Ejemplo n.º 1
0
        public CountdownEvent SortVertexAndAttributeIndexArrays(
            Order order, V3d eye, int[] vertexIndexArray, int[] attributeIndexArray, bool parallel = true)
        {
            var target = new TargetArrays()
            {
                // Count = 0,
                Via      = vertexIndexArray,
                Aia      = attributeIndexArray,
                Finished = new CountdownEvent(1)
            };

            Action <Action> runParallel   = a => Task.Factory.StartNew(a);
            Action <Action> runSequential = a => a();
            Action <Action> runChild      = parallel ? runParallel : runSequential;

            if (order == Order.BackToFront)
            {
                runChild(() =>
                {
                    m_tree.SortBackToFront(this, target, 0, eye, true, runChild);
                    target.Finished.Signal();
                });
            }
            else
            {
                runChild(() =>
                {
                    m_tree.SortFrontToBack(this, target, 0, eye, true, runChild);
                    target.Finished.Signal();
                });
            }
            return(target.Finished);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Note, that the parallel implementation of this method could be
        /// optimized, by providing separate node types for parallel and non
        /// parallel execution.
        /// </summary>
        internal void SortBackToFront(
            BspTree t, TargetArrays target,
            int ti, V3d eye, bool mainTask, Action <Action> runChild)
        {
            int    nti    = ti;
            double height = V3d.Dot(m_normal, eye - m_point);

            if (height >= 0.0)
            {
                ti += m_negativeCount;
                var ti3 = ti * 3;
                foreach (int oti in m_zeroList)
                {
                    t.GetTriangleVertexIndices(oti * 3,
                                               out target.Via[ti3],
                                               out target.Via[ti3 + 1],
                                               out target.Via[ti3 + 2]);
                    ti3           += 3;
                    target.Aia[ti] = (t.m_triangleAttributeIndexArray != null) ? t.m_triangleAttributeIndexArray[oti] : 0;
                    ti++;
                }
            }
            else
            {
                nti += m_positiveCount;
                var nti3 = nti * 3;
                foreach (int oti in m_zeroList)
                {
                    t.GetTriangleVertexIndices(oti * 3,
                                               out target.Via[nti3],
                                               out target.Via[nti3 + 1],
                                               out target.Via[nti3 + 2]);
                    nti3           += 3;
                    target.Aia[nti] = (t.m_triangleAttributeIndexArray != null) ? t.m_triangleAttributeIndexArray[oti] : 0;
                    nti++;
                }
            }
            if (m_negativeTree != null)
            {
                if (mainTask && m_negativeCount < c_taskChunkSize)
                {
                    target.Finished.AddCount(1);
                    runChild(() =>
                    {
                        m_negativeTree.SortBackToFront(
                            t, target, nti, eye, false, runChild);
                        target.Finished.Signal();
                    });
                }
                else
                {
                    m_negativeTree.SortBackToFront(
                        t, target, nti, eye, mainTask, runChild);
                }
            }
            if (m_positiveTree != null)
            {
                if (mainTask && m_positiveCount < c_taskChunkSize)
                {
                    target.Finished.AddCount(1);
                    runChild(() =>
                    {
                        m_positiveTree.SortBackToFront(
                            t, target, ti, eye, false, runChild);
                        target.Finished.Signal();
                    });
                }
                else
                {
                    m_positiveTree.SortBackToFront(
                        t, target, ti, eye, mainTask, runChild);
                }
            }
        }