Source Code Cross Referenced for MeshBuffer.java in  » 6.0-JDK-Modules » java-3d » com » sun » j3d » utils » compression » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » 6.0 JDK Modules » java 3d » com.sun.j3d.utils.compression 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * $RCSfile: MeshBuffer.java,v $
003:         *
004:         * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
005:         *
006:         * Redistribution and use in source and binary forms, with or without
007:         * modification, are permitted provided that the following conditions
008:         * are met:
009:         *
010:         * - Redistribution of source code must retain the above copyright
011:         *   notice, this list of conditions and the following disclaimer.
012:         *
013:         * - Redistribution in binary form must reproduce the above copyright
014:         *   notice, this list of conditions and the following disclaimer in
015:         *   the documentation and/or other materials provided with the
016:         *   distribution.
017:         *
018:         * Neither the name of Sun Microsystems, Inc. or the names of
019:         * contributors may be used to endorse or promote products derived
020:         * from this software without specific prior written permission.
021:         *
022:         * This software is provided "AS IS," without a warranty of any
023:         * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
024:         * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
025:         * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
026:         * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
027:         * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
028:         * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
029:         * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
030:         * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
031:         * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
032:         * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
033:         * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
034:         * POSSIBILITY OF SUCH DAMAGES.
035:         *
036:         * You acknowledge that this software is not designed, licensed or
037:         * intended for use in the design, construction, operation or
038:         * maintenance of any nuclear facility.
039:         *
040:         * $Revision: 1.5 $
041:         * $Date: 2007/02/09 17:20:17 $
042:         * $State: Exp $
043:         */
044:
045:        package com.sun.j3d.utils.compression;
046:
047:        import javax.vecmath.Color3f;
048:        import javax.vecmath.Color4f;
049:        import javax.vecmath.Point3f;
050:        import javax.vecmath.Vector3f;
051:
052:        /**
053:         * This class mirrors the vertex mesh buffer stack supported by the geometry
054:         * compression semantics.
055:         */
056:        class MeshBuffer {
057:            // 
058:            // The fixed-length mesh buffer stack is represented by circular buffers.
059:            // Three stack representations are provided: vertices, positions, and
060:            // indices.
061:            // 
062:            // The vertex representation stores references to CompressionStreamVertex
063:            // objects.  The position representation stores references to Point3f,
064:            // Vector3f, Color3f, and Color4f objects, while the index representation
065:            // stores indices into externally maintained arrays of those objects.  All
066:            // these representations may be used independently and all provide access
067:            // to the stored references via a mesh buffer index.
068:            //
069:            // In addition, the position and index representations provide lookup
070:            // mechanisms to check if positions or indices exist in the mesh buffer
071:            // and return their mesh buffer indices if they do.  This is used to
072:            // implement a limited meshing algorithm which reduces the number of
073:            // vertices when non-stripped abutting facets are added to a compression
074:            // stream.
075:            //
076:            static final int NOT_FOUND = -1;
077:
078:            private static final int SIZE = 16;
079:            private static final int NAN_HASH = new Point3f(Float.NaN,
080:                    Float.NaN, Float.NaN).hashCode();
081:
082:            private int topIndex = SIZE - 1;
083:            private int positionIndices[] = new int[SIZE];
084:            private int normalIndices[] = new int[SIZE];
085:            private int colorIndices[] = new int[SIZE];
086:
087:            private int topPosition = SIZE - 1;
088:            private int positionHashCodes[] = new int[SIZE];
089:            private Point3f positions[] = new Point3f[SIZE];
090:            private Vector3f normals[] = new Vector3f[SIZE];
091:            private Color3f colors3[] = new Color3f[SIZE];
092:            private Color4f colors4[] = new Color4f[SIZE];
093:
094:            private int topVertex = SIZE - 1;
095:            private CompressionStreamVertex vertices[] = new CompressionStreamVertex[SIZE];
096:
097:            MeshBuffer() {
098:                for (int i = 0; i < SIZE; i++) {
099:                    positionHashCodes[i] = NAN_HASH;
100:
101:                    positionIndices[i] = NOT_FOUND;
102:                    normalIndices[i] = NOT_FOUND;
103:                    colorIndices[i] = NOT_FOUND;
104:                }
105:            }
106:
107:            private static int nextTop(int top) {
108:                // The stack top references an element in the fixed-length backing
109:                // array in which the stack is stored.  Stack elements below it have
110:                // decreasing indices into the backing array until element 0, at which
111:                // point the indices wrap to the end of the backing array and back to
112:                // the top.
