com.sun.prism.impl.MeshTempState Maven / Gradle / Ivy
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package com.sun.prism.impl;
import com.sun.javafx.geom.Quat4f;
import com.sun.javafx.geom.Vec2f;
import com.sun.javafx.geom.Vec3f;
import static com.sun.prism.impl.BaseMesh.FACE_MEMBERS_SIZE;
/**************************************************************************
* *
* Temporary state, used to reduce the occurrence of temporary garbage *
* while computing things such as Quat, Normal, Tangent or Bitangent. *
* Since these operations happen extremely often and must be very fast, *
* we need to reduce the load on the garbage collector. *
* *
*************************************************************************/
final class MeshTempState {
/**
* Temporary Vec3fs used by MeshUtil and BaseMesh to compute/adjust normals.
*/
final Vec3f vec3f1 = new Vec3f();
final Vec3f vec3f2 = new Vec3f();
final Vec3f vec3f3 = new Vec3f();
final Vec3f vec3f4 = new Vec3f();
final Vec3f vec3f5 = new Vec3f();
final Vec3f vec3f6 = new Vec3f();
/**
* Temporary Vec2fs used by MeshUtil to fix tangent space.
*/
final Vec2f vec2f1 = new Vec2f();
final Vec2f vec2f2 = new Vec2f();
/**
* Temporary variables used by BaseMesh to compute TBN.
*/
final int smFace[] = new int[FACE_MEMBERS_SIZE];
final int triVerts[] = new int[3];
final Vec3f triPoints[] = new Vec3f[3];
final Vec2f triTexCoords[] = new Vec2f[3];
final Vec3f[] triNormals = new Vec3f[3];
final int triPointIndex[] = new int[3];
final int triNormalIndex[] = new int[3];
final int triTexCoordIndex[] = new int[3];
/**
* A temporary 3 by 3 float matrix used by BaseMesh to compute quat.
*/
final float matrix[][] = new float[3][3];
/**
* A temporary float array used by BaseMesh to compute quat.
*/
final float vector[] = new float[3];
/**
* A temporary Quat4f used by BaseMesh to build quat.
*/
final Quat4f quat = new Quat4f();
/**
* A temporary MeshVertex array for all possible vertices.
* Length: nFaces * 3
*/
MeshVertex[] pool;
/**
* A temporary MeshVertex array
* Length: nVerts
*/
MeshVertex[] pVertex;
/**
* A temporary int indexBuffer array
* Length: nFaces * 3
*/
int[] indexBuffer;
/**
* A temporary short indexBuffer array
* Length: nFaces * 3
*/
short[] indexBufferShort;
/**
* A temporary vertexBuffer array
* Length: nNewVerts * VERTEX_SIZE
*/
float[] vertexBuffer;
private static final ThreadLocal tempStateRef =
new ThreadLocal<>() {
@Override
protected MeshTempState initialValue() {
return new MeshTempState();
}
};
private MeshTempState() {
for (int i = 0; i < 3; i++) {
triNormals[i] = new Vec3f();
}
}
static MeshTempState getInstance() {
return tempStateRef.get();
}
}