Use TempVars for triangle processing instead of explicit allocations, speeds up processing by around 30%
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@ -556,67 +556,72 @@ public class TangentBinormalGenerator {
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public static TriangleData processTriangle(int[] index,
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Vector3f[] v, Vector2f[] t) {
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Vector3f edge1 = new Vector3f();
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Vector3f edge2 = new Vector3f();
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Vector2f edge1uv = new Vector2f();
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Vector2f edge2uv = new Vector2f();
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Vector3f tangent = new Vector3f();
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Vector3f binormal = new Vector3f();
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Vector3f normal = new Vector3f();
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t[1].subtract(t[0], edge1uv);
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t[2].subtract(t[0], edge2uv);
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float det = edge1uv.x * edge2uv.y - edge1uv.y * edge2uv.x;
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boolean normalize = false;
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if (Math.abs(det) < ZERO_TOLERANCE) {
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log.log(Level.WARNING, "Colinear uv coordinates for triangle "
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+ "[{0}, {1}, {2}]; tex0 = [{3}, {4}], "
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+ "tex1 = [{5}, {6}], tex2 = [{7}, {8}]",
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new Object[]{index[0], index[1], index[2],
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t[0].x, t[0].y, t[1].x, t[1].y, t[2].x, t[2].y});
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det = 1;
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normalize = true;
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}
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v[1].subtract(v[0], edge1);
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v[2].subtract(v[0], edge2);
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tangent.set(edge1);
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tangent.normalizeLocal();
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binormal.set(edge2);
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binormal.normalizeLocal();
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if (Math.abs(Math.abs(tangent.dot(binormal)) - 1)
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< ZERO_TOLERANCE) {
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log.log(Level.WARNING, "Vertices are on the same line "
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+ "for triangle [{0}, {1}, {2}].",
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new Object[]{index[0], index[1], index[2]});
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}
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float factor = 1 / det;
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tangent.x = (edge2uv.y * edge1.x - edge1uv.y * edge2.x) * factor;
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tangent.y = (edge2uv.y * edge1.y - edge1uv.y * edge2.y) * factor;
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tangent.z = (edge2uv.y * edge1.z - edge1uv.y * edge2.z) * factor;
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if (normalize) {
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tangent.normalizeLocal();
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}
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binormal.x = (edge1uv.x * edge2.x - edge2uv.x * edge1.x) * factor;
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binormal.y = (edge1uv.x * edge2.y - edge2uv.x * edge1.y) * factor;
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binormal.z = (edge1uv.x * edge2.z - edge2uv.x * edge1.z) * factor;
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if (normalize) {
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binormal.normalizeLocal();
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}
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tangent.cross(binormal, normal);
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normal.normalizeLocal();
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return new TriangleData(
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tangent,
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binormal,
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normal);
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TempVars tmp = TempVars.get();
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try {
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Vector3f edge1 = tmp.vect1;
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Vector3f edge2 = tmp.vect2;
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Vector2f edge1uv = tmp.vect2d;
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Vector2f edge2uv = tmp.vect2d2;
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Vector3f tangent = tmp.vect3;
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Vector3f binormal = tmp.vect4;
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Vector3f normal = tmp.vect5;
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t[1].subtract(t[0], edge1uv);
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t[2].subtract(t[0], edge2uv);
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float det = edge1uv.x * edge2uv.y - edge1uv.y * edge2uv.x;
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boolean normalize = false;
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if (Math.abs(det) < ZERO_TOLERANCE) {
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log.log(Level.WARNING, "Colinear uv coordinates for triangle "
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+ "[{0}, {1}, {2}]; tex0 = [{3}, {4}], "
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+ "tex1 = [{5}, {6}], tex2 = [{7}, {8}]",
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new Object[]{index[0], index[1], index[2],
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t[0].x, t[0].y, t[1].x, t[1].y, t[2].x, t[2].y});
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det = 1;
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normalize = true;
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}
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v[1].subtract(v[0], edge1);
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v[2].subtract(v[0], edge2);
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tangent.set(edge1);
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tangent.normalizeLocal();
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binormal.set(edge2);
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binormal.normalizeLocal();
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if (Math.abs(Math.abs(tangent.dot(binormal)) - 1)
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< ZERO_TOLERANCE) {
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log.log(Level.WARNING, "Vertices are on the same line "
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+ "for triangle [{0}, {1}, {2}].",
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new Object[]{index[0], index[1], index[2]});
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}
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float factor = 1 / det;
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tangent.x = (edge2uv.y * edge1.x - edge1uv.y * edge2.x) * factor;
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tangent.y = (edge2uv.y * edge1.y - edge1uv.y * edge2.y) * factor;
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tangent.z = (edge2uv.y * edge1.z - edge1uv.y * edge2.z) * factor;
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if (normalize) {
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tangent.normalizeLocal();
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}
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binormal.x = (edge1uv.x * edge2.x - edge2uv.x * edge1.x) * factor;
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binormal.y = (edge1uv.x * edge2.y - edge2uv.x * edge1.y) * factor;
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binormal.z = (edge1uv.x * edge2.z - edge2uv.x * edge1.z) * factor;
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if (normalize) {
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binormal.normalizeLocal();
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}
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tangent.cross(binormal, normal);
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normal.normalizeLocal();
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return new TriangleData(
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tangent,
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binormal,
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normal);
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} finally {
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tmp.release();
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}
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}
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public static void setToleranceAngle(float angle) {
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