mirror of
https://github.com/Jozufozu/Flywheel.git
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a42c027b6f
- Fix Resources not being closed properly - Change versioning scheme to match Create - Add LICENSE to built jar - Fix mods.toml version sync - Move JOML code to non-src directory - Update Gradle - Organize imports
248 lines
9.6 KiB
Java
248 lines
9.6 KiB
Java
/*
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* The MIT License
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*
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* Copyright (c) 2015-2021 Kai Burjack
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.jozufozu.flywheel.repack.joml;
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/**
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* Useful geometry methods.
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*
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* @author Kai Burjack
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* @author Richard Greenlees
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*/
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public class GeometryUtils {
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/**
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* Compute two arbitrary vectors perpendicular to the given normalized vector <code>(x, y, z)</code>, and store them in <code>dest1</code> and <code>dest2</code>,
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* respectively.
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* <p>
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* The computed vectors will themselves be perpendicular to each another and normalized. So the tree vectors <code>(x, y, z)</code>, <code>dest1</code> and
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* <code>dest2</code> form an orthonormal basis.
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*
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* @param x
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* the x coordinate of the normalized input vector
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* @param y
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* the y coordinate of the normalized input vector
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* @param z
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* the z coordinate of the normalized input vector
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* @param dest1
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* will hold the first perpendicular vector
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* @param dest2
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* will hold the second perpendicular vector
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*/
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public static void perpendicular(float x, float y, float z, Vector3f dest1, Vector3f dest2) {
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float magX = z * z + y * y;
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float magY = z * z + x * x;
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float magZ = y * y + x * x;
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float mag;
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if (magX > magY && magX > magZ) {
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dest1.x = 0;
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dest1.y = z;
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dest1.z = -y;
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mag = magX;
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} else if (magY > magZ) {
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dest1.x = -z;
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dest1.y = 0;
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dest1.z = x;
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mag = magY;
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} else {
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dest1.x = y;
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dest1.y = -x;
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dest1.z = 0;
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mag = magZ;
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}
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float len = Math.invsqrt(mag);
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dest1.x *= len;
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dest1.y *= len;
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dest1.z *= len;
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dest2.x = y * dest1.z - z * dest1.y;
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dest2.y = z * dest1.x - x * dest1.z;
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dest2.z = x * dest1.y - y * dest1.x;
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}
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/**
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* Compute two arbitrary vectors perpendicular to the given normalized vector <code>v</code>, and store them in <code>dest1</code> and <code>dest2</code>,
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* respectively.
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* <p>
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* The computed vectors will themselves be perpendicular to each another and normalized. So the tree vectors <code>v</code>, <code>dest1</code> and
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* <code>dest2</code> form an orthonormal basis.
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*
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* @param v
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* the {@link Vector3f#normalize() normalized} input vector
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* @param dest1
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* will hold the first perpendicular vector
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* @param dest2
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* will hold the second perpendicular vector
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*/
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public static void perpendicular(Vector3fc v, Vector3f dest1, Vector3f dest2) {
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perpendicular(v.x(), v.y(), v.z(), dest1, dest2);
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}
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/**
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* Calculate the normal of a surface defined by points <code>v1</code>, <code>v2</code> and <code>v3</code> and store it in <code>dest</code>.
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*
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* @param v0
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* the first position
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* @param v1
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* the second position
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* @param v2
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* the third position
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* @param dest
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* will hold the result
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*/
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public static void normal(Vector3fc v0, Vector3fc v1, Vector3fc v2, Vector3f dest) {
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normal(v0.x(), v0.y(), v0.z(), v1.x(), v1.y(), v1.z(), v2.x(), v2.y(), v2.z(), dest);
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}
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/**
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* Calculate the normal of a surface defined by points <code>(v1X, v1Y, v1Z)</code>, <code>(v2X, v2Y, v2Z)</code> and <code>(v3X, v3Y, v3Z)</code>
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* and store it in <code>dest</code>.
