Use TempVars for triangle processing instead of explicit allocations, speeds up processing by around 30%

experimental
abies 11 years ago
parent 93b3b744f3
commit ae9f281976
  1. 127
      jme3-core/src/main/java/com/jme3/util/TangentBinormalGenerator.java

@ -556,67 +556,72 @@ public class TangentBinormalGenerator {
public static TriangleData processTriangle(int[] index,
Vector3f[] v, Vector2f[] t) {
Vector3f edge1 = new Vector3f();
Vector3f edge2 = new Vector3f();
Vector2f edge1uv = new Vector2f();
Vector2f edge2uv = new Vector2f();
Vector3f tangent = new Vector3f();
Vector3f binormal = new Vector3f();
Vector3f normal = new Vector3f();
t[1].subtract(t[0], edge1uv);
t[2].subtract(t[0], edge2uv);
float det = edge1uv.x * edge2uv.y - edge1uv.y * edge2uv.x;
boolean normalize = false;
if (Math.abs(det) < ZERO_TOLERANCE) {
log.log(Level.WARNING, "Colinear uv coordinates for triangle "
+ "[{0}, {1}, {2}]; tex0 = [{3}, {4}], "
+ "tex1 = [{5}, {6}], tex2 = [{7}, {8}]",
new Object[]{index[0], index[1], index[2],
t[0].x, t[0].y, t[1].x, t[1].y, t[2].x, t[2].y});
det = 1;
normalize = true;
}
v[1].subtract(v[0], edge1);
v[2].subtract(v[0], edge2);
tangent.set(edge1);
tangent.normalizeLocal();
binormal.set(edge2);
binormal.normalizeLocal();
if (Math.abs(Math.abs(tangent.dot(binormal)) - 1)
< ZERO_TOLERANCE) {
log.log(Level.WARNING, "Vertices are on the same line "
+ "for triangle [{0}, {1}, {2}].",
new Object[]{index[0], index[1], index[2]});
}
float factor = 1 / det;
tangent.x = (edge2uv.y * edge1.x - edge1uv.y * edge2.x) * factor;
tangent.y = (edge2uv.y * edge1.y - edge1uv.y * edge2.y) * factor;
tangent.z = (edge2uv.y * edge1.z - edge1uv.y * edge2.z) * factor;
if (normalize) {
tangent.normalizeLocal();
}
binormal.x = (edge1uv.x * edge2.x - edge2uv.x * edge1.x) * factor;
binormal.y = (edge1uv.x * edge2.y - edge2uv.x * edge1.y) * factor;
binormal.z = (edge1uv.x * edge2.z - edge2uv.x * edge1.z) * factor;
if (normalize) {
binormal.normalizeLocal();
}
tangent.cross(binormal, normal);
normal.normalizeLocal();
return new TriangleData(
tangent,
binormal,
normal);
TempVars tmp = TempVars.get();
try {
Vector3f edge1 = tmp.vect1;
Vector3f edge2 = tmp.vect2;
Vector2f edge1uv = tmp.vect2d;
Vector2f edge2uv = tmp.vect2d2;
Vector3f tangent = tmp.vect3;
Vector3f binormal = tmp.vect4;
Vector3f normal = tmp.vect5;
t[1].subtract(t[0], edge1uv);
t[2].subtract(t[0], edge2uv);
float det = edge1uv.x * edge2uv.y - edge1uv.y * edge2uv.x;
boolean normalize = false;
if (Math.abs(det) < ZERO_TOLERANCE) {
log.log(Level.WARNING, "Colinear uv coordinates for triangle "
+ "[{0}, {1}, {2}]; tex0 = [{3}, {4}], "
+ "tex1 = [{5}, {6}], tex2 = [{7}, {8}]",
new Object[]{index[0], index[1], index[2],
t[0].x, t[0].y, t[1].x, t[1].y, t[2].x, t[2].y});
det = 1;
normalize = true;
}
v[1].subtract(v[0], edge1);
v[2].subtract(v[0], edge2);
tangent.set(edge1);
tangent.normalizeLocal();
binormal.set(edge2);
binormal.normalizeLocal();
if (Math.abs(Math.abs(tangent.dot(binormal)) - 1)
< ZERO_TOLERANCE) {
log.log(Level.WARNING, "Vertices are on the same line "
+ "for triangle [{0}, {1}, {2}].",
new Object[]{index[0], index[1], index[2]});
}
float factor = 1 / det;
tangent.x = (edge2uv.y * edge1.x - edge1uv.y * edge2.x) * factor;
tangent.y = (edge2uv.y * edge1.y - edge1uv.y * edge2.y) * factor;
tangent.z = (edge2uv.y * edge1.z - edge1uv.y * edge2.z) * factor;
if (normalize) {
tangent.normalizeLocal();
}
binormal.x = (edge1uv.x * edge2.x - edge2uv.x * edge1.x) * factor;
binormal.y = (edge1uv.x * edge2.y - edge2uv.x * edge1.y) * factor;
binormal.z = (edge1uv.x * edge2.z - edge2uv.x * edge1.z) * factor;
if (normalize) {
binormal.normalizeLocal();
}
tangent.cross(binormal, normal);
normal.normalizeLocal();
return new TriangleData(
tangent,
binormal,
normal);
} finally {
tmp.release();
}
}
public static void setToleranceAngle(float angle) {

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