565 lines
13 KiB
Java
565 lines
13 KiB
Java
/*
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* This file is part of CodeChickenLib.
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* Copyright (c) 2018, covers1624, All rights reserved.
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*
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* CodeChickenLib is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 2.1 of the License, or
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* (at your option) any later version.
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*
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* CodeChickenLib is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with CodeChickenLib. If not, see <http://www.gnu.org/licenses/lgpl>.
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*/
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package appeng.thirdparty.codechicken.lib.model;
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import javax.vecmath.Vector3f;
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import net.minecraft.client.renderer.block.model.BakedQuad;
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import net.minecraft.client.renderer.texture.TextureAtlasSprite;
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import net.minecraft.client.renderer.vertex.VertexFormat;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.math.AxisAlignedBB;
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import net.minecraft.util.math.MathHelper;
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import net.minecraftforge.client.model.pipeline.IVertexConsumer;
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import net.minecraftforge.client.model.pipeline.IVertexProducer;
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import net.minecraftforge.client.model.pipeline.LightUtil;
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import net.minecraftforge.client.model.pipeline.UnpackedBakedQuad;
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import appeng.thirdparty.codechicken.lib.math.InterpHelper;
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/**
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* A simple easy to manipulate quad format. Can be reset and then used on a different format.
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*
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* @author covers1624
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*/
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public class Quad implements IVertexProducer, ISmartVertexConsumer
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{
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public CachedFormat format;
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public int tintIndex = -1;
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public EnumFacing orientation;
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public boolean diffuseLighting = true;
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public TextureAtlasSprite sprite;
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public Vertex[] vertices = new Vertex[4];
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public boolean full;
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// Not copied.
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private int vertexIndex = 0;
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// Cache for normal computation.
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private Vector3f v1 = new Vector3f();
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private Vector3f v2 = new Vector3f();
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private Vector3f t = new Vector3f();
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private Vector3f normal = new Vector3f();
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/**
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* Use this if you reset the quad each time you use it.
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*/
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public Quad()
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{
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}
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/**
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* use this if you want to initialize the quad with a format.
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*
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* @param format The format.
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*/
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public Quad( CachedFormat format )
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{
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this.format = format;
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}
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@Override
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public VertexFormat getVertexFormat()
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{
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return this.format.format;
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}
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@Override
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public void setQuadTint( int tint )
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{
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this.tintIndex = tint;
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}
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@Override
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public void setQuadOrientation( EnumFacing orientation )
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{
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this.orientation = orientation;
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}
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@Override
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public void setApplyDiffuseLighting( boolean diffuse )
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{
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this.diffuseLighting = diffuse;
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}
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@Override
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public void setTexture( TextureAtlasSprite texture )
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{
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this.sprite = texture;
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}
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@Override
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public void put( int element, float... data )
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{
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if( this.full )
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{
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throw new RuntimeException( "Unable to add data when full." );
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}
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Vertex v = this.vertices[this.vertexIndex];
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if( v == null )
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{
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v = new Vertex( this.format );
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this.vertices[this.vertexIndex] = v;
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}
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System.arraycopy( data, 0, v.raw[element], 0, data.length );
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if( element == ( this.format.elementCount - 1 ) )
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{
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this.vertexIndex++;
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if( this.vertexIndex == 4 )
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{
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this.vertexIndex = 0;
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this.full = true;
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if(orientation == null)
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{
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calculateOrientation(false);
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}
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}
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}
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}
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@Override
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public void put( Quad quad )
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{
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this.copyFrom( quad );
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}
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@Override
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public void pipe( IVertexConsumer consumer )
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{
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if( consumer instanceof ISmartVertexConsumer )
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{
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( (ISmartVertexConsumer) consumer ).put( this );
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}
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else
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{
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consumer.setQuadTint( this.tintIndex );
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consumer.setQuadOrientation( this.orientation );
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consumer.setApplyDiffuseLighting( this.diffuseLighting );
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consumer.setTexture( this.sprite );
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for( Vertex v : this.vertices )
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{
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for( int e = 0; e < this.format.elementCount; e++ )
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{
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consumer.put( e, v.raw[e] );
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}
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}
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}
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}
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/**
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* Used to reset the interpolation values inside the provided helper.
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*
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* @param helper The helper.
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* @param s The axis. side >> 1;
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*
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* @return The same helper.
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*/
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public InterpHelper resetInterp( InterpHelper helper, int s )
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{
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helper.reset( //
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this.vertices[0].dx( s ), this.vertices[0].dy( s ), //
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this.vertices[1].dx( s ), this.vertices[1].dy( s ), //
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this.vertices[2].dx( s ), this.vertices[2].dy( s ), //
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this.vertices[3].dx( s ), this.vertices[3].dy( s ) );
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return helper;
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}
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/**
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* Clamps the Quad inside the box.
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*
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* @param bb The box.
