aboutsummaryrefslogtreecommitdiff
path: root/engine/src/core/com/jme3/util/TempVars.java
diff options
context:
space:
mode:
authorScott Barta <sbarta@google.com>2012-03-01 12:35:35 -0800
committerScott Barta <sbarta@google.com>2012-03-01 12:40:08 -0800
commit59b2e6871c65f58fdad78cd7229c292f6a177578 (patch)
tree2d4e7bfc05b93f40b34675d77e403dd1c25efafd /engine/src/core/com/jme3/util/TempVars.java
parentf9b30489e75ac1eabc365064959804e99534f7ab (diff)
downloadjmonkeyengine-59b2e6871c65f58fdad78cd7229c292f6a177578.tar.gz
Adds the jMonkeyEngine library to the build.
Adds the jMonkeyEngine open source 3D game engine to the build. This is built as a static library and is only used by the Finsky client. Change-Id: I06a3f054df7b8a67757267d884854f70c5a16ca0
Diffstat (limited to 'engine/src/core/com/jme3/util/TempVars.java')
-rw-r--r--engine/src/core/com/jme3/util/TempVars.java221
1 files changed, 221 insertions, 0 deletions
diff --git a/engine/src/core/com/jme3/util/TempVars.java b/engine/src/core/com/jme3/util/TempVars.java
new file mode 100644
index 0000000..2fdea36
--- /dev/null
+++ b/engine/src/core/com/jme3/util/TempVars.java
@@ -0,0 +1,221 @@
+/*
+ * Copyright (c) 2009-2010 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.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);
+ /**
+ * 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 vect4f = 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 float[] bihSwapTmp = new float[9];
+ public final ArrayList<BIHStackData> bihStack = new ArrayList<BIHStackData>();
+}