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

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

@ -1,141 +1,140 @@
/* /*
* Copyright (c) 2009-2010 jMonkeyEngine * Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved. * All rights reserved.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are * modification, are permitted provided that the following conditions are
* met: * met:
* *
* * Redistributions of source code must retain the above copyright * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. * notice, this list of conditions and the following disclaimer.
* *
* * Redistributions in binary form must reproduce the above copyright * * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the * notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. * documentation and/or other materials provided with the distribution.
* *
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software * may be used to endorse or promote products derived from this software
* without specific prior written permission. * without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
package com.jme3.light; package com.jme3.light;
import com.jme3.bounding.BoundingVolume; import com.jme3.bounding.BoundingVolume;
import com.jme3.export.JmeExporter; import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter; import com.jme3.export.JmeImporter;
import com.jme3.export.InputCapsule; import com.jme3.export.InputCapsule;
import com.jme3.export.OutputCapsule; import com.jme3.export.OutputCapsule;
import com.jme3.math.Vector3f; import com.jme3.math.Vector3f;
import com.jme3.scene.Spatial; import com.jme3.scene.Spatial;
import java.io.IOException; import java.io.IOException;
/** /**
* Represents a point light. * Represents a point light.
* A point light emits light from a given position into all directions in space. * 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. * E.g a lamp or a bright effect. Point light positions are in world space.
* <p> * <p>
* In addition to a position, point lights also have a radius which * 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 * can be used to attenuate the influence of the light depending on the
* distance between the light and the effected object. * distance between the light and the effected object.
* *
*/ */
public class PointLight extends Light { public class PointLight extends Light {
protected Vector3f position = new Vector3f(); protected Vector3f position = new Vector3f();
protected float radius = 0; protected float radius = 0;
@Override @Override
public void computeLastDistance(Spatial owner) { public void computeLastDistance(Spatial owner) {
if (owner.getWorldBound() != null){ if (owner.getWorldBound() != null){
BoundingVolume bv = owner.getWorldBound(); BoundingVolume bv = owner.getWorldBound();
lastDistance = bv.distanceSquaredTo(position); lastDistance = bv.distanceSquaredTo(position);
System.out.println(lastDistance + ", " + owner); }else{
}else{ lastDistance = owner.getWorldTranslation().distanceSquared(position);
lastDistance = owner.getWorldTranslation().distanceSquared(position); }
} }
}
/**
/** * Returns the world space position of the light.
* Returns the world space position of the light. *
* * @return the world space position of the light.
* @return the world space position of the light. *
* * @see PointLight#setPosition(com.jme3.math.Vector3f)
* @see PointLight#setPosition(com.jme3.math.Vector3f) */
*/ public Vector3f getPosition() {
public Vector3f getPosition() { return position;
return position; }
}
/**
/** * Set the world space position of the light.
* Set the world space position of the light. *
* * @param position the world space position of the light.
* @param position the world space position of the light. */
*/ public void setPosition(Vector3f position){
public void setPosition(Vector3f position){ this.position.set(position);
this.position.set(position); }
}
/**
/** * Returns the radius of the light influence. A radius of 0 means
* Returns the radius of the light influence. A radius of 0 means * the light has no attenuation.
* the light has no attenuation. *
* * @return the radius of the light
* @return the radius of the light */
*/ public float getRadius(){
public float getRadius(){ return radius;
return radius; }
}
/**
/** * Set the radius of the light influence.
* Set the radius of the light influence. * <p>
* <p> * Setting a non-zero radius indicates the light should use attenuation.
* Setting a non-zero radius indicates the light should use attenuation. * If a pixel's distance to this light's position
* If a pixel's distance to this light's position * is greater than the light's radius, then the pixel will not be
* 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
* effected by this light, if the distance is less than the radius, then * the magnitude of the influence is equal to distance / radius.
* the magnitude of the influence is equal to distance / radius. *
* * @param radius the radius of the light influence.