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*
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* @param v0X
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* the x coordinate of the first position
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* @param v0Y
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* the y coordinate of the first position
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* @param v0Z
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* the z coordinate of the first position
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* @param v1X
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* the x coordinate of the second position
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* @param v1Y
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* the y coordinate of the second position
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* @param v1Z
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* the z coordinate of the second position
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* @param v2X
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* the x coordinate of the third position
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* @param v2Y
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* the y coordinate of the third position
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* @param v2Z
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* the z coordinate of the third position
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* @param dest
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* will hold the result
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*/
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public static void normal(float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f dest) {
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dest.x = ((v1Y - v0Y) * (v2Z - v0Z)) - ((v1Z - v0Z) * (v2Y - v0Y));
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dest.y = ((v1Z - v0Z) * (v2X - v0X)) - ((v1X - v0X) * (v2Z - v0Z));
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dest.z = ((v1X - v0X) * (v2Y - v0Y)) - ((v1Y - v0Y) * (v2X - v0X));
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dest.normalize();
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}
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/**
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* Calculate the surface tangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
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*
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* @param v1
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* XYZ of first vertex
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* @param uv1
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* UV of first vertex
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* @param v2
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* XYZ of second vertex
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* @param uv2
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* UV of second vertex
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* @param v3
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* XYZ of third vertex
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* @param uv3
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* UV of third vertex
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* @param dest
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* the tangent will be stored here
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*/
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public static void tangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f dest) {
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float DeltaV1 = uv2.y() - uv1.y();
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float DeltaV2 = uv3.y() - uv1.y();
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float f = 1.0f / ((uv2.x() - uv1.x()) * DeltaV2 - (uv3.x() - uv1.x()) * DeltaV1);
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dest.x = f * (DeltaV2 * (v2.x() - v1.x()) - DeltaV1 * (v3.x() - v1.x()));
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dest.y = f * (DeltaV2 * (v2.y() - v1.y()) - DeltaV1 * (v3.y() - v1.y()));
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dest.z = f * (DeltaV2 * (v2.z() - v1.z()) - DeltaV1 * (v3.z() - v1.z()));
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dest.normalize();
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}
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/**
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* Calculate the surface bitangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
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*
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* @param v1
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* XYZ of first vertex
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* @param uv1
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* UV of first vertex
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* @param v2
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* XYZ of second vertex
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* @param uv2
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* UV of second vertex
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* @param v3
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* XYZ of third vertex
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* @param uv3
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* UV of third vertex
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* @param dest
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* the binormal will be stored here
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*/
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public static void bitangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f dest) {
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float DeltaU1 = uv2.x() - uv1.x();
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float DeltaU2 = uv3.x() - uv1.x();
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float f = 1.0f / (DeltaU1 * (uv3.y() - uv1.y()) - DeltaU2 * (uv2.y() - uv1.y()));
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dest.x = f * (-DeltaU2 * (v2.x() - v1.x()) + DeltaU1 * (v3.x() - v1.x()));
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dest.y = f * (-DeltaU2 * (v2.y() - v1.y()) + DeltaU1 * (v3.y() - v1.y()));
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dest.z = f * (-DeltaU2 * (v2.z() - v1.z()) + DeltaU1 * (v3.z() - v1.z()));
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dest.normalize();
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}
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/**
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* Calculate the surface tangent and bitangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
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*
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* @param v1
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* XYZ of first vertex
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* @param uv1
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* UV of first vertex
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* @param v2
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* XYZ of second vertex
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* @param uv2
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* UV of second vertex
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* @param v3
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* XYZ of third vertex
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* @param uv3
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* UV of third vertex
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* @param destTangent
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* the tangent will be stored here
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* @param destBitangent
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* the bitangent will be stored here
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*/
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public static void tangentBitangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f destTangent, Vector3f destBitangent) {
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float DeltaV1 = uv2.y() - uv1.y();
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float DeltaV2 = uv3.y() - uv1.y();
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float DeltaU1 = uv2.x() - uv1.x();
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float DeltaU2 = uv3.x() - uv1.x();
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float f = 1.0f / (DeltaU1 * DeltaV2 - DeltaU2 * DeltaV1);
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destTangent.x = f * (DeltaV2 * (v2.x() - v1.x()) - DeltaV1 * (v3.x() - v1.x()));
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destTangent.y = f * (DeltaV2 * (v2.y() - v1.y()) - DeltaV1 * (v3.y() - v1.y()));
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destTangent.z = f * (DeltaV2 * (v2.z() - v1.z()) - DeltaV1 * (v3.z() - v1.z()));
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destTangent.normalize();
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destBitangent.x = f * (-DeltaU2 * (v2.x() - v1.x()) + DeltaU1 * (v3.x() - v1.x()));
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destBitangent.y = f * (-DeltaU2 * (v2.y() - v1.y()) + DeltaU1 * (v3.y() - v1.y()));
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destBitangent.z = f * (-DeltaU2 * (v2.z() - v1.z()) + DeltaU1 * (v3.z() - v1.z()));
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destBitangent.normalize();
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}
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}
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