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*/
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public void clamp( AxisAlignedBB bb )
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{
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for( Vertex vertex : this.vertices )
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{
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float[] vec = vertex.vec;
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vec[0] = (float) MathHelper.clamp( vec[0], bb.minX, bb.maxX );
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vec[1] = (float) MathHelper.clamp( vec[1], bb.minY, bb.maxY );
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vec[2] = (float) MathHelper.clamp( vec[2], bb.minZ, bb.maxZ );
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}
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calculateOrientation(true);
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}
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/**
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* Re-calculates the Orientation of this quad,
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* optionally the normal vector.
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*
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* @param setNormal If the normal vector should be updated.
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*/
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public void calculateOrientation( boolean setNormal )
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{
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this.v1.set( this.vertices[3].vec );
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this.t.set( this.vertices[1].vec );
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this.v1.sub( this.t );
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this.v2.set( this.vertices[2].vec );
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this.t.set( this.vertices[0].vec );
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this.v2.sub( this.t );
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this.normal.cross( this.v2, this.v1 );
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this.normal.normalize();
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if( this.format.hasNormal && setNormal)
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{
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for( Vertex vertex : this.vertices )
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{
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vertex.normal[0] = this.normal.x;
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vertex.normal[1] = this.normal.y;
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vertex.normal[2] = this.normal.z;
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vertex.normal[3] = 0;
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}
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}
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this.orientation = EnumFacing.getFacingFromVector( this.normal.x, this.normal.y, this.normal.z );
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}
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/**
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* Used to create a new quad complete copy of this one.
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*
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* @return The new quad.
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*/
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public Quad copy()
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{
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if( !this.full )
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{
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throw new RuntimeException( "Only copying full quads is supported." );
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}
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Quad quad = new Quad( this.format );
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quad.tintIndex = this.tintIndex;
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quad.orientation = this.orientation;
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quad.diffuseLighting = this.diffuseLighting;
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quad.sprite = this.sprite;
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quad.full = true;
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for( int i = 0; i < 4; i++ )
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{
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quad.vertices[i] = this.vertices[i].copy();
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}
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return quad;
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}
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/**
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* Copies the data inside the given quad to this one. This ignores VertexFormat, please make sure your quads are in
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* the same format.
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*
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* @param quad The Quad to copy from.
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*
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* @return This quad.
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*/
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public Quad copyFrom( Quad quad )
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{
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this.tintIndex = quad.tintIndex;
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this.orientation = quad.orientation;
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this.diffuseLighting = quad.diffuseLighting;
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this.sprite = quad.sprite;
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this.full = quad.full;
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for( int v = 0; v < 4; v++ )
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{
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for( int e = 0; e < this.format.elementCount; e++ )
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{
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System.arraycopy( quad.vertices[v].raw[e], 0, this.vertices[v].raw[e], 0, 4 );
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}
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}
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return this;
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}
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/**
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* Reset the quad to the new format.
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*
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* @param format The new format.
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*/
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public void reset( CachedFormat format )
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{
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this.format = format;
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this.tintIndex = -1;
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this.orientation = null;
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this.diffuseLighting = true;
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this.sprite = null;
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for( int i = 0; i < this.vertices.length; i++ )
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{
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Vertex v = this.vertices[i];
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if( v == null )
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{
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this.vertices[i] = v = new Vertex( format );
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}
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v.reset( format );
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}
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this.vertexIndex = 0;
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this.full = false;
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}
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/**
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* Bakes this Quad to a BakedQuad.
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*
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* @return The BakedQuad.
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*/
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public BakedQuad bake()
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{
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int[] packedData = new int[this.format.format.getNextOffset()];
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for( int v = 0; v < 4; v++ )
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{
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for( int e = 0; e < this.format.elementCount; e++ )
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{
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LightUtil.pack( this.vertices[v].raw[e], packedData, this.format.format, v, e );
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}
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}
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return new BakedQuad( packedData, this.tintIndex, this.orientation, this.sprite, this.diffuseLighting, this.format.format );
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}
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/**
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* Bakes this quad to an UnpackedBakedQuad.
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*
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* @return The UnpackedBakedQuad.
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*/
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public UnpackedBakedQuad bakeUnpacked()
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{
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UnpackedBakedQuad.Builder quad = new UnpackedBakedQuad.Builder( this.format.format );
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this.pipe( quad );
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return quad.build();
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}
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/**
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* A simple vertex format.
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*/
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public static class Vertex
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{
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public CachedFormat format;
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/**
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* The raw data.
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*/
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public float[][] raw;
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// References to the arrays inside raw.
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public float[] vec;
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public float[] normal;
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public float[] color;
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public float[] uv;
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public float[] lightmap;
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/**
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* Create a new Vertex.
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*
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* @param format The format for the vertex.
