if ((Float.floatToIntBits(pVelocity.lengthSquared()) & 0x1f) != 0) {
if ((index & 0x1f) != 0) {
    public void apply(float dt, Particle particle) {        Vector3f pVelocity = particle.getVelocity();        // determine if the particle is in the inner or outer zone        float pDist = particle.getPosition().distanceSquared(swarmPoint);        workVect.set(swarmPoint).subtractLocal(particle.getPosition()).normalizeLocal();        workVect2.set(pVelocity).normalizeLocal();        if (pDist > swarmRangeSQ) {            // IN THE OUTER ZONE...            // Determine if the angle between particle velocity and a vector to            // the swarmPoint is less than the accepted deviance            float angle = workVect.angleBetween(workVect2);            if (angle < deviance) {                // if it is, increase the speed speedBump over time                if (pVelocity.lengthSquared() < maxSpeedSQ) {                    float change = speedBump*dt;                    workVect2.multLocal(change); // where workVector2 = pVelocity.normalizeLocal()                    pVelocity.addLocal(workVect2);                }            } else {                Vector3f axis = workVect2.crossLocal(workVect);                // if it is not, shift the velocity to bring it back in line                if ((Float.floatToIntBits(pVelocity.lengthSquared()) & 0x1f) != 0) {                    workQuat.fromAngleAxis(turnSpeed * dt, axis);                } else {                    workQuat.fromAngleAxis(-turnSpeed * dt, axis);                }                workQuat.multLocal(pVelocity);            }        } else {            Vector3f axis = workVect2.crossLocal(workVect);            // IN THE INNER ZONE...            // Alter the heading based on how fast we are going            if ((Float.floatToIntBits(pVelocity.lengthSquared()) & 0x1f) != 0) {                workQuat.fromAngleAxis(turnSpeed * dt, axis);            } else {                workQuat.fromAngleAxis(-turnSpeed * dt, axis);            }            workQuat.multLocal(pVelocity);        }            }