* @param radius the radius of the light influence. *
* * @throws IllegalArgumentException If radius is negative
* @throws IllegalArgumentException If radius is negative */
*/ public void setRadius(float radius){
public void setRadius(float radius){ if (radius < 0) {
if (radius < 0) { throw new IllegalArgumentException("Light radius cannot be negative");
throw new IllegalArgumentException("Light radius cannot be negative"); }
} this.radius = radius;
this.radius = radius; }
}
@Override
@Override public Light.Type getType() {
public Light.Type getType() { return Light.Type.Point;
return Light.Type.Point; }
}
@Override
@Override public void write(JmeExporter ex) throws IOException {
public void write(JmeExporter ex) throws IOException { super.write(ex);
super.write(ex); OutputCapsule oc = ex.getCapsule(this);
OutputCapsule oc = ex.getCapsule(this); oc.write(position, "position", null);
oc.write(position, "position", null); oc.write(radius, "radius", 0f);
oc.write(radius, "radius", 0f); }
}
@Override
@Override public void read(JmeImporter im) throws IOException {
public void read(JmeImporter im) throws IOException { super.read(im);
super.read(im); InputCapsule ic = im.getCapsule(this);
InputCapsule ic = im.getCapsule(this); position = (Vector3f) ic.readSavable("position", null);
position = (Vector3f) ic.readSavable("position", null); radius = ic.readFloat("radius", 0f);
radius = ic.readFloat("radius", 0f); }
}
}
}

@ -1,238 +1,221 @@
/* /*
* Copyright (c) 2009-2010 jMonkeyEngine * Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved. * All rights reserved.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are * modification, are permitted provided that the following conditions are
* met: * met:
* *
* * Redistributions of source code must retain the above copyright * * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer. * notice, this list of conditions and the following disclaimer.
* *
* * Redistributions in binary form must reproduce the above copyright * * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the * notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution. * documentation and/or other materials provided with the distribution.
* *
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software * may be used to endorse or promote products derived from this software
* without specific prior written permission. * without specific prior written permission.
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/ */
package com.jme3.util; package com.jme3.util;
import com.jme3.collision.bih.BIHNode.BIHStackData; import com.jme3.collision.bih.BIHNode.BIHStackData;
import com.jme3.math.Eigen3f; import com.jme3.math.Eigen3f;
import com.jme3.math.Matrix4f; import com.jme3.math.Matrix4f;
import com.jme3.math.Matrix3f; import com.jme3.math.Matrix3f;
import com.jme3.math.Plane; import com.jme3.math.Plane;
import com.jme3.math.Quaternion; import com.jme3.math.Quaternion;
import com.jme3.math.Triangle; import com.jme3.math.Triangle;
import com.jme3.math.Vector2f; import com.jme3.math.Vector2f;
import com.jme3.math.Vector3f; import com.jme3.math.Vector3f;
import com.jme3.scene.Spatial; import com.jme3.scene.Spatial;
import java.nio.FloatBuffer; import java.nio.FloatBuffer;
import java.nio.IntBuffer; import java.nio.IntBuffer;
import java.util.ArrayList; import java.util.ArrayList;
/** /**
* Temporary variables assigned to each thread. Engine classes may access * Temporary variables assigned to each thread. Engine classes may access
* these temp variables with TempVars.get(), all retrieved TempVars * these temp variables with TempVars.get(), all retrieved TempVars
* instances must be returned via TempVars.release(). * instances must be returned via TempVars.release().
* This returns an available instance of the TempVar class ensuring this * This returns an available instance of the TempVar class ensuring this
* particular instance is never used elsewhere in the mean time. * particular instance is never used elsewhere in the mean time.
*/ */
public class TempVars { public class TempVars {
/** /**
* Allow X instances of TempVars in a single thread. * Allow X instances of TempVars in a single thread.
*/ */
private static final int STACK_SIZE = 5; private static final int STACK_SIZE = 5;
/** /**
* <code>TempVarsStack</code> contains a stack of TempVars. * <code>TempVarsStack</code> contains a stack of TempVars.
* Every time TempVars.get() is called, a new entry is added to the stack, * Every time TempVars.get() is called, a new entry is added to the stack,
* and the index incremented. * and the index incremented.
