Bug 1351426 - Part 4: Refactor gfx::Polygon to avoid unnecessary work and memory allocations r=kip

MozReview-Commit-ID: ASusoTqZxuY

--HG--
extra : rebase_source : 1967c11e76853297a2ce405e598b3db2b2b0c112
This commit is contained in:
Miko Mynttinen 2017-04-04 04:51:29 +02:00
Родитель ec2807c91a
Коммит 9ee1c2deba
2 изменённых файлов: 130 добавлений и 121 удалений

Просмотреть файл

@ -27,11 +27,15 @@ CalculateEdgeIntersect(const Point4DTyped<Units>& aFirst,
return aFirst + (aSecond - aFirst) * t;
}
/**
* Clips the polygon defined by |aPoints| so that there are no points with
* w <= 0.
*/
template<class Units>
nsTArray<Point4DTyped<Units>>
ClipHomogeneous(const nsTArray<Point4DTyped<Units>>& aPoints)
ClipPointsAtInfinity(const nsTArray<Point4DTyped<Units>>& aPoints)
{
nsTArray<Point4DTyped<Units>> outPoints;
nsTArray<Point4DTyped<Units>> outPoints(aPoints.Length());
const size_t pointCount = aPoints.Length();
for (size_t i = 0; i < pointCount; ++i) {
@ -56,16 +60,90 @@ ClipHomogeneous(const nsTArray<Point4DTyped<Units>>& aPoints)
}
template<class Units>
nsTArray<Point4DTyped<Units>>
ToPoints4D(const nsTArray<Point3DTyped<Units>>& aPoints)
nsTArray<float>
CalculatePointPlaneDistances(const nsTArray<Point4DTyped<Units>>& aPoints,
const Point4DTyped<Units>& aPlaneNormal,
const Point4DTyped<Units>& aPlanePoint,
size_t& aPos, size_t& aNeg)
{
nsTArray<Point4DTyped<Units>> points;
// Point classification might produce incorrect results due to numerical
// inaccuracies. Using an epsilon value makes the splitting plane "thicker".
const float epsilon = 0.05f;
for (const Point3DTyped<Units>& point : aPoints) {
points.AppendElement(Point4DTyped<Units>(point));
aPos = aNeg = 0;
nsTArray<float> distances(aPoints.Length());
for (const Point4DTyped<Units>& point : aPoints) {
float dot = (point - aPlanePoint).DotProduct(aPlaneNormal);
if (dot > epsilon) {
aPos++;
} else if (dot < -epsilon) {
aNeg++;
} else {
// The point is within the thick plane.
dot = 0.0f;
}
distances.AppendElement(dot);
}
return points;
return distances;
}
/**
* Clips the polygon defined by |aPoints|. The clipping uses previously
* calculated plane to point distances and the plane normal |aNormal|.
* The result of clipping is stored in |aBackPoints| and |aFrontPoints|.
*/
template<class Units>
void
ClipPointsWithPlane(const nsTArray<Point4DTyped<Units>>& aPoints,
const Point4DTyped<Units>& aNormal,
const nsTArray<float>& aDots,
nsTArray<Point4DTyped<Units>>& aBackPoints,
nsTArray<Point4DTyped<Units>>& aFrontPoints)
{
static const auto Sign = [](const float& f) {
if (f > 0.0f) return 1;
if (f < 0.0f) return -1;
return 0;
};
const size_t pointCount = aPoints.Length();
for (size_t i = 0; i < pointCount; ++i) {
size_t j = (i + 1) % pointCount;
const Point4DTyped<Units>& a = aPoints[i];
const Point4DTyped<Units>& b = aPoints[j];
const float dotA = aDots[i];
const float dotB = aDots[j];
// The point is in front of or on the plane.
if (dotA >= 0) {
aFrontPoints.AppendElement(a);
}
// The point is behind or on the plane.
if (dotA <= 0) {
aBackPoints.AppendElement(a);
}
// If the sign of the dot products changes between two consecutive
// vertices, then the plane intersects with the polygon edge.
// The case where the polygon edge is within the plane is handled above.
if (Sign(dotA) && Sign(dotB) && Sign(dotA) != Sign(dotB)) {
// Calculate the line segment and plane intersection point.
const Point4DTyped<Units> ab = b - a;
const float dotAB = ab.DotProduct(aNormal);
const float t = -dotA / dotAB;
const Point4DTyped<Units> p = a + (ab * t);
// Add the intersection point to both polygons.
aBackPoints.AppendElement(p);
aFrontPoints.AppendElement(p);
}
}
}
// PolygonTyped stores the points of a convex planar polygon.
@ -89,9 +167,9 @@ public:
const Point4DType& aNormal = DefaultNormal())
: mNormal(aNormal), mPoints(aPoints)
{
#ifdef DEBUG
#ifdef DEBUG
EnsurePlanarPolygon();
#endif
#endif
}
RectTyped<Units> BoundingBox() const
@ -115,38 +193,6 @@ public:
return RectTyped<Units>(minX, minY, maxX - minX, maxY - minY);
}
nsTArray<float> CalculateDotProducts(const PolygonTyped<Units>& aPlane,
size_t& aPos, size_t& aNeg) const
{
// Point classification might produce incorrect results due to numerical
// inaccuracies. Using an epsilon value makes the splitting plane "thicker".
const float epsilon = 0.05f;
MOZ_ASSERT(!aPlane.GetPoints().IsEmpty());
const Point4DType& planeNormal = aPlane.GetNormal();
const Point4DType& planePoint = aPlane[0];
aPos = aNeg = 0;
nsTArray<float> dotProducts;
for (const Point4DType& point : mPoints) {
float dot = (point - planePoint).DotProduct(planeNormal);
if (dot > epsilon) {
aPos++;
} else if (dot < -epsilon) {
aNeg++;
} else {
