Merge remote-tracking branch 'jme-master/master'
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commit
2e5c2bcde7
@ -793,26 +793,199 @@ public class BoundingSphere extends BoundingVolume {
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}
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}
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}
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}
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private int collideWithTri(Triangle tri, CollisionResults results) {
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TempVars tvars = TempVars.get();
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try {
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// Much of this is based on adaptation from this algorithm:
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// http://realtimecollisiondetection.net/blog/?p=103
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// ...mostly the stuff about eliminating sqrts wherever
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// possible.
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// Math is done in center-relative space.
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Vector3f a = tri.get1().subtract(center, tvars.vect1);
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Vector3f b = tri.get2().subtract(center, tvars.vect2);
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Vector3f c = tri.get3().subtract(center, tvars.vect3);
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Vector3f ab = b.subtract(a, tvars.vect4);
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Vector3f ac = c.subtract(a, tvars.vect5);
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// Check the plane... if it doesn't intersect the plane
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// then it doesn't intersect the triangle.
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Vector3f n = ab.cross(ac, tvars.vect6);
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float d = a.dot(n);
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float e = n.dot(n);
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if( d * d > radius * radius * e ) {
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// Can't possibly intersect
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return 0;
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}
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// We intersect the verts, or the edges, or the face...
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// First check against the face since it's the most
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// specific.
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// Calculate the barycentric coordinates of the
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// sphere center
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Vector3f v0 = ac;
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Vector3f v1 = ab;
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// a was P relative, so p.subtract(a) is just -a
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// instead of wasting a vector we'll just negate the
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// dot products below... it's all v2 is used for.
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Vector3f v2 = a;
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float dot00 = v0.dot(v0);
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float dot01 = v0.dot(v1);
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float dot02 = -v0.dot(v2);
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float dot11 = v1.dot(v1);
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float dot12 = -v1.dot(v2);
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float invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
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float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
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float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
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if( u >= 0 && v >= 0 && (u + v) < 1 ) {
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// We intersect... and we even know where
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Vector3f part1 = ac;
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Vector3f part2 = ab;
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Vector3f p = center.add(a.add(part1.mult(u)).addLocal(part2.mult(v)));
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CollisionResult r = new CollisionResult();
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Vector3f normal = n.normalize();
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float dist = -normal.dot(a); // a is center relative, so -a points to center
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dist = dist - radius;
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r.setDistance(dist);
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r.setContactNormal(normal);
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r.setContactPoint(p);
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results.addCollision(r);
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return 1;
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}
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// Check the edges looking for the nearest point
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// that is also less than the radius. We don't care
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// about points that are farther away than that.
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Vector3f nearestPt = null;
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float nearestDist = radius * radius;
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Vector3f base;
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Vector3f edge;
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float t;
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// Edge AB
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base = a;
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edge = ab;
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t = -edge.dot(base) / edge.dot(edge);
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if( t >= 0 && t <= 1 ) {
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Vector3f Q = base.add(edge.mult(t, tvars.vect7), tvars.vect8);
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float distSq = Q.dot(Q); // distance squared to origin
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if( distSq < nearestDist ) {
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nearestPt = Q;
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nearestDist = distSq;
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}
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}
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// Edge AC
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base = a;
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edge = ac;
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t = -edge.dot(base) / edge.dot(edge);
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if( t >= 0 && t <= 1 ) {
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Vector3f Q = base.add(edge.mult(t, tvars.vect7), tvars.vect9);
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float distSq = Q.dot(Q); // distance squared to origin
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if( distSq < nearestDist ) {
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nearestPt = Q;
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nearestDist = distSq;
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}
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}
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// Edge BC
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base = b;
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Vector3f bc = c.subtract(b);
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edge = bc;
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t = -edge.dot(base) / edge.dot(edge);
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if( t >= 0 && t <= 1 ) {
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Vector3f Q = base.add(edge.mult(t, tvars.vect7), tvars.vect10);
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float distSq = Q.dot(Q); // distance squared to origin
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if( distSq < nearestDist ) {
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nearestPt = Q;
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nearestDist = distSq;
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}
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}
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// If we have a point at all then it is going to be
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// closer than any vertex to center distance... so we're
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// done.
