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@ -4190,39 +4190,36 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform |
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static Model LoadOBJ(const char *fileName) |
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{ |
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tinyobj_attrib_t objAttributes = { 0 }; |
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tinyobj_shape_t* objShapes = NULL; |
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tinyobj_shape_t *objShapes = NULL; |
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unsigned int objShapeCount = 0; |
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tinyobj_material_t* objMaterials = NULL; |
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tinyobj_material_t *objMaterials = NULL; |
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unsigned int objMaterialCount = 0; |
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Model model = { 0 }; |
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model.transform = MatrixIdentity(); |
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char* fileText = LoadFileText(fileName); |
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char *fileText = LoadFileText(fileName); |
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if (fileText == NULL) |
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{ |
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TRACELOG(LOG_ERROR, "MODEL Unable to read obj file %s", fileName); |
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TRACELOG(LOG_ERROR, "MODEL: [%s] Unable to read obj file", fileName); |
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return model; |
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} |
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char currentDir[1024] = { 0 }; |
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strcpy(currentDir, GetWorkingDirectory()); // Save current working directory |
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const char* workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness |
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if (CHDIR(workingDir) != 0) |
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{ |
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TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir); |
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} |
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const char *workingDir = GetDirectoryPath(fileName); // Switch to OBJ directory for material path correctness |
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if (CHDIR(workingDir) != 0) TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to change working directory", workingDir); |
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unsigned int dataSize = (unsigned int)strlen(fileText); |
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unsigned int flags = TINYOBJ_FLAG_TRIANGULATE; |
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int ret = tinyobj_parse_obj(&objAttributes, &objShapes, &objShapeCount, &objMaterials, &objMaterialCount, fileText, dataSize, flags); |
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if (ret != TINYOBJ_SUCCESS) |
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{ |
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TRACELOG(LOG_ERROR, "MODEL Unable to read obj data %s", fileName); |
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TRACELOG(LOG_ERROR, "MODEL: Unable to read obj data %s", fileName); |
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return model; |
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} |
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@ -4233,52 +4230,51 @@ static Model LoadOBJ(const char *fileName) |
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int lastMaterial = -1; |
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unsigned int meshIndex = 0; |
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// count meshes |
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// Count meshes |
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unsigned int nextShapeEnd = objAttributes.num_face_num_verts; |
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// see how many verts till the next shape |
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// See how many verts till the next shape |
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if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset; |
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// walk all the faces |
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// Walk all the faces |
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for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) |
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{ |
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if (faceId >= nextShapeEnd) |
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{ |
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// try to find the last vert in the next shape |
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// Try to find the last vert in the next shape |
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nextShape++; |
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if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; |
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else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces |
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else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces |
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meshIndex++; |
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} |
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else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) |
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else if (p">(lastMaterial != -1) && p">(objAttributes.material