Batch cleanup
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@@ -67,14 +67,15 @@ public class IndexedRenderer implements Disposable{
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}
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public void draw(int index, TextureRegion region, float x, float y, float w, float h){
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final float fx2 = x + w;
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final float fy2 = y + h;
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final float u = region.getU();
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final float v = region.getV2();
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final float u2 = region.getU2();
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final float v2 = region.getV();
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float fx2 = x + w;
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float fy2 = y + h;
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float u = region.getU();
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float v = region.getV2();
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float u2 = region.getU2();
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float v2 = region.getV();
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float[] vertices = tmpVerts;
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float color = this.color;
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int idx = 0;
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vertices[idx++] = x;
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@@ -118,46 +119,35 @@ public class IndexedRenderer implements Disposable{
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}
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public void draw(int index, TextureRegion region, float x, float y, float w, float h, float rotation){
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final float u = region.getU();
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final float v = region.getV2();
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final float u2 = region.getU2();
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final float v2 = region.getV();
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float u = region.getU();
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float v = region.getV2();
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float u2 = region.getU2();
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float v2 = region.getV();
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final float originX = w / 2, originY = h / 2;
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float originX = w / 2, originY = h / 2;
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final float cos = Mathf.cosDeg(rotation);
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final float sin = Mathf.sinDeg(rotation);
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float cos = Mathf.cosDeg(rotation);
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float sin = Mathf.sinDeg(rotation);
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float fx = -originX;
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float fy = -originY;
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float fx2 = w - originX;
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float fy2 = h - originY;
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final float worldOriginX = x + originX;
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final float worldOriginY = y + originY;
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float x1 = cos * fx - sin * fy;
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float y1 = sin * fx + cos * fy;
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float x2 = cos * fx - sin * fy2;
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float y2 = sin * fx + cos * fy2;
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float x3 = cos * fx2 - sin * fy2;
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float y3 = sin * fx2 + cos * fy2;
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float worldOriginX = x + originX;
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float worldOriginY = y + originY;
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float x1 = cos * fx - sin * fy + worldOriginX;
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float y1 = sin * fx + cos * fy + worldOriginY;
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float x2 = cos * fx - sin * fy2 + worldOriginX;
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float y2 = sin * fx + cos * fy2 + worldOriginY;
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float x3 = cos * fx2 - sin * fy2 + worldOriginX;
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float y3 = sin * fx2 + cos * fy2 + worldOriginY;
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float x4 = x1 + (x3 - x2);
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float y4 = y3 - (y2 - y1);
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x1 += worldOriginX;
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y1 += worldOriginY;
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x2 += worldOriginX;
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y2 += worldOriginY;
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x3 += worldOriginX;
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y3 += worldOriginY;
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x4 += worldOriginX;
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y4 += worldOriginY;
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float[] vertices = tmpVerts;
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float color = this.color;
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int idx = 0;
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vertices[idx++] = x1;
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