// The point is within the thick plane.
dot = 0.0f;
}
dotProducts.AppendElement(dot);
}
return dotProducts;
}
// Clips the polygon against the given 2D rectangle.
PolygonTyped<Units> ClipPolygon(const RectTyped<Units>& aRect) const
{
@ -157,7 +203,7 @@ public:
return ClipPolygon(FromRect(aRect));
}
// Clips the polygon against the given polygon in 2D.
// Clips this polygon against the given polygon in 2D.
PolygonTyped<Units> ClipPolygon(const PolygonTyped<Units>& aPolygon) const
{
const nsTArray<Point4DType>& points = aPolygon.GetPoints();
@ -166,25 +212,43 @@ public:
return PolygonTyped<Units>();
}
PolygonTyped<Units> polygon(mPoints, mNormal);
nsTArray<Point4DType> clippedPoints(mPoints);
size_t pos, neg;
nsTArray<Point4DType> backPoints(4), frontPoints(4);
// Iterate over all the edges of the clipping polygon |aPolygon| and clip
// this polygon against the edges.
const size_t pointCount = points.Length();
for (size_t i = 0; i < pointCount; ++i) {
const Point4DType p1 = points[(i + 1) % pointCount];
const Point4DType p2 = points[i];
// Calculate the normal for the edge defined by |p1| and |p2|.
const Point4DType normal(p2.y - p1.y, p1.x - p2.x, 0.0f, 0.0f);
const PolygonTyped<Units> plane({p1, p2}, normal);
ClipPolygonWithPlane(polygon, plane);
// Calculate the distances between the points of the polygon and the
// plane defined by |aPolygon|.
const nsTArray<float> distances =
CalculatePointPlaneDistances(clippedPoints, normal, p1, pos, neg);
if (polygon.IsEmpty()) {
backPoints.ClearAndRetainStorage();
frontPoints.ClearAndRetainStorage();
// Clip the polygon points using the previously calculated distances.
ClipPointsWithPlane(clippedPoints, normal, distances,
backPoints, frontPoints);
// Only use the points behind the clipping plane.
clippedPoints = Move(backPoints);
if (clippedPoints.Length() < 3) {
// The clipping created a polygon with no area.
return PolygonTyped<Units>();
}
}
return polygon;
return PolygonTyped<Units>(Move(clippedPoints), mNormal);
}
static PolygonTyped<Units> FromRect(const RectTyped<Units>& aRect)
@ -209,65 +273,12 @@ public:
return mPoints;
}
const Point4DType& operator[](size_t aIndex) const
{
MOZ_ASSERT(mPoints.Length() > aIndex);
return mPoints[aIndex];
}
bool IsEmpty() const
{
// If the polygon has less than three points, it has no visible area.
return mPoints.Length() < 3;
}
void SplitPolygon(const Point4DType& aNormal,
const nsTArray<float>& aDots,
nsTArray<Point4DType>& aBackPoints,
nsTArray<Point4DType>& aFrontPoints) const
{
static const auto Sign = [](const float& f) {
if (f > 0.0f) return 1;
if (f < 0.0f) return -1;
return 0;
};
const size_t pointCount = mPoints.Length();
for (size_t i = 0; i < pointCount; ++i) {
size_t j = (i + 1) % pointCount;
const Point4DType& a = mPoints[i];
const Point4DType& b = mPoints[j];
const float dotA = aDots[i];
const float dotB = aDots[j];
// The point is in front of or on the plane.
if (dotA >= 0) {
aFrontPoints.AppendElement(a);
}
// The point is behind or on the plane.
if (dotA <= 0) {
aBackPoints.AppendElement(a);
}
// If the sign of the dot products changes between two consecutive
// vertices, then the plane intersects with the polygon edge.
// The case where the polygon edge is within the plane is handled above.
if (Sign(dotA) && Sign(dotB) && Sign(dotA) != Sign(dotB)) {
// Calculate the line segment and plane intersection point.
const Point4DType ab = b - a;
const float dotAB = ab.DotProduct(aNormal);
const float t = -dotA / dotAB;
const Point4DType p = a + (ab * t);
// Add the intersection point to both polygons.
aBackPoints.AppendElement(p);
aFrontPoints.AppendElement(p);
}
}
}
nsTArray<TriangleTyped<Units>> ToTriangles() const
{
nsTArray<TriangleTyped<Units>> triangles;
@ -297,27 +308,16 @@ public:
MOZ_ASSERT(!aTransform.IsSingular());
TransformPoints(aTransform, false);
mPoints = ClipHomogeneous(mPoints);
// Perspective projection transformation might produce points with w <= 0,
// so we need to clip these points.
mPoints = ClipPointsAtInfinity(mPoints);
// Normal vectors should be transformed using inverse transpose.
mNormal = aTransform.Inverse().Transpose().TransformPoint(mNormal);
}
private:
void ClipPolygonWithPlane(PolygonTyped<Units>& aPolygon,
const PolygonTyped<Units>& aPlane) const
{
size_t pos, neg;
const nsTArray<float> dots =
aPolygon.CalculateDotProducts(aPlane, pos, neg);
nsTArray<Point4DType> backPoints, frontPoints;
aPolygon.SplitPolygon(aPlane.GetNormal(), dots, backPoints, frontPoints);
// Only use the points that are behind the clipping plane.
aPolygon = PolygonTyped<Units>(Move(backPoints), aPolygon.GetNormal());
}
static Point4DType DefaultNormal()
{
return Point4DType(0.0f, 0.0f, 1.0f, 0.0f);

