/**************************************************************************** ** ** Copyright (C) 1992-2007 Trolltech ASA. All rights reserved. ** ** This file is part of the QtGui module of the Qt Toolkit. ** ** This file may be used under the terms of the GNU General Public ** License version 2.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of ** this file. Please review the following information to ensure GNU ** General Public Licensing requirements will be met: ** http://trolltech.com/products/qt/licenses/licensing/opensource/ ** ** If you are unsure which license is appropriate for your use, please ** review the following information: ** http://trolltech.com/products/qt/licenses/licensing/licensingoverview ** or contact the sales department at sales@trolltech.com. ** ** In addition, as a special exception, Trolltech gives you certain ** additional rights. These rights are described in the Trolltech GPL ** Exception version 1.0, which can be found at ** http://www.trolltech.com/products/qt/gplexception/ and in the file ** GPL_EXCEPTION.txt in this package. ** ** In addition, as a special exception, Trolltech, as the sole copyright ** holder for Qt Designer, grants users of the Qt/Eclipse Integration ** plug-in the right for the Qt/Eclipse Integration to link to ** functionality provided by Qt Designer and its related libraries. ** ** Trolltech reserves all rights not expressly granted herein. ** ** Trolltech ASA (c) 2007 ** ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ** ****************************************************************************/ #include "qbsptree_p.h" QBspTree::QBspTree() : depth(6), visited(0) {} void QBspTree::create(int n, int d) { // simple heuristics to find the best tree depth if (d == -1) { int c; for (c = 0; n; ++c) n = n / 10; depth = c << 1; } else { depth = d; } depth = qMax(depth, uint(1)); nodes.resize((1 << depth) - 1); // resize to number of nodes leaves.resize(1 << depth); // resize to number of leaves } void QBspTree::destroy() { leaves.clear(); nodes.clear(); } void QBspTree::climbTree(const QRect &rect, callback *function, QBspTreeData data) { if (nodes.isEmpty()) return; ++visited; climbTree(rect, function, data, 0); } void QBspTree::climbTree(const QRect &area, callback *function, QBspTreeData data, int index) { if (index >= nodes.count()) { // the index points to a leaf Q_ASSERT(!nodes.isEmpty()); function(leaf(index - nodes.count()), area, visited, data); return; } Node::Type t = (Node::Type) nodes.at(index).type; int pos = nodes.at(index).pos; int idx = firstChildIndex(index); if (t == Node::VerticalPlane) { if (area.left() < pos) climbTree(area, function, data, idx); // back if (area.right() >= pos) climbTree(area, function, data, idx + 1); // front } else { if (area.top() < pos) climbTree(area, function, data, idx); // back if (area.bottom() >= pos) climbTree(area, function, data, idx + 1); // front } } void QBspTree::init(const QRect &area, int depth, NodeType type, int index) { Node::Type t = Node::None; // t should never have this value if (type == Node::Both) // if both planes are specified, use 2d bsp t = (depth & 1) ? Node::HorizontalPlane : Node::VerticalPlane; else t = type; QPoint center = area.center(); nodes[index].pos = (t == Node::VerticalPlane ? center.x() : center.y()); nodes[index].type = t; QRect front = area; QRect back = area; if (t == Node::VerticalPlane) { front.setLeft(center.x()); back.setRight(center.x() - 1); // front includes the center } else { // t == Node::HorizontalPlane front.setTop(center.y()); back.setBottom(center.y() - 1); } int idx = firstChildIndex(index); if (--depth) { init(back, depth, type, idx); init(front, depth, type, idx + 1); } } void QBspTree::insert(QVector &leaf, const QRect &, uint, QBspTreeData data) { leaf.append(data.i); } void QBspTree::remove(QVector &leaf, const QRect &, uint, QBspTreeData data) { int i = leaf.indexOf(data.i); if (i != -1) leaf.remove(i); }