void BSPTree::BuildDrawOrder(const UniquePtr<BSPTreeNode>& aNode, nsTArray<LayerPolygon>& aLayers) const { const gfx::Point3D& normal = aNode->First().GetNormal(); UniquePtr<BSPTreeNode> *front = &aNode->front; UniquePtr<BSPTreeNode> *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 (LayerPolygon& layer : aNode->layers) { MOZ_ASSERT(layer.geometry); if (layer.geometry->GetPoints().Length() >= 3) { aLayers.AppendElement(Move(layer)); } } if (*back) { BuildDrawOrder(*back, aLayers); } }
void BSPTree::BuildDrawOrder(const UniquePtr<BSPTreeNode>& aNode, nsTArray<gfx::Polygon3D>& aPolygons) const { const gfx::Point3D& normal = aNode->First().GetNormal(); UniquePtr<BSPTreeNode> *front = &aNode->front; UniquePtr<BSPTreeNode> *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, aPolygons); } for (gfx::Polygon3D& polygon : aNode->polygons) { aPolygons.AppendElement(std::move(polygon)); } if (*back) { BuildDrawOrder(*back, aPolygons); } }