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*/
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public Vertex( CachedFormat format )
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{
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this.format = format;
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this.raw = new float[format.elementCount][4];
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this.preProcess();
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}
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/**
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* Creates a new Vertex using the data inside the other. A copy!
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*
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* @param other The other.
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*/
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public Vertex( Vertex other )
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{
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this.format = other.format;
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this.raw = other.raw.clone();
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for( int v = 0; v < this.format.elementCount; v++ )
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{
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this.raw[v] = other.raw[v].clone();
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}
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this.preProcess();
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}
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/**
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* Pulls references to the individual element's arrays inside raw. Modifying the individual element arrays will
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* update raw.
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*/
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public void preProcess()
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{
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if( this.format.hasPosition )
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{
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this.vec = this.raw[this.format.positionIndex];
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}
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if( this.format.hasNormal )
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{
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this.normal = this.raw[this.format.normalIndex];
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}
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if( this.format.hasColor )
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{
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this.color = this.raw[this.format.colorIndex];
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}
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if( this.format.hasUV )
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{
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this.uv = this.raw[this.format.uvIndex];
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}
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if( this.format.hasLightMap )
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{
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this.lightmap = this.raw[this.format.lightMapIndex];
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}
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}
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/**
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* Gets the 2d X coord for the given axis.
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*
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* @param s The axis. side >> 1
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*
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* @return The x coord.
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*/
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public float dx( int s )
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{
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if( s <= 1 )
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{
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return this.vec[0];
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}
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else
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{
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return this.vec[2];
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}
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}
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/**
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* Gets the 2d Y coord for the given axis.
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*
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* @param s The axis. side >> 1
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*
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* @return The y coord.
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*/
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public float dy( int s )
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{
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if( s > 0 )
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{
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return this.vec[1];
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}
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else
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{
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return this.vec[2];
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}
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}
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/**
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* Interpolates the new color values for this Vertex using the others as a reference.
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*
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* @param interpHelper The InterpHelper to use.
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* @param others The other Vertices to use as a template.
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*
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* @return The same Vertex.
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*/
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public Vertex interpColorFrom( InterpHelper interpHelper, Vertex[] others )
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{
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for( int e = 0; e < 4; e++ )
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{
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float p1 = others[0].color[e];
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float p2 = others[1].color[e];
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float p3 = others[2].color[e];
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float p4 = others[3].color[e];
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// Only interpolate if colors are different.
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if( p1 != p2 || p2 != p3 || p3 != p4 )
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{
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this.color[e] = interpHelper.interpolate( p1, p2, p3, p4 );
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}
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}
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return this;
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}
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/**
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* Interpolates the new UV values for this Vertex using the others as a reference.
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*
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* @param interpHelper The InterpHelper to use.
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* @param others The other Vertices to use as a template.
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*
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* @return The same Vertex.
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*/
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public Vertex interpUVFrom( InterpHelper interpHelper, Vertex[] others )
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{
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for( int e = 0; e < 2; e++ )
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{
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float p1 = others[0].uv[e];
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float p2 = others[1].uv[e];
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float p3 = others[2].uv[e];
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float p4 = others[3].uv[e];
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if( p1 != p2 || p2 != p3 || p3 != p4 )
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{
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this.uv[e] = interpHelper.interpolate( p1, p2, p3, p4 );
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}
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}
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return this;
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}
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/**
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* Interpolates the new LightMap values for this Vertex using the others as a reference.
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*
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* @param interpHelper The InterpHelper to use.
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* @param others The other Vertices to use as a template.
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*
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* @return The same Vertex.
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*/
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public Vertex interpLightMapFrom( InterpHelper interpHelper, Vertex[] others )
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{
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for( int e = 0; e < 2; e++ )
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{
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float p1 = others[0].lightmap[e];
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float p2 = others[1].lightmap[e];
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float p3 = others[2].lightmap[e];
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float p4 = others[3].lightmap[e];
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if( p1 != p2 || p2 != p3 || p3 != p4 )
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{
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this.lightmap[e] = interpHelper.interpolate( p1, p2, p3, p4 );
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}
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}
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return this;
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}
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/**
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* Copies this Vertex to a new one.
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*
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* @return The new Vertex.
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*/
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public Vertex copy()
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{
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return new Vertex( this );
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}
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/**
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* Resets the Vertex to a new format. Expands the raw array if needed.
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*
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* @param format The format to reset to.
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*/
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public void reset( CachedFormat format )
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{
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// If the format is different and our raw array is smaller, then expand it.
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if( !this.format.equals( format ) && format.elementCount > this.raw.length )
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{
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this.raw = new float[format.elementCount][4];
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}
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this.format = format;
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this.vec = null;
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this.normal = null;
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this.color = null;
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this.uv = null;
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this.lightmap = null;
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// for (float[] f : raw) {
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// Arrays.fill(f, 0F);
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// }
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this.preProcess();
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}
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}
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}
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