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Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector

This commit is contained in:
Juan Linietsky
2017-01-07 18:25:37 -03:00
parent 2a38a5eaa8
commit 2ab83e1abb
257 changed files with 2818 additions and 3130 deletions

View File

@@ -94,7 +94,7 @@ int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_d
}
void TriangleMesh::create(const DVector<Vector3>& p_faces) {
void TriangleMesh::create(const PoolVector<Vector3>& p_faces) {
valid=false;
@@ -104,7 +104,7 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
triangles.resize(fc);
bvh.resize(fc*3); //will never be larger than this (todo make better)
DVector<BVH>::Write bw = bvh.write();
PoolVector<BVH>::Write bw = bvh.write();
{
@@ -112,8 +112,8 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
//except for the Set for repeated triangles, everything
//goes in-place.
DVector<Vector3>::Read r = p_faces.read();
DVector<Triangle>::Write w = triangles.write();
PoolVector<Vector3>::Read r = p_faces.read();
PoolVector<Triangle>::Write w = triangles.write();
Map<Vector3,int> db;
for(int i=0;i<fc;i++) {
@@ -149,16 +149,16 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
}
vertices.resize(db.size());
DVector<Vector3>::Write vw = vertices.write();
PoolVector<Vector3>::Write vw = vertices.write();
for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
vw[E->get()]=E->key();
}
}
DVector<BVH*> bwptrs;
PoolVector<BVH*> bwptrs;
bwptrs.resize(fc);
DVector<BVH*>::Write bwp = bwptrs.write();
PoolVector<BVH*>::Write bwp = bwptrs.write();
for(int i=0;i<fc;i++) {
bwp[i]=&bw[i];
@@ -168,7 +168,7 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
int max_alloc=fc;
int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
bw=DVector<BVH>::Write(); //clearup
bw=PoolVector<BVH>::Write(); //clearup
bvh.resize(max_alloc); //resize back
valid=true;
@@ -197,9 +197,9 @@ Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
int level=0;
DVector<Triangle>::Read trianglesr = triangles.read();
DVector<Vector3>::Read verticesr=vertices.read();
DVector<BVH>::Read bvhr=bvh.read();
PoolVector<Triangle>::Read trianglesr = triangles.read();
PoolVector<Vector3>::Read verticesr=vertices.read();
PoolVector<BVH>::Read bvhr=bvh.read();
const Triangle *triangleptr=trianglesr.ptr();
int pos=bvh.size()-1;
@@ -299,9 +299,9 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
int level=0;
DVector<Triangle>::Read trianglesr = triangles.read();
DVector<Vector3>::Read verticesr=vertices.read();
DVector<BVH>::Read bvhr=bvh.read();
PoolVector<Triangle>::Read trianglesr = triangles.read();
PoolVector<Vector3>::Read verticesr=vertices.read();
PoolVector<BVH>::Read bvhr=bvh.read();
const Triangle *triangleptr=trianglesr.ptr();
const Vector3 *vertexptr=verticesr.ptr();
@@ -422,9 +422,9 @@ bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vec
int level=0;
DVector<Triangle>::Read trianglesr = triangles.read();
DVector<Vector3>::Read verticesr=vertices.read();
DVector<BVH>::Read bvhr=bvh.read();
PoolVector<Triangle>::Read trianglesr = triangles.read();
PoolVector<Vector3>::Read verticesr=vertices.read();
PoolVector<BVH>::Read bvhr=bvh.read();
const Triangle *triangleptr=trianglesr.ptr();
const Vector3 *vertexptr=verticesr.ptr();
@@ -524,18 +524,18 @@ bool TriangleMesh::is_valid() const {
return valid;
}
DVector<Face3> TriangleMesh::get_faces() const {
PoolVector<Face3> TriangleMesh::get_faces() const {
if (!valid)
return DVector<Face3>();
return PoolVector<Face3>();
DVector<Face3> faces;
PoolVector<Face3> faces;
int ts = triangles.size();
faces.resize(triangles.size());
DVector<Face3>::Write w=faces.write();
DVector<Triangle>::Read r = triangles.read();
DVector<Vector3>::Read rv = vertices.read();
PoolVector<Face3>::Write w=faces.write();
PoolVector<Triangle>::Read r = triangles.read();
PoolVector<Vector3>::Read rv = vertices.read();
for(int i=0;i<ts;i++) {
for(int j=0;j<3;j++) {
@@ -543,7 +543,7 @@ DVector<Face3> TriangleMesh::get_faces() const {
}
}
w = DVector<Face3>::Write();
w = PoolVector<Face3>::Write();
return faces;
}