Refactored how BatchNode transforms vertex buffers, and fixed issue #731 (NPE when no normal buffer)
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@ -63,7 +63,6 @@ import com.jme3.util.clone.JmeCloneable;
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* Sub geoms can be added after the batch() method has been called but won't be batched and will just be rendered as normal geometries.
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* Sub geoms can be added after the batch() method has been called but won't be batched and will just be rendered as normal geometries.
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* To integrate them in the batch you have to call the batch() method again on the batchNode.
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* To integrate them in the batch you have to call the batch() method again on the batchNode.
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* <p>
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* <p>
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* TODO normal or tangents or both looks a bit weird
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* TODO more automagic (batch when needed in the updateLogicalState)
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* TODO more automagic (batch when needed in the updateLogicalState)
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*
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*
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* @author Nehon
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* @author Nehon
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@ -134,35 +133,44 @@ public class BatchNode extends GeometryGroupNode {
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Mesh origMesh = bg.getMesh();
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Mesh origMesh = bg.getMesh();
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VertexBuffer pvb = mesh.getBuffer(VertexBuffer.Type.Position);
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VertexBuffer pvb = mesh.getBuffer(VertexBuffer.Type.Position);
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FloatBuffer posBuf = (FloatBuffer) pvb.getData();
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VertexBuffer nvb = mesh.getBuffer(VertexBuffer.Type.Normal);
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VertexBuffer nvb = mesh.getBuffer(VertexBuffer.Type.Normal);
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FloatBuffer normBuf = (FloatBuffer) nvb.getData();
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VertexBuffer tvb = mesh.getBuffer(VertexBuffer.Type.Tangent);
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VertexBuffer opvb = origMesh.getBuffer(VertexBuffer.Type.Position);
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VertexBuffer opvb = origMesh.getBuffer(VertexBuffer.Type.Position);
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FloatBuffer oposBuf = (FloatBuffer) opvb.getData();
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VertexBuffer onvb = origMesh.getBuffer(VertexBuffer.Type.Normal);
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VertexBuffer onvb = origMesh.getBuffer(VertexBuffer.Type.Normal);
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FloatBuffer onormBuf = (FloatBuffer) onvb.getData();
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VertexBuffer otvb = origMesh.getBuffer(VertexBuffer.Type.Tangent);
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FloatBuffer posBuf = getFloatBuffer(pvb);
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FloatBuffer normBuf = getFloatBuffer(nvb);
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FloatBuffer tanBuf = getFloatBuffer(tvb);
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FloatBuffer oposBuf = getFloatBuffer(opvb);
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FloatBuffer onormBuf = getFloatBuffer(onvb);
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FloatBuffer otanBuf = getFloatBuffer(otvb);
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Matrix4f transformMat = getTransformMatrix(bg);
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Matrix4f transformMat = getTransformMatrix(bg);
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doTransforms(oposBuf, onormBuf, otanBuf, posBuf, normBuf, tanBuf, bg.startIndex, bg.startIndex + bg.getVertexCount(), transformMat);
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if (mesh.getBuffer(VertexBuffer.Type.Tangent) != null) {
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VertexBuffer tvb = mesh.getBuffer(VertexBuffer.Type.Tangent);
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FloatBuffer tanBuf = (FloatBuffer) tvb.getData();
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VertexBuffer otvb = origMesh.getBuffer(VertexBuffer.Type.Tangent);
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FloatBuffer otanBuf = (FloatBuffer) otvb.getData();
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doTransformsTangents(oposBuf, onormBuf, otanBuf, posBuf, normBuf, tanBuf, bg.startIndex, bg.startIndex + bg.getVertexCount(), transformMat);
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tvb.updateData(tanBuf);
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} else {
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doTransforms(oposBuf, onormBuf, posBuf, normBuf, bg.startIndex, bg.startIndex + bg.getVertexCount(), transformMat);
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}
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pvb.updateData(posBuf);
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pvb.updateData(posBuf);
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nvb.updateData(normBuf);
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if (nvb != null) {
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nvb.updateData(normBuf);
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}
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if (tvb != null) {
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tvb.updateData(tanBuf);
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}
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batch.geometry.updateModelBound();
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batch.geometry.updateModelBound();
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}
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}
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}
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}
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private FloatBuffer getFloatBuffer(VertexBuffer vb) {
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if (vb == null) {
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return null;
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}
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return (FloatBuffer) vb.getData();
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}
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/**
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/**
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* Batch this batchNode
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* Batch this batchNode
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* every geometry of the sub scene graph of this node will be batched into a single mesh that will be rendered in one call
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* every geometry of the sub scene graph of this node will be batched into a single mesh that will be rendered in one call
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@ -521,53 +529,7 @@ public class BatchNode extends GeometryGroupNode {
