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Huge compile performance refactor
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@@ -1,11 +1,11 @@
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#include "hecl/Blender/BlenderConnection.hpp"
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#include "hecl/Blender/Connection.hpp"
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#include <cmath>
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#include <float.h>
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#include <cfloat>
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namespace hecl
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namespace hecl::blender
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{
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atVec3f BlenderConnection::DataStream::MtxVecMul4RM(const Matrix4f& mtx, const Vector3f& vec)
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atVec3f MtxVecMul4RM(const Matrix4f& mtx, const Vector3f& vec)
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{
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atVec3f res;
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res.vec[0] = mtx[0].vec[0] * vec.val.vec[0] + mtx[0].vec[1] * vec.val.vec[1] + mtx[0].vec[2] * vec.val.vec[2] + mtx[0].vec[3];
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@@ -14,7 +14,7 @@ atVec3f BlenderConnection::DataStream::MtxVecMul4RM(const Matrix4f& mtx, const V
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return res;
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}
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atVec3f BlenderConnection::DataStream::MtxVecMul3RM(const Matrix4f& mtx, const Vector3f& vec)
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atVec3f MtxVecMul3RM(const Matrix4f& mtx, const Vector3f& vec)
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{
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atVec3f res;
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res.vec[0] = mtx[0].vec[0] * vec.val.vec[0] + mtx[0].vec[1] * vec.val.vec[1] + mtx[0].vec[2] * vec.val.vec[2];
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@@ -23,8 +23,7 @@ atVec3f BlenderConnection::DataStream::MtxVecMul3RM(const Matrix4f& mtx, const V
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return res;
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}
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HMDLBuffers BlenderConnection::DataStream::Mesh::getHMDLBuffers(bool absoluteCoords,
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PoolSkinIndex& poolSkinIndex) const
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HMDLBuffers Mesh::getHMDLBuffers(bool absoluteCoords, PoolSkinIndex& poolSkinIndex) const
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{
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/* If skinned, compute max weight vec count */
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size_t weightCount = 0;
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