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@ -121,46 +121,59 @@ public class BatchNode extends GeometryGroupNode implements Savable { |
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@Override |
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public void updateGeometricState() { |
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if ((refreshFlags & RF_LIGHTLIST) != 0) { |
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updateWorldLightList(); |
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} |
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if ((refreshFlags & RF_TRANSFORM) != 0) { |
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// combine with parent transforms- same for all spatial
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// subclasses.
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updateWorldTransforms(); |
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} |
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refreshFlags &= ~RF_CHILD_LIGHTLIST; |
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super.updateGeometricState(); |
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if (!children.isEmpty()) { |
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// the important part- make sure child geometric state is refreshed
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// first before updating own world bound. This saves
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// a round-trip later on.
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// NOTE 9/19/09
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// Although it does save a round trip,
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for (Spatial child : children.getArray()) { |
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child.updateGeometricState(); |
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} |
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for (Batch batch : batches.getArray()) { |
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if (batch.needMeshUpdate) { |
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batch.geometry.updateModelBound(); |
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batch.geometry.updateWorldBound(); |
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batch.needMeshUpdate = false; |
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} |
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} |
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} |
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if ((refreshFlags & RF_BOUND) != 0) { |
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updateWorldBound(); |
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} |
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assert refreshFlags == 0; |
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} |
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//
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// @Override
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// public void updateGeometricState() {
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// if ((refreshFlags & RF_LIGHTLIST) != 0) {
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// updateWorldLightList();
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// }
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//
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// if ((refreshFlags & RF_TRANSFORM) != 0) {
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// // combine with parent transforms- same for all spatial
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// // subclasses.
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// updateWorldTransforms();
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// }
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//
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// refreshFlags &= ~RF_CHILD_LIGHTLIST;
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// if (!children.isEmpty()) {
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// // the important part- make sure child geometric state is refreshed
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// // first before updating own world bound. This saves
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// // a round-trip later on.
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// // NOTE 9/19/09
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// // Although it does save a round trip,
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//
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// for (Spatial child : children.getArray()) {
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// child.updateGeometricState();
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// }
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//
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// for (Batch batch : batches.getArray()) {
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// if (batch.needMeshUpdate) {
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// batch.geometry.updateModelBound();
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// batch.geometry.updateWorldBound();
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// batch.needMeshUpdate = false;
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//
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// }
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// }
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//
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// }
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//
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// if ((refreshFlags & RF_BOUND) != 0) {
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// updateWorldBound();
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// }
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//
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// assert refreshFlags == 0;
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// }
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protected Matrix4f getTransformMatrix(Geometry g){ |
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return g.cachedWorldMat; |
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