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}
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}
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}
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}
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private void doTransforms(FloatBuffer bindBufPos, FloatBuffer bindBufNorm, FloatBuffer bufPos, FloatBuffer bufNorm, int start, int end, Matrix4f transform) {
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private void doTransforms(FloatBuffer bindBufPos, FloatBuffer bindBufNorm, FloatBuffer bindBufTangents, FloatBuffer bufPos, FloatBuffer bufNorm, FloatBuffer bufTangents, int start, int end, Matrix4f transform) {
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TempVars vars = TempVars.get();
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Vector3f pos = vars.vect1;
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Vector3f norm = vars.vect2;
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int length = (end - start) * 3;
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// offset is given in element units
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// convert to be in component units
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int offset = start * 3;
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bindBufPos.rewind();
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bindBufNorm.rewind();
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//bufPos.position(offset);
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//bufNorm.position(offset);
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bindBufPos.get(tmpFloat, 0, length);
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bindBufNorm.get(tmpFloatN, 0, length);
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int index = 0;
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while (index < length) {
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pos.x = tmpFloat[index];
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norm.x = tmpFloatN[index++];
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pos.y = tmpFloat[index];
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norm.y = tmpFloatN[index++];
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pos.z = tmpFloat[index];
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norm.z = tmpFloatN[index];
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transform.mult(pos, pos);
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transform.multNormal(norm, norm);
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index -= 2;
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tmpFloat[index] = pos.x;
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tmpFloatN[index++] = norm.x;
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tmpFloat[index] = pos.y;
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tmpFloatN[index++] = norm.y;
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tmpFloat[index] = pos.z;
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tmpFloatN[index++] = norm.z;
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}
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vars.release();
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bufPos.position(offset);
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//using bulk put as it's faster
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bufPos.put(tmpFloat, 0, length);
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bufNorm.position(offset);
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//using bulk put as it's faster
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bufNorm.put(tmpFloatN, 0, length);
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}
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private void doTransformsTangents(FloatBuffer bindBufPos, FloatBuffer bindBufNorm, FloatBuffer bindBufTangents, FloatBuffer bufPos, FloatBuffer bufNorm, FloatBuffer bufTangents, int start, int end, Matrix4f transform) {
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TempVars vars = TempVars.get();
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TempVars vars = TempVars.get();
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Vector3f pos = vars.vect1;
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Vector3f pos = vars.vect1;
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Vector3f norm = vars.vect2;
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Vector3f norm = vars.vect2;
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@ -581,60 +543,76 @@ public class BatchNode extends GeometryGroupNode {
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int offset = start * 3;
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int offset = start * 3;
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int tanOffset = start * 4;
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int tanOffset = start * 4;
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bindBufPos.rewind();
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bindBufPos.rewind();
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bindBufNorm.rewind();
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bindBufTangents.rewind();
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bindBufPos.get(tmpFloat, 0, length);
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bindBufPos.get(tmpFloat, 0, length);
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bindBufNorm.get(tmpFloatN, 0, length);
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bindBufTangents.get(tmpFloatT, 0, tanLength);
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if (bindBufNorm != null) {
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bindBufNorm.rewind();
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bindBufNorm.get(tmpFloatN, 0, length);
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}
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if (bindBufTangents != null) {
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bindBufTangents.rewind();
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bindBufTangents.get(tmpFloatT, 0, tanLength);
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}
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int index = 0;
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int index = 0;
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int tanIndex = 0;
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int tanIndex = 0;
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int index1, index2, tanIndex1, tanIndex2;
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while (index < length) {
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while (index < length) {
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index1 = index + 1;
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index2 = index + 2;
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pos.x = tmpFloat[index];
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pos.x = tmpFloat[index];
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norm.x = tmpFloatN[index++];
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pos.y = tmpFloat[index1];
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pos.y = tmpFloat[index];
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pos.z = tmpFloat[index2];
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norm.y = tmpFloatN[index++];
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pos.z = tmpFloat[index];
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norm.z = tmpFloatN[index];
