/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.util;
import com.jme3.bounding.BoundingBox;
import com.jme3.bounding.BoundingVolume;
import com.jme3.collision.CollisionResults;
import com.jme3.collision.bih.BIHNode.BIHStackData;
import com.jme3.math.*;
import com.jme3.scene.Spatial;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
/**
* Temporary variables assigned to each thread. Engine classes may access
* these temp variables with TempVars.get(), all retrieved TempVars
* instances must be returned via TempVars.release().
* This returns an available instance of the TempVar class ensuring this
* particular instance is never used elsewhere in the mean time.
*/
public class TempVars {
/**
* Allow X instances of TempVars in a single thread.
*/
private static final int STACK_SIZE = 5;
/**
* <code>TempVarsStack</code> contains a stack of TempVars.
* Every time TempVars.get() is called, a new entry is added to the stack,
* and the index incremented.
* When TempVars.release() is called, the entry is checked against
* the current instance and then the index is decremented.
*/
private static class TempVarsStack {
int index = 0;
TempVars[] tempVars = new TempVars[STACK_SIZE];
}
/**
* ThreadLocal to store a TempVarsStack for each thread.
* This ensures each thread has a single TempVarsStack that is
* used only in method calls in that thread.
*/
private static final ThreadLocal<TempVarsStack> varsLocal = new ThreadLocal<TempVarsStack>() {
@Override
public TempVarsStack initialValue() {
return new TempVarsStack();
}
};
/**
* This instance of TempVars has been retrieved but not released yet.
*/
private boolean isUsed = false;
private TempVars() {
}
/**
* Acquire an instance of the TempVar class.
* You have to release the instance after use by calling the
* release() method.
* If more than STACK_SIZE (currently 5) instances are requested
* in a single thread then an ArrayIndexOutOfBoundsException will be thrown.
*
* @return A TempVar instance
*/
public static TempVars get() {
TempVarsStack stack = varsLocal.get();
TempVars instance = stack.tempVars[stack.index];
if (instance == null) {
// Create new
instance = new TempVars();
// Put it in there
stack.tempVars[stack.index] = instance;
}
stack.index++;
instance.isUsed = true;
return instance;
}
/**
* Releases this instance of TempVars.
* Once released, the contents of the TempVars are undefined.
* The TempVars must be released in the opposite order that they are retrieved,
* e.g. Acquiring vars1, then acquiring vars2, vars2 MUST be released
* first otherwise an exception will be thrown.
*/
public void release() {
if (!isUsed) {
throw new IllegalStateException("This instance of TempVars was already released!");
}
isUsed = false;
TempVarsStack stack = varsLocal.get();
// Return it to the stack
stack.index--;
// Check if it is actually there
if (stack.tempVars[stack.index] != this) {
throw new IllegalStateException("An instance of TempVars has not been released in a called method!");
}
}
/**
* For interfacing with OpenGL in Renderer.
*/
public final IntBuffer intBuffer1 = BufferUtils.createIntBuffer(1);
public final IntBuffer intBuffer16 = BufferUtils.createIntBuffer(16);
public final FloatBuffer floatBuffer16 = BufferUtils.createFloatBuffer(16);
/**
* BoundingVolumes (for shadows etc.)
*/
public final BoundingBox bbox = new BoundingBox();
/**
* Skinning buffers
*/
public final float[] skinPositions = new float[512 * 3];
public final float[] skinNormals = new float[512 * 3];
//tangent buffer as 4 components by elements
public final float[] skinTangents = new float[512 * 4];
/**
* Fetching triangle from mesh
*/
public final Triangle triangle = new Triangle();
/**
* Color
*/
public final ColorRGBA color = new ColorRGBA();
/**
* General vectors.
*/
public final Vector3f vect1 = new Vector3f();
public final Vector3f vect2 = new Vector3f();
public final Vector3f vect3 = new Vector3f();
public final Vector3f vect4 = new Vector3f();
public final Vector3f vect5 = new Vector3f();
public final Vector3f vect6 = new Vector3f();
public final Vector3f vect7 = new Vector3f();
//seems the maximum number of vector used is 7 in com.jme3.bounding.java
public final Vector3f vect8 = new Vector3f();
public final Vector3f vect9 = new Vector3f();
public final Vector3f vect10 = new Vector3f();
public final Vector4f vect4f1 = new Vector4f();
public final Vector4f vect4f2 = new Vector4f();
public final Vector3f[] tri = {new Vector3f(),
new Vector3f(),
new Vector3f()};
/**
* 2D vector
*/
public final Vector2f vect2d = new Vector2f();
public final Vector2f vect2d2 = new Vector2f();
/**
* General matrices.
*/
public final Matrix3f tempMat3 = new Matrix3f();
public final Matrix4f tempMat4 = new Matrix4f();
public final Matrix4f tempMat42 = new Matrix4f();
/**
* General quaternions.
*/
public final Quaternion quat1 = new Quaternion();
public final Quaternion quat2 = new Quaternion();
/**
* Eigen
*/
public final Eigen3f eigen = new Eigen3f();
/**
* Plane
*/
public final Plane plane = new Plane();
/**
* BoundingBox ray collision
*/
public final float[] fWdU = new float[3];
public final float[] fAWdU = new float[3];
public final float[] fDdU = new float[3];
public final float[] fADdU = new float[3];
public final float[] fAWxDdU = new float[3];
/**
* Maximum tree depth .. 32 levels??
*/
public final Spatial[] spatialStack = new Spatial[32];
public final float[] matrixWrite = new float[16];
/**
* BIHTree
*/
public final CollisionResults collisionResults = new CollisionResults();
public final float[] bihSwapTmp = new float[9];
public final ArrayList<BIHStackData> bihStack = new ArrayList<BIHStackData>();
}