* When TempVars.release() is called, the entry is checked against * When TempVars.release() is called, the entry is checked against
* the current instance and then the index is decremented. * the current instance and then the index is decremented.
*/ */
private static class TempVarsStack { private static class TempVarsStack {
int index = 0; int index = 0;
TempVars[] tempVars = new TempVars[STACK_SIZE]; TempVars[] tempVars = new TempVars[STACK_SIZE];
} }
/** /**
* ThreadLocal to store a TempVarsStack for each thread. * ThreadLocal to store a TempVarsStack for each thread.
* This ensures each thread has a single TempVarsStack that is * This ensures each thread has a single TempVarsStack that is
* used only in method calls in that thread. * used only in method calls in that thread.
*/ */
private static final ThreadLocal<TempVarsStack> varsLocal = new ThreadLocal<TempVarsStack>() { private static final ThreadLocal<TempVarsStack> varsLocal = new ThreadLocal<TempVarsStack>() {
@Override @Override
public TempVarsStack initialValue() { public TempVarsStack initialValue() {
return new TempVarsStack(); return new TempVarsStack();
} }
}; };
private static final ThreadLocal<TempVars> tempVars = new ThreadLocal<TempVars>(){ /**
@Override * This instance of TempVars has been retrieved but not released yet.
public TempVars initialValue() { */
return new TempVars(); private boolean isUsed = false;
}
}; private TempVars() {
}
/**
* This instance of TempVars has been retrieved but not released yet. /**
*/ * Acquire an instance of the TempVar class.
private boolean isUsed = false; * You have to release the instance after use by calling the
* release() method.
private TempVars() { * If more than STACK_SIZE (currently 5) instances are requested
} * in a single thread then an ArrayIndexOutOfBoundsException will be thrown.
*
public static TempVars get(){ * @return A TempVar instance
return tempVars.get(); */
} public static TempVars get() {
TempVarsStack stack = varsLocal.get();
public void release(){
} TempVars instance = stack.tempVars[stack.index];
/** if (instance == null){
* Acquire an instance of the TempVar class. // Create new
* You have to release the instance after use by calling the instance = new TempVars();
* release() method.
* If more than STACK_SIZE (currently 5) instances are requested // Put it in there
* in a single thread then an ArrayIndexOutOfBoundsException will be thrown. stack.tempVars[stack.index] = instance;
* }
* @return A TempVar instance
*/ stack.index++;
/*
public static TempVars get() { instance.isUsed = true;
TempVarsStack stack = varsLocal.get();
return instance;
TempVars instance = stack.tempVars[stack.index]; }
if (instance == null){ /**
// Create new * Releases this instance of TempVars.
instance = new TempVars(); * Once released, the contents of the TempVars are undefined.
* The TempVars must be released in the opposite order that they are retrieved,
// Put it in there * e.g. Acquiring vars1, then acquiring vars2, vars2 MUST be released
stack.tempVars[stack.index] = instance; * first otherwise an exception will be thrown.
} */
public void release() {
stack.index++; if (!isUsed){
throw new IllegalStateException("This instance of TempVars was already released!");
instance.isUsed = true; }
return instance; isUsed = false;
}
*/ TempVarsStack stack = varsLocal.get();
/** // Return it to the stack
* Releases this instance of TempVars. stack.index--;
* Once released, the contents of the TempVars are undefined.
* The TempVars must be released in the opposite order that they are retrieved, // Check if it is actually there
* e.g. Acquiring vars1, then acquiring vars2, vars2 MUST be released if (stack.tempVars[stack.index] != this){
* first otherwise an exception will be thrown. throw new IllegalStateException("An instance of TempVars has not been released in a called method!");
*/ }
/* }
public void release() {
if (!isUsed){ /**
throw new IllegalStateException("This instance of TempVars was already released!"); * For interfacing with OpenGL in Renderer.