113:                //
114:                // A push is accomplished by incrementing the stack top in a circular
115:                // buffer and storing the data into the new stack element it
116:                // references.  The bottom of the stack is the element with the next
117:                // higher index from the top in the backing array, and is overwritten
118:                // with each new push.
119:                return (top + 1) % SIZE;
120:            }
121:
122:            private static int flipOffset(int top, int offset) {
123:                // Flips an offset relative to the beginning of the backing array to
124:                // an offset from the top of the stack.  Also works in reverse, from
125:                // an offset from the top of the stack to an offset from the beginning
126:                // of the backing array.
127:                if (offset > top)
128:                    offset -= SIZE;
129:                return top - offset;
130:            }
131:
132:            //
133:            // Mesh buffer vertex stack.  This is currently only used for vertex
134:            // lookup during the quantization pass in order to compute delta values;
135:            // no mesh reference lookup is necessary.
136:            //
137:            void push(CompressionStreamVertex v) {
138:                topVertex = nextTop(topVertex);
139:                vertices[topVertex] = v;
140:            }
141:
142:            CompressionStreamVertex getVertex(int meshReference) {
143:                return vertices[flipOffset(topVertex, meshReference)];
144:            }
145:
146:            //
147:            // Mesh buffer index stack and index reference lookup support.
148:            //
149:            void push(int positionIndex, int normalIndex) {
150:                topIndex = nextTop(topIndex);
151:
152:                positionIndices[topIndex] = positionIndex;
153:                normalIndices[topIndex] = normalIndex;
154:            }
155:
156:            void push(int positionIndex, int colorIndex, int normalIndex) {
157:                push(positionIndex, normalIndex);
158:                colorIndices[topIndex] = colorIndex;
159:            }
160:
161:            int getMeshReference(int positionIndex) {
162:                int index;
163:                for (index = 0; index < SIZE; index++)
164:                    if (positionIndices[index] == positionIndex)
165:                        break;
166:
167:                if (index == SIZE)
168:                    return NOT_FOUND;
169:                return flipOffset(topIndex, index);
170:            }
171:
172:            int getPositionIndex(int meshReference) {
173:                return positionIndices[flipOffset(topIndex, meshReference)];
174:            }
175:
176:            int getColorIndex(int meshReference) {
177:                return colorIndices[flipOffset(topIndex, meshReference)];
178:            }
179:
180:            int getNormalIndex(int meshReference) {
181:                return normalIndices[flipOffset(topIndex, meshReference)];
182:            }
183:
184:            //
185:            // Mesh buffer position stack and position reference lookup support.
186:            //
187:            void push(Point3f position, Vector3f normal) {
188:                topPosition = nextTop(topPosition);
189:
190:                positionHashCodes[topPosition] = position.hashCode();
191:                positions[topPosition] = position;
192:                normals[topPosition] = normal;
193:            }
194:
195:            void push(Point3f position, Color3f color, Vector3f normal) {
196:                push(position, normal);
197:                colors3[topPosition] = color;
198:            }
199:
200:            void push(Point3f position, Color4f color, Vector3f normal) {
201:                push(position, normal);
202:                colors4[topPosition] = color;
203:            }
204:
205:            void push(Point3f position, Object color, Vector3f normal) {
206:                push(position, normal);
207:                if (color instanceof  Color3f)
208:                    colors3[topPosition] = (Color3f) color;
209:                else
210:                    colors4[topPosition] = (Color4f) color;
211:            }
212:
213:            int getMeshReference(Point3f position) {
214:                int index;
215:                int hashCode = position.hashCode();
216:
217:                for (index = 0; index < SIZE; index++)
218:                    if (positionHashCodes[index] == hashCode)
219:                        if (positions[index].equals(position))
220:                            break;
221:
222:                if (index == SIZE)
223:                    return NOT_FOUND;
224:                return flipOffset(topPosition, index);
225:            }
226:
227:            Point3f getPosition(int meshReference) {
228:                return positions[flipOffset(topPosition, meshReference)];
229:            }
230:
231:            Color3f getColor3(int meshReference) {
232:                return colors3[flipOffset(topPosition, meshReference)];
233:            }
234:
235:            Color4f getColor4(int meshReference) {
236:                return colors4[flipOffset(topPosition, meshReference)];
237:            }
238:
239:            Vector3f getNormal(int meshReference) {
240:                return normals[flipOffset(topPosition, meshReference)];
241:            }
242:        }
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