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if( nearestPt != null ) {
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// We have a hit
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float dist = FastMath.sqrt(nearestDist);
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Vector3f cn = nearestPt.divide(-dist);
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CollisionResult r = new CollisionResult();
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r.setDistance(dist - radius);
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r.setContactNormal(cn);
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r.setContactPoint(nearestPt.add(center));
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results.addCollision(r);
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return 1;
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}
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// Finally check each of the triangle corners
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// Vert A
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base = a;
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t = base.dot(base); // distance squared to origin
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if( t < nearestDist ) {
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nearestDist = t;
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nearestPt = base;
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}
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// Vert B
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base = b;
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t = base.dot(base); // distance squared to origin
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if( t < nearestDist ) {
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nearestDist = t;
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nearestPt = base;
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}
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// Vert C
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base = c;
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t = base.dot(base); // distance squared to origin
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if( t < nearestDist ) {
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nearestDist = t;
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nearestPt = base;
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}
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if( nearestPt != null ) {
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// We have a hit
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float dist = FastMath.sqrt(nearestDist);
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Vector3f cn = nearestPt.divide(-dist);
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CollisionResult r = new CollisionResult();
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r.setDistance(dist - radius);
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r.setContactNormal(cn);
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r.setContactPoint(nearestPt.add(center));
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results.addCollision(r);
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return 1;
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}
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// Nothing hit... oh, well
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return 0;
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} finally {
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tvars.release();
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}
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}
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public int collideWith(Collidable other, CollisionResults results) {
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public int collideWith(Collidable other, CollisionResults results) {
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if (other instanceof Ray) {
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if (other instanceof Ray) {
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Ray ray = (Ray) other;
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Ray ray = (Ray) other;
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return collideWithRay(ray, results);
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return collideWithRay(ray, results);
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} else if (other instanceof Triangle){
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} else if (other instanceof Triangle){
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Triangle t = (Triangle) other;
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Triangle t = (Triangle) other;
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return collideWithTri(t, results);
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float r2 = radius * radius;
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float d1 = center.distanceSquared(t.get1());
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float d2 = center.distanceSquared(t.get2());
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float d3 = center.distanceSquared(t.get3());
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if (d1 <= r2 || d2 <= r2 || d3 <= r2) {
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CollisionResult r = new CollisionResult();
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r.setDistance(FastMath.sqrt(Math.min(Math.min(d1, d2), d3)) - radius);
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results.addCollision(r);
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return 1;
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}
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return 0;
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} else {
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} else {
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throw new UnsupportedCollisionException();
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throw new UnsupportedCollisionException();
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}
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}
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@ -224,6 +224,28 @@ public final class BufferUtils {
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return buff;
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return buff;
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}
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}
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/**
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* Generate a new FloatBuffer using the given array of ColorRGBA objects.
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* The FloatBuffer will be 4 * data.length long and contain the color data.
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*
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* @param data array of ColorRGBA objects to place into a new FloatBuffer
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*/
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public static FloatBuffer createFloatBuffer(ColorRGBA... data) {
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if (data == null) {
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return null;
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}
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FloatBuffer buff = createFloatBuffer(4 * data.length);
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for (int x = 0; x < data.length; x++) {
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if (data[x] != null) {
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buff.put(data[x].getRed()).put(data[x].getGreen()).put(data[x].getBlue()).put(data[x].getAlpha());
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} else {
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buff.put(0).put(0).put(0).put(0);
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}
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}
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buff.flip();
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return buff;
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}
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/**
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/**
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* Generate a new FloatBuffer using the given array of float primitives.
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* Generate a new FloatBuffer using the given array of float primitives.
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* @param data array of float primitives to place into a new FloatBuffer
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* @param data array of float primitives to place into a new FloatBuffer
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