(p) != &points[i] &&
		     cmp_points(&points[i], other2(p), NULL) > 0)
		s1 = avl_delete(tree, p);
	}

	/* now if the other point is on the right, we can delete it */
	if (segment2(&points[i]) != NULL &&
	    cmp_points(&points[i], other2(&points[i]), NULL) > 0) {
	    p = other2(&points[i]);

	    /* unless the other point of it is on the left */
	    if (segment1(p) != NULL && other1(p) != &points[i] &&
		cmp_points(&points[i], other1(p), NULL) > 0)
		s2 = avl_delete(tree, p);
	    else if (segment2(p) != NULL && other2(p) != &points[i] &&
		     cmp_points(&points[i], other2(p), NULL) > 0)
		s2 = avl_delete(tree, p);
	}

	/* if both weren't deleted, it means there is at least one other
	   point on the left, so add the current */
	/* also there is no point adding the point if there is no segment attached to it */
	if ((s1 == NULL || s2 == NULL)) {
	    avl_insert(tree, &points[i]);
	}
    }


    avl_destroy(tree, NULL);
}
예제 #4
0
/** for a pair (p, q) of points, add the edge pq if their are visible to each other
*/
void handle(struct Point *p, struct Point *q, struct Map_info *out)
{

    /* if it's a point without segments, just report the edge */
    if (segment1(q) == NULL && segment2(q) == NULL && before(p, q, p->vis)) {
	report(p, q, out);
    }
    else if (segment1(p) != NULL && q == other1(p)) {
	/* we need to check if there is another segment at q so it can be set to the vis */
	if (segment1(q) == segment1(p) && segment2(q) != NULL &&
	    left_turn(p, q, other2(q))) {
	    p->vis = segment2(q);
	}
	else if (segment2(q) == segment1(p) && segment1(q) != NULL &&
		 left_turn(p, q, other1(q))) {
	    p->vis = segment1(q);
	}
	else
	    p->vis = q->vis;

	report(p, q, out);
    }
    else if (segment2(p) != NULL && q == other2(p)) {
	/* we need to check if there is another segment at q so it can be set to the vis */
	if (segment1(q) == segment2(p) && segment2(q) != NULL &&
	    left_turn(p, q, other2(q))) {
	    p->vis = segment2(q);
	}
	else if (segment2(q) == segment2(p) && segment1(q) != NULL &&
		 left_turn(p, q, other1(q))) {
	    p->vis = segment1(q);
	}
	else
	    p->vis = q->vis;

	report(p, q, out);
    }
    else if (segment1(q) == p->vis && segment1(q) != NULL) {
	/* we need to check if there is another segment at q so it can be set to the vis */
	if (segment2(q) != NULL && left_turn(p, q, other2(q)))
	    p->vis = segment2(q);
	else
	    p->vis = q->vis;

	/* check that p and q are not on the same boundary and that the edge pq is inside the boundary */
	if (p->cat == -1 || p->cat != q->cat ||
	    !point_inside(p, (p->x + q->x) * 0.5, (p->y + q->y) * 0.5))
	    report(p, q, out);
    }
    else if (segment2(q) == p->vis && segment2(q) != NULL) {
	/* we need to check if there is another segment at q so it can be set to the vis */
	if (segment1(q) != NULL && left_turn(p, q, other1(q)))
	    p->vis = segment1(q);
	else
	    p->vis = q->vis;

	/* check that p and q are not on the same boundary and that the edge pq is inside the boundary */
	if (p->cat == -1 || p->cat != q->cat ||
	    !point_inside(p, (p->x + q->x) * 0.5, (p->y + q->y) * 0.5))
	    report(p, q, out);
    }
    else if (before(p, q, p->vis)) {
	/* if q only has one segment, then this is the new vis */
	if (segment2(q) == NULL)
	    p->vis = segment1(q);
	else if (segment1(q) == NULL)
	    p->vis = segment2(q);

	/* otherwise take the one with biggest slope */
	else if (left_turn(p, q, other1(q)) && !left_turn(p, q, other2(q)))
	    p->vis = segment1(q);
	else if (!left_turn(p, q, other1(q)) && left_turn(p, q, other2(q)))
	    p->vis = segment2(q);
	else if (left_turn(q, other2(q), other1(q)))
	    p->vis = segment1(q);
	else
	    p->vis = segment2(q);

	/* check that p and q are not on the same boundary and that the edge pq is inside the boundary */
	if (p->cat == -1 || p->cat != q->cat ||
	    !point_inside(p, (p->x + q->x) * 0.5, (p->y + q->y) * 0.5))
	    report(p, q, out);
    }
}
예제 #5
0
파일: bvh4mb.cpp 프로젝트: dboogert/embree
  size_t BVH4MB::rotate(Base* nodeID, size_t depth)
  {
    /*! nothing to rotate if we reached a leaf node. */
    if (nodeID->isLeaf()) return 0;
    Node* parent = nodeID->node();

    /*! rotate all children first */
    ssei cdepth;
    for (size_t c=0; c<4; c++)
      cdepth[c] = (int)rotate(parent->child[c],depth+1);

    /* compute current area of all children */
    ssef sizeX = parent->upper_x-parent->lower_x;
    ssef sizeY = parent->upper_y-parent->lower_y;
    ssef sizeZ = parent->upper_z-parent->lower_z;
    ssef childArea = sizeX*(sizeY + sizeZ) + sizeY*sizeZ;