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@ -57,13 +57,19 @@ BSPTree::BuildTree(BSPTreeNode* aRoot,
}
const gfx::Polygon& plane = aRoot->First();
MOZ_ASSERT(!plane.IsEmpty());
const gfx::Point4D& planeNormal = plane.GetNormal();
const gfx::Point4D& planePoint = plane.GetPoints()[0];
std::list<LayerPolygon> backLayers, frontLayers;
for (LayerPolygon& layerPolygon : aLayers) {
const Maybe<gfx::Polygon>& geometry = layerPolygon.geometry;
const nsTArray<gfx::Point4D>& geometry = layerPolygon.geometry->GetPoints();
// Calculate the plane-point distances for the polygon classification.
size_t pos = 0, neg = 0;
nsTArray<float> dots = geometry->CalculateDotProducts(plane, pos, neg);
nsTArray<float> distances =
CalculatePointPlaneDistances(geometry, planeNormal, planePoint, pos, neg);
// Back polygon
if (pos == 0 && neg > 0) {
@ -80,10 +86,13 @@ BSPTree::BuildTree(BSPTreeNode* aRoot,
// Polygon intersects with the splitting plane.
else if (pos > 0 && neg > 0) {
nsTArray<gfx::Point4D> backPoints, frontPoints;
geometry->SplitPolygon(plane.GetNormal(), dots, backPoints, frontPoints);
// Clip the polygon against the plane. We reuse the previously calculated
// distances to find the plane-edge intersections.
ClipPointsWithPlane(geometry, planeNormal, distances,
backPoints, frontPoints);
const gfx::Point4D& normal = geometry->GetNormal();
Layer *layer = layerPolygon.layer;
const gfx::Point4D& normal = layerPolygon.geometry->GetNormal();
Layer* layer = layerPolygon.layer;
if (backPoints.Length() >= 3) {
backLayers.emplace_back(layer, Move(backPoints), normal);