} */
public final IntBuffer intBuffer1 = BufferUtils.createIntBuffer(1);
isUsed = false; public final IntBuffer intBuffer16 = BufferUtils.createIntBuffer(16);
public final FloatBuffer floatBuffer16 = BufferUtils.createFloatBuffer(16);
TempVarsStack stack = varsLocal.get(); /**
* Skinning buffers
// Return it to the stack */
stack.index--; public final float[] skinPositions = new float[512 * 3];
public final float[] skinNormals = new float[512 * 3];
// Check if it is actually there /**
if (stack.tempVars[stack.index] != this){ * Fetching triangle from mesh
throw new IllegalStateException("An instance of TempVars has not been released in a called method!"); */
} public final Triangle triangle = new Triangle();
}*/ /**
* General vectors.
/** */
* For interfacing with OpenGL in Renderer. public final Vector3f vect1 = new Vector3f();
*/ public final Vector3f vect2 = new Vector3f();
public final IntBuffer intBuffer1 = BufferUtils.createIntBuffer(1); public final Vector3f vect3 = new Vector3f();
public final IntBuffer intBuffer16 = BufferUtils.createIntBuffer(16); public final Vector3f vect4 = new Vector3f();
public final FloatBuffer floatBuffer16 = BufferUtils.createFloatBuffer(16); public final Vector3f vect5 = new Vector3f();
/** public final Vector3f vect6 = new Vector3f();
* Skinning buffers public final Vector3f vect7 = new Vector3f();
*/ //seems the maximum number of vector used is 7 in com.jme3.bounding.java
public final float[] skinPositions = new float[512 * 3]; public final Vector3f vect8 = new Vector3f();
public final float[] skinNormals = new float[512 * 3]; public final Vector3f vect9 = new Vector3f();
/** public final Vector3f vect10 = new Vector3f();
* Fetching triangle from mesh public final Vector3f[] tri = {new Vector3f(),
*/ new Vector3f(),
public final Triangle triangle = new Triangle(); new Vector3f()};
/** /**
* General vectors. * 2D vector
*/ */
public final Vector3f vect1 = new Vector3f(); public final Vector2f vect2d = new Vector2f();
public final Vector3f vect2 = new Vector3f(); public final Vector2f vect2d2 = new Vector2f();
public final Vector3f vect3 = new Vector3f(); /**
public final Vector3f vect4 = new Vector3f(); * General matrices.
public final Vector3f vect5 = new Vector3f(); */
public final Vector3f vect6 = new Vector3f(); public final Matrix3f tempMat3 = new Matrix3f();
public final Vector3f vect7 = new Vector3f(); public final Matrix4f tempMat4 = new Matrix4f();
//seems the maximum number of vector used is 7 in com.jme3.bounding.java /**
public final Vector3f vect8 = new Vector3f(); * General quaternions.
public final Vector3f vect9 = new Vector3f(); */
public final Vector3f vect10 = new Vector3f(); public final Quaternion quat1 = new Quaternion();
public final Vector3f[] tri = {new Vector3f(), public final Quaternion quat2 = new Quaternion();
new Vector3f(), /**
new Vector3f()}; * Eigen
/** */
* 2D vector public final Eigen3f eigen = new Eigen3f();
*/ /**
public final Vector2f vect2d = new Vector2f(); * Plane
public final Vector2f vect2d2 = new Vector2f(); */
/** public final Plane plane = new Plane();
* General matrices. /**
*/ * BoundingBox ray collision
public final Matrix3f tempMat3 = new Matrix3f(); */
public final Matrix4f tempMat4 = new Matrix4f(); public final float[] fWdU = new float[3];
/** public final float[] fAWdU = new float[3];
* General quaternions. public final float[] fDdU = new float[3];
*/ public final float[] fADdU = new float[3];
public final Quaternion quat1 = new Quaternion(); public final float[] fAWxDdU = new float[3];
public final Quaternion quat2 = new Quaternion(); /**
/** * Maximum tree depth .. 32 levels??
* Eigen */
*/ public final Spatial[] spatialStack = new Spatial[32];
public final Eigen3f eigen = new Eigen3f(); public final float[] matrixWrite = new float[16];
/** /**
* Plane * BIHTree
*/ */
public final Plane plane = new Plane(); public final float[] bihSwapTmp = new float[9];
/** public final ArrayList<BIHStackData> bihStack = new ArrayList<BIHStackData>();
* 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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