    /*! transpose node bounds */
    ssef plower0,plower1,plower2,plower3; transpose(parent->lower_x,parent->lower_y,parent->lower_z,ssef(zero),plower0,plower1,plower2,plower3);
    ssef pupper0,pupper1,pupper2,pupper3; transpose(parent->upper_x,parent->upper_y,parent->upper_z,ssef(zero),pupper0,pupper1,pupper2,pupper3);
    BBox<ssef> other0(plower0,pupper0), other1(plower1,pupper1), other2(plower2,pupper2), other3(plower3,pupper3);

    /*! Find best rotation. We pick a target child of a first child,
      and swap this with an other child. We perform the best such
      swap. */
    float bestCost = pos_inf;
    int bestChild = -1, bestTarget = -1, bestOther = -1;
    for (size_t c=0; c<4; c++)
    {
      /*! ignore leaf nodes as we cannot descent into */
      if (parent->child[c]->isLeaf()) continue;
      Node* child = parent->child[c]->node();

      /*! transpose child bounds */
      ssef clower0,clower1,clower2,clower3; transpose(child->lower_x,child->lower_y,child->lower_z,ssef(zero),clower0,clower1,clower2,clower3);
      ssef cupper0,cupper1,cupper2,cupper3; transpose(child->upper_x,child->upper_y,child->upper_z,ssef(zero),cupper0,cupper1,cupper2,cupper3);
      BBox<ssef> target0(clower0,cupper0), target1(clower1,cupper1), target2(clower2,cupper2), target3(clower3,cupper3);

      /*! put other0 at each target position */
      float cost00 = halfArea3f(merge(other0 ,target1,target2,target3));
      float cost01 = halfArea3f(merge(target0,other0 ,target2,target3));
      float cost02 = halfArea3f(merge(target0,target1,other0 ,target3));
      float cost03 = halfArea3f(merge(target0,target1,target2,other0 ));
      ssef cost0 = ssef(cost00,cost01,cost02,cost03);
      ssef min0 = vreduce_min(cost0);
      int pos0 = (int)__bsf(movemask(min0 == cost0));

      /*! put other1 at each target position */
      float cost10 = halfArea3f(merge(other1 ,target1,target2,target3));
      float cost11 = halfArea3f(merge(target0,other1 ,target2,target3));
      float cost12 = halfArea3f(merge(target0,target1,other1 ,target3));
      float cost13 = halfArea3f(merge(target0,target1,target2,other1 ));
      ssef cost1 = ssef(cost10,cost11,cost12,cost13);
      ssef min1 = vreduce_min(cost1);
      int pos1 = (int)__bsf(movemask(min1 == cost1));

      /*! put other2 at each target position */
      float cost20 = halfArea3f(merge(other2 ,target1,target2,target3));
      float cost21 = halfArea3f(merge(target0,other2 ,target2,target3));
      float cost22 = halfArea3f(merge(target0,target1,other2 ,target3));
      float cost23 = halfArea3f(merge(target0,target1,target2,other2 ));
      ssef cost2 = ssef(cost20,cost21,cost22,cost23);
      ssef min2 = vreduce_min(cost2);
      int pos2 = (int)__bsf(movemask(min2 == cost2));

      /*! put other3 at each target position */
      float cost30 = halfArea3f(merge(other3 ,target1,target2,target3));
      float cost31 = halfArea3f(merge(target0,other3 ,target2,target3));
      float cost32 = halfArea3f(merge(target0,target1,other3 ,target3));
      float cost33 = halfArea3f(merge(target0,target1,target2,other3 ));
      ssef cost3 = ssef(cost30,cost31,cost32,cost33);
      ssef min3 = vreduce_min(cost3);
      int pos3 = (int)__bsf(movemask(min3 == cost3));

      /*! find best other child */
      ssef otherCost = ssef(extract<0>(min0),extract<0>(min1),extract<0>(min2),extract<0>(min3));
      int pos[4] = { pos0,pos1,pos2,pos3 };
      sseb valid = ssei(int(depth+1))+cdepth <= ssei(maxDepth); // only select swaps that fulfill depth constraints
      if (none(valid)) continue;
      
      size_t n = select_min(valid,otherCost);
      float cost = otherCost[n]-childArea[c]; //< increasing the original child bound is bad, decreasing good

      /*! accept a swap when it reduces cost and is not swapping a node with itself */
      if (cost < bestCost && n != c) {
        bestCost = cost;
        bestChild = (int)c;
        bestOther = (int)n;
        bestTarget = pos[n];
      }
    }

    /*! if we did not find a swap that improves the SAH then do nothing */
    if (bestCost >= 0) return 1+reduce_max(cdepth);

    /*! perform the best found tree rotation */
    Node* child = parent->child[bestChild]->node();
    swap(parent,bestOther,child,bestTarget);
    parent->lower_x[bestChild] = reduce_min(child->lower_x);
    parent->lower_y[bestChild] = reduce_min(child->lower_y);
    parent->lower_z[bestChild] = reduce_min(child->lower_z);
    parent->upper_x[bestChild] = reduce_max(child->upper_x);
    parent->upper_y[bestChild] = reduce_max(child->upper_y);
    parent->upper_z[bestChild] = reduce_max(child->upper_z);
    parent->lower_dx[bestChild] = reduce_min(child->lower_dx);
    parent->lower_dy[bestChild] = reduce_min(child->lower_dy);
    parent->lower_dz[bestChild] = reduce_min(child->lower_dz);
    parent->upper_dx[bestChild] = reduce_max(child->upper_dx);
    parent->upper_dy[bestChild] = reduce_max(child->upper_dy);
    parent->upper_dz[bestChild] = reduce_max(child->upper_dz);

    /*! This returned depth is conservative as the child that was
     *  pulled up in the tree could have been on the critical path. */
    cdepth[bestOther]++; // bestOther was pushed down one level
    return 1+reduce_max(cdepth); 
  }