* Removed evil code

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7846 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
sha..rd 14 years ago
parent a24becee32
commit 80ac165e67
  1. 4
      engine/nbproject/project.properties
  2. 2
      engine/src/core-data/Common/MatDefs/Misc/Sky.frag
  3. 281
      engine/src/core/com/jme3/light/PointLight.java
  4. 459
      engine/src/core/com/jme3/util/TempVars.java

@ -52,7 +52,7 @@ javac.test.classpath=\
${javac.classpath}:\
${build.classes.dir}:\
${libs.junit_4.classpath}
javadoc.additionalparam=-public
javadoc.additionalparam=-public
javadoc.author=false
javadoc.encoding=${source.encoding}
javadoc.noindex=false
@ -86,7 +86,7 @@ platform.active=default_platform
run.classpath=\
${javac.classpath}:\
${build.classes.dir}
run.jvmargs=-Xbatch -XX:CICompilerCount=1
run.jvmargs=-Xms30m -Xmx30m -XX:MaxDirectMemorySize=256M
run.test.classpath=\
${javac.test.classpath}:\
${build.test.classes.dir}

@ -1,6 +1,6 @@
#import "Common/ShaderLib/Optics.glsllib"
uniform ENVMAP m_Texture2;
uniform ENVMAP m_Texture;
varying vec3 direction;

@ -1,141 +1,140 @@
/*
* 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.light;
import com.jme3.bounding.BoundingVolume;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.InputCapsule;
import com.jme3.export.OutputCapsule;
import com.jme3.math.Vector3f;
import com.jme3.scene.Spatial;
import java.io.IOException;
/**
* Represents a point light.
* A point light emits light from a given position into all directions in space.
* E.g a lamp or a bright effect. Point light positions are in world space.
* <p>
* In addition to a position, point lights also have a radius which
* can be used to attenuate the influence of the light depending on the
* distance between the light and the effected object.
*
*/
public class PointLight extends Light {
protected Vector3f position = new Vector3f();
protected float radius = 0;
@Override
public void computeLastDistance(Spatial owner) {
if (owner.getWorldBound() != null){
BoundingVolume bv = owner.getWorldBound();
lastDistance = bv.distanceSquaredTo(position);
System.out.println(lastDistance + ", " + owner);
}else{
lastDistance = owner.getWorldTranslation().distanceSquared(position);
}
}
/**
* Returns the world space position of the light.
*
* @return the world space position of the light.
*
* @see PointLight#setPosition(com.jme3.math.Vector3f)
*/
public Vector3f getPosition() {
return position;
}
/**
* Set the world space position of the light.
*
* @param position the world space position of the light.
*/
public void setPosition(Vector3f position){
this.position.set(position);
}
/**
* Returns the radius of the light influence. A radius of 0 means
* the light has no attenuation.
*
* @return the radius of the light
*/
public float getRadius(){
return radius;
}
/**
* Set the radius of the light influence.
* <p>
* Setting a non-zero radius indicates the light should use attenuation.
* If a pixel's distance to this light's position
* is greater than the light's radius, then the pixel will not be
* effected by this light, if the distance is less than the radius, then
* the magnitude of the influence is equal to distance / radius.
*
* @param radius the radius of the light influence.
*
* @throws IllegalArgumentException If radius is negative
*/
public void setRadius(float radius){
if (radius < 0) {
throw new IllegalArgumentException("Light radius cannot be negative");
}
this.radius = radius;
}
@Override
public Light.Type getType() {
return Light.Type.Point;
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(position, "position", null);
oc.write(radius, "radius", 0f);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
position = (Vector3f) ic.readSavable("position", null);
radius = ic.readFloat("radius", 0f);
}
}
/*
* 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.light;
import com.jme3.bounding.BoundingVolume;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.export.InputCapsule;
import com.jme3.export.OutputCapsule;
import com.jme3.math.Vector3f;
import com.jme3.scene.Spatial;
import java.io.IOException;
/**
* Represents a point light.
* A point light emits light from a given position into all directions in space.
* E.g a lamp or a bright effect. Point light positions are in world space.
* <p>
* In addition to a position, point lights also have a radius which
* can be used to attenuate the influence of the light depending on the
* distance between the light and the effected object.
*
*/
public class PointLight extends Light {
protected Vector3f position = new Vector3f();
protected float radius = 0;
@Override
public void computeLastDistance(Spatial owner) {
if (owner.getWorldBound() != null){
BoundingVolume bv = owner.getWorldBound();
lastDistance = bv.distanceSquaredTo(position);
}else{
lastDistance = owner.getWorldTranslation().distanceSquared(position);
}
}
/**
* Returns the world space position of the light.
*
* @return the world space position of the light.
*
* @see PointLight#setPosition(com.jme3.math.Vector3f)
*/
public Vector3f getPosition() {
return position;
}
/**
* Set the world space position of the light.
*
* @param position the world space position of the light.
*/
public void setPosition(Vector3f position){
this.position.set(position);
}
/**
* Returns the radius of the light influence. A radius of 0 means
* the light has no attenuation.
*
* @return the radius of the light
*/
public float getRadius(){
return radius;
}
/**
* Set the radius of the light influence.
* <p>
* Setting a non-zero radius indicates the light should use attenuation.
* If a pixel's distance to this light's position
* is greater than the light's radius, then the pixel will not be
* effected by this light, if the distance is less than the radius, then
* the magnitude of the influence is equal to distance / radius.
*
* @param radius the radius of the light influence.
*
* @throws IllegalArgumentException If radius is negative
*/
public void setRadius(float radius){
if (radius < 0) {
throw new IllegalArgumentException("Light radius cannot be negative");
}
this.radius = radius;
}
@Override
public Light.Type getType() {
return Light.Type.Point;
}
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
oc.write(position, "position", null);
oc.write(radius, "radius", 0f);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
position = (Vector3f) ic.readSavable("position", null);
radius = ic.readFloat("radius", 0f);
}
}

@ -1,238 +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.Eigen3f;
import com.jme3.math.Matrix4f;
import com.jme3.math.Matrix3f;
import com.jme3.math.Plane;
import com.jme3.math.Quaternion;
import com.jme3.math.Triangle;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
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();
}
};
private static final ThreadLocal<TempVars> tempVars = new ThreadLocal<TempVars>(){
@Override
public TempVars initialValue() {
return new TempVars();
}
};
/**
* This instance of TempVars has been retrieved but not released yet.
*/
private boolean isUsed = false;
private TempVars() {
}
public static TempVars get(){
return tempVars.get();
}
public void release(){
}
/**
* 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];
/**
* Fetching triangle from mesh
*/
public final Triangle triangle = new Triangle();
/**
* 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 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();
/**
* 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>();
}
/*
* 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.Eigen3f;
import com.jme3.math.Matrix4f;
import com.jme3.math.Matrix3f;
import com.jme3.math.Plane;
import com.jme3.math.Quaternion;
import com.jme3.math.Triangle;
import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f;
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];
/**
* Fetching triangle from mesh
*/
public final Triangle triangle = new Triangle();
/**
* 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 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();
/**
* 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>();
}

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