Vector3f cameraPosition = worldRenderer.getActiveCamera().getPosition();
Quat4f worldRot = new Quat4f();
Vector3f worldPos = new Vector3f();
Quat4f inverseWorldRot = new Quat4f();
Matrix4f matrixCameraSpace = new Matrix4f();
FloatBuffer tempMatrixBuffer44 = BufferUtils.createFloatBuffer(16);
FloatBuffer tempMatrixBuffer33 = BufferUtils.createFloatBuffer(12);
for (EntityRef entity : entityManager.getEntitiesWith(SkeletalMeshComponent.class, LocationComponent.class)) {
SkeletalMeshComponent skeletalMesh = entity.getComponent(SkeletalMeshComponent.class);
if (skeletalMesh.mesh == null || skeletalMesh.material == null || skeletalMesh.boneEntities == null) {
continue;
}
skeletalMesh.material.enable();
skeletalMesh.material.setFloat("sunlight", 1.0f, true);
skeletalMesh.material.setFloat("blockLight", 1.0f, true);
skeletalMesh.material.setMatrix4("projectionMatrix", worldRenderer.getActiveCamera().getProjectionMatrix());
skeletalMesh.material.bindTextures();
LocationComponent location = entity.getComponent(LocationComponent.class);
location.getWorldRotation(worldRot);
inverseWorldRot.inverse(worldRot);
location.getWorldPosition(worldPos);
Vector3f worldPositionCameraSpace = new Vector3f();
worldPositionCameraSpace.sub(worldPos, cameraPosition);
worldPos.y -= skeletalMesh.heightOffset;
float worldScale = location.getWorldScale();
matrixCameraSpace.set(worldRot, worldPositionCameraSpace, worldScale);
Matrix4f modelViewMatrix = MatrixUtils.calcModelViewMatrix(worldRenderer.getActiveCamera().getViewMatrix(), matrixCameraSpace);
MatrixUtils.matrixToFloatBuffer(modelViewMatrix, tempMatrixBuffer44);
skeletalMesh.material.setMatrix4("worldViewMatrix", tempMatrixBuffer44, true);
MatrixUtils.matrixToFloatBuffer(MatrixUtils.calcNormalMatrix(modelViewMatrix), tempMatrixBuffer33);