/* * 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>(); }