1 /* 2 * Copyright (c) 2009-2010 jMonkeyEngine 3 * All rights reserved. 4 * 5 * Redistribution and use in source and binary forms, with or without 6 * modification, are permitted provided that the following conditions are 7 * met: 8 * 9 * * Redistributions of source code must retain the above copyright 10 * notice, this list of conditions and the following disclaimer. 11 * 12 * * Redistributions in binary form must reproduce the above copyright 13 * notice, this list of conditions and the following disclaimer in the 14 * documentation and/or other materials provided with the distribution. 15 * 16 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 17 * may be used to endorse or promote products derived from this software 18 * without specific prior written permission. 19 * 20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR 24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 26 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR 27 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF 28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING 29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 package com.jme3.util; 33 34 import com.jme3.collision.bih.BIHNode.BIHStackData; 35 import com.jme3.math.*; 36 import com.jme3.scene.Spatial; 37 import java.nio.FloatBuffer; 38 import java.nio.IntBuffer; 39 import java.util.ArrayList; 40 41 /** 42 * Temporary variables assigned to each thread. Engine classes may access 43 * these temp variables with TempVars.get(), all retrieved TempVars 44 * instances must be returned via TempVars.release(). 45 * This returns an available instance of the TempVar class ensuring this 46 * particular instance is never used elsewhere in the mean time. 47 */ 48 public class TempVars { 49 50 /** 51 * Allow X instances of TempVars in a single thread. 52 */ 53 private static final int STACK_SIZE = 5; 54 55 /** 56 * <code>TempVarsStack</code> contains a stack of TempVars. 57 * Every time TempVars.get() is called, a new entry is added to the stack, 58 * and the index incremented. 59 * When TempVars.release() is called, the entry is checked against 60 * the current instance and then the index is decremented. 61 */ 62 private static class TempVarsStack { 63 64 int index = 0; 65 TempVars[] tempVars = new TempVars[STACK_SIZE]; 66 } 67 /** 68 * ThreadLocal to store a TempVarsStack for each thread. 69 * This ensures each thread has a single TempVarsStack that is 70 * used only in method calls in that thread. 71 */ 72 private static final ThreadLocal<TempVarsStack> varsLocal = new ThreadLocal<TempVarsStack>() { 73 74 @Override 75 public TempVarsStack initialValue() { 76 return new TempVarsStack(); 77 } 78 }; 79 /** 80 * This instance of TempVars has been retrieved but not released yet. 81 */ 82 private boolean isUsed = false; 83 84 private TempVars() { 85 } 86 87 /** 88 * Acquire an instance of the TempVar class. 89 * You have to release the instance after use by calling the 90 * release() method. 91 * If more than STACK_SIZE (currently 5) instances are requested 92 * in a single thread then an ArrayIndexOutOfBoundsException will be thrown. 93 * 94 * @return A TempVar instance 95 */ 96 public static TempVars get() { 97 TempVarsStack stack = varsLocal.get(); 98 99 TempVars instance = stack.tempVars[stack.index]; 100 101 if (instance == null) { 102 // Create new 103 instance = new TempVars(); 104 105 // Put it in there 106 stack.tempVars[stack.index] = instance; 107 } 108 109 stack.index++; 110 111 instance.isUsed = true; 112 113 return instance; 114 } 115 116 /** 117 * Releases this instance of TempVars. 118 * Once released, the contents of the TempVars are undefined. 119 * The TempVars must be released in the opposite order that they are retrieved, 120 * e.g. Acquiring vars1, then acquiring vars2, vars2 MUST be released 121 * first otherwise an exception will be thrown. 122 */ 123 public void release() { 124 if (!isUsed) { 125 throw new IllegalStateException("This instance of TempVars was already released!"); 126 } 127 128 isUsed = false; 129 130 TempVarsStack stack = varsLocal.get(); 131 132 // Return it to the stack 133 stack.index--; 134 135 // Check if it is actually there 136 if (stack.tempVars[stack.index] != this) { 137 throw new IllegalStateException("An instance of TempVars has not been released in a called method!"); 138 } 139 } 140 /** 141 * For interfacing with OpenGL in Renderer. 142 */ 143 public final IntBuffer intBuffer1 = BufferUtils.createIntBuffer(1); 144 public final IntBuffer intBuffer16 = BufferUtils.createIntBuffer(16); 145 public final FloatBuffer floatBuffer16 = BufferUtils.createFloatBuffer(16); 146 /** 147 * Skinning buffers 148 */ 149 public final float[] skinPositions = new float[512 * 3]; 150 public final float[] skinNormals = new float[512 * 3]; 151 //tangent buffer as 4 components by elements 152 public final float[] skinTangents = new float[512 * 4]; 153 /** 154 * Fetching triangle from mesh 155 */ 156 public final Triangle triangle = new Triangle(); 157 /** 158 * Color 159 */ 160 public final ColorRGBA color = new ColorRGBA(); 161 /** 162 * General vectors. 163 */ 164 public final Vector3f vect1 = new Vector3f(); 165 public final Vector3f vect2 = new Vector3f(); 166 public final Vector3f vect3 = new Vector3f(); 167 public final Vector3f vect4 = new Vector3f(); 168 public final Vector3f vect5 = new Vector3f(); 169 public final Vector3f vect6 = new Vector3f(); 170 public final Vector3f vect7 = new Vector3f(); 171 //seems the maximum number of vector used is 7 in com.jme3.bounding.java 172 public final Vector3f vect8 = new Vector3f(); 173 public final Vector3f vect9 = new Vector3f(); 174 public final Vector3f vect10 = new Vector3f(); 175 public final Vector4f vect4f = new Vector4f(); 176 public final Vector3f[] tri = {new Vector3f(), 177 new Vector3f(), 178 new Vector3f()}; 179 /** 180 * 2D vector 181 */ 182 public final Vector2f vect2d = new Vector2f(); 183 public final Vector2f vect2d2 = new Vector2f(); 184 /** 185 * General matrices. 186 */ 187 public final Matrix3f tempMat3 = new Matrix3f(); 188 public final Matrix4f tempMat4 = new Matrix4f(); 189 public final Matrix4f tempMat42 = new Matrix4f(); 190 /** 191 * General quaternions. 192 */ 193 public final Quaternion quat1 = new Quaternion(); 194 public final Quaternion quat2 = new Quaternion(); 195 /** 196 * Eigen 197 */ 198 public final Eigen3f eigen = new Eigen3f(); 199 /** 200 * Plane 201 */ 202 public final Plane plane = new Plane(); 203 /** 204 * BoundingBox ray collision 205 */ 206 public final float[] fWdU = new float[3]; 207 public final float[] fAWdU = new float[3]; 208 public final float[] fDdU = new float[3]; 209 public final float[] fADdU = new float[3]; 210 public final float[] fAWxDdU = new float[3]; 211 /** 212 * Maximum tree depth .. 32 levels?? 213 */ 214 public final Spatial[] spatialStack = new Spatial[32]; 215 public final float[] matrixWrite = new float[16]; 216 /** 217 * BIHTree 218 */ 219 public final float[] bihSwapTmp = new float[9]; 220 public final ArrayList<BIHStackData> bihStack = new ArrayList<BIHStackData>(); 221 } 222