Revision fa8bc998
Added by Leszek Koltunski over 5 years ago
| src/main/java/org/distorted/library/effect/MatrixEffect.java | ||
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package org.distorted.library.effect; |
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import android.opengl.Matrix; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Abstract class that represents an Effect that works by modifying the ModelView matrix. |
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*/ |
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public static final int NUM_UNIFORMS = 7; |
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private float[] mMatrix,mTmpArray; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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*/ |
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public abstract void apply(float[] matrix, float[] uniforms, int index); |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* <p> |
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* The three values buffer[index], buffer[index+1], buffer[index+2] are assumed to contain the |
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* x,y,z coordinates of a point. We apply this Matrix effect to this point and overwrite those |
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* three values. |
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* |
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* This is on purpose a static evaluation - if this Effect contains any Dynamics, they will be |
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* evaluated at 0. |
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* |
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* @y.exclude |
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*/ |
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public void applyToPoint(float[] buffer, int index) |
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{
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Matrix.setIdentityM(mMatrix,0); |
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compute(mTmpArray,0,0,0); |
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apply(mMatrix, mTmpArray, 0); |
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float x = buffer[index ]; |
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float y = buffer[index+1]; |
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float z = buffer[index+2]; |
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buffer[index ] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z + mMatrix[12]; |
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buffer[index+1] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z + mMatrix[13]; |
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buffer[index+2] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z + mMatrix[14]; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* <p> |
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* The three values buffer[index], buffer[index+1], buffer[index+2] are assumed to contain the |
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* x,y,z coordinates of a vector. We apply this Matrix effect to this vector and overwrite those |
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* three values. |
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* |
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* This is on purpose a static evaluation - if this Effect contains any Dynamics, they will be |
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* evaluated at 0. |
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* |
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* @y.exclude |
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*/ |
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public void applyToVector(float[] buffer, int index) |
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{
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Matrix.setIdentityM(mMatrix,0); |
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compute(mTmpArray,0,0,0); |
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apply(mMatrix, mTmpArray, 0); |
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float x = buffer[index ]; |
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float y = buffer[index+1]; |
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float z = buffer[index+2]; |
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buffer[index ] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z; |
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buffer[index+1] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z; |
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buffer[index+2] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Only for use by the library itself. |
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* <p> |
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* The 9 floats starting at buffer[index] are assumed to contain info about a vertex arranged in |
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* MeshBase way, i.e. coord point (x,y,z) ; normal vector (x,y,z) ; inflate vector (x,y,z) |
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* |
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* @y.exclude |
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*/ |
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public void applyToVertex(float[] buffer, int index) |
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{
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float x,y,z; |
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Matrix.setIdentityM(mMatrix,0); |
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compute(mTmpArray,0,0,0); |
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apply(mMatrix, mTmpArray, 0); |
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x = buffer[index ]; |
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y = buffer[index+1]; |
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z = buffer[index+2]; |
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buffer[index ] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z + mMatrix[12]; |
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buffer[index+1] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z + mMatrix[13]; |
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buffer[index+2] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z + mMatrix[14]; |
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x = buffer[index+3]; |
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y = buffer[index+4]; |
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z = buffer[index+5]; |
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buffer[index+3] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z; |
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buffer[index+4] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z; |
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buffer[index+5] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z; |
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x = buffer[index+6]; |
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y = buffer[index+7]; |
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z = buffer[index+8]; |
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buffer[index+6] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z; |
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buffer[index+7] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z; |
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buffer[index+8] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z; |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// empty function for completeness |
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MatrixEffect(EffectName name) |
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{
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super(name); |
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mMatrix = new float[16]; |
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mTmpArray= new float[4]; |
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} |
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} |
| src/main/java/org/distorted/library/mesh/MeshBase.java | ||
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import android.opengl.GLES31; |
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import org.distorted.library.effect.MatrixEffect; |
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import org.distorted.library.main.DistortedLibrary; |
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import org.distorted.library.main.InternalBuffer; |
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import org.distorted.library.program.DistortedProgram; |
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private static final int TRAN_SIZE = TRAN_ATTRIBS*BYTES_PER_FLOAT; |
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private static final int VERT_SIZE = VERT_ATTRIBS*BYTES_PER_FLOAT; |
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private boolean mShowNormals; // when rendering this mesh, draw normal vectors?
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private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer
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private final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth'
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// of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth().
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private boolean mShowNormals; // when rendering this mesh, draw normal vectors? |
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private InternalBuffer mVBO, mTFO; // main vertex buffer and transform feedback buffer |
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private final float zFactor; // strange workaround for the fact that we need to somehow store the 'depth' |
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// of the Mesh. Used in DistortedEffects. See DistortedTexture.getDepth(). |
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private int mNumVertices; |
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private FloatBuffer mVertAttribs; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, TexS,TexT
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private float[] mVertAttribs; // packed: PosX,PosY,PosZ, NorX,NorY,NorZ, InfX,InfY,InfZ, TexS,TexT
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private float mInflate; |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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void setAttribs(float[] vertexAttribs) |
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{
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mNumVertices = vertexAttribs.length/VERT_ATTRIBS; |
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mVertAttribs = vertexAttribs; |
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mVertAttribs = ByteBuffer.allocateDirect(mNumVertices*VERT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
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mVertAttribs.put(vertexAttribs).position(0);
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FloatBuffer attribs = ByteBuffer.allocateDirect(mNumVertices*VERT_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
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attribs.put(vertexAttribs).position(0);
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mVBO.setData(mNumVertices*VERT_SIZE, mVertAttribs);
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mTFO.setData(mNumVertices*TRAN_SIZE, null );
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mVBO.setData(mNumVertices*VERT_SIZE, attribs);
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mTFO.setData(mNumVertices*TRAN_SIZE, null ); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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*/ |
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public void markForDeletion() |
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{
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mVertAttribs.clear();
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mVertAttribs = null;
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mVBO.markForDeletion(); |
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mTFO.markForDeletion(); |
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} |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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/** |
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* Multiply all coordinates, normal and inflate vectors by the matrix. |
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* <p> |
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* This is a static, permanent modification of the vertices contained in this Mesh. If the Effect |
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* contains any Dynamics, they will be evaluated at 0. |
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* |
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* Please note that calling this once with the complete list of Effects will be much faster than |
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* calling it repeatedly with one Effect at a time, as we have to reallocate the array of vertices |
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* each time. |
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*/ |
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public void apply(MatrixEffect[] effects) |
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{
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for(int v=0; v<mNumVertices; v++) |
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{
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for(MatrixEffect eff: effects) |
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{
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if( eff!=null ) eff.applyToVertex( mVertAttribs, v*VERT_ATTRIBS ); |
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} |
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} |
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setAttribs(mVertAttribs); |
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} |
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} |
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Also available in: Unified diff
New API MeshBase.apply(MatrixEffect[])