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tan.x = tmpFloatT[tanIndex++];
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tan.y = tmpFloatT[tanIndex++];
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tan.z = tmpFloatT[tanIndex++];
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transform.mult(pos, pos);
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transform.mult(pos, pos);
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transform.multNormal(norm, norm);
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transform.multNormal(tan, tan);
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index -= 2;
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tanIndex -= 3;
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tmpFloat[index] = pos.x;
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tmpFloat[index] = pos.x;
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tmpFloatN[index++] = norm.x;
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tmpFloat[index1] = pos.y;
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tmpFloat[index] = pos.y;
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tmpFloat[index2] = pos.z;
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tmpFloatN[index++] = norm.y;
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tmpFloat[index] = pos.z;
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tmpFloatN[index++] = norm.z;
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tmpFloatT[tanIndex++] = tan.x;
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if (bindBufNorm != null) {
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tmpFloatT[tanIndex++] = tan.y;
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norm.x = tmpFloatN[index];
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tmpFloatT[tanIndex++] = tan.z;
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norm.y = tmpFloatN[index1];
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norm.z = tmpFloatN[index2];
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transform.multNormal(norm, norm);
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tmpFloatN[index] = norm.x;
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tmpFloatN[index1] = norm.y;
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tmpFloatN[index2] = norm.z;
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}
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//Skipping 4th element of tangent buffer (handedness)
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index += 3;
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tanIndex++;
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if (bindBufTangents != null) {
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tanIndex1 = tanIndex + 1;
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tanIndex2 = tanIndex + 2;
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tan.x = tmpFloatT[tanIndex];
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tan.y = tmpFloatT[tanIndex1];
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tan.z = tmpFloatT[tanIndex2];
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transform.multNormal(tan, tan);
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tmpFloatT[tanIndex] = tan.x;
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tmpFloatT[tanIndex1] = tan.y;
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tmpFloatT[tanIndex2] = tan.z;
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tanIndex += 4;
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}
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}
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}
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vars.release();
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vars.release();
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//using bulk put as it's faster
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bufPos.position(offset);
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bufPos.position(offset);
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//using bulk put as it's faster
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bufPos.put(tmpFloat, 0, length);
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bufPos.put(tmpFloat, 0, length);
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bufNorm.position(offset);
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//using bulk put as it's faster
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if (bindBufNorm != null) {
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bufNorm.put(tmpFloatN, 0, length);
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bufNorm.position(offset);
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bufTangents.position(tanOffset);
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bufNorm.put(tmpFloatN, 0, length);
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//using bulk put as it's faster
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}
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bufTangents.put(tmpFloatT, 0, tanLength);
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if (bindBufTangents != null) {
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bufTangents.position(tanOffset);
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bufTangents.put(tmpFloatT, 0, tanLength);
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}
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}
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}
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private void doCopyBuffer(FloatBuffer inBuf, int offset, FloatBuffer outBuf, int componentSize) {
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private void doCopyBuffer(FloatBuffer inBuf, int offset, FloatBuffer outBuf, int componentSize) {
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@ -646,11 +624,11 @@ public class BatchNode extends GeometryGroupNode {
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offset *= componentSize;
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offset *= componentSize;
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for (int i = 0; i < inBuf.limit() / componentSize; i++) {
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for (int i = 0; i < inBuf.limit() / componentSize; i++) {
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pos.x = inBuf.get(i * componentSize + 0);
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pos.x = inBuf.get(i * componentSize);
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pos.y = inBuf.get(i * componentSize + 1);
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pos.y = inBuf.get(i * componentSize + 1);
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pos.z = inBuf.get(i * componentSize + 2);
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pos.z = inBuf.get(i * componentSize + 2);
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outBuf.put(offset + i * componentSize + 0, pos.x);
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outBuf.put(offset + i * componentSize, pos.x);
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outBuf.put(offset + i * componentSize + 1, pos.y);
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outBuf.put(offset + i * componentSize + 1, pos.y);
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outBuf.put(offset + i * componentSize + 2, pos.z);
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outBuf.put(offset + i * componentSize + 2, pos.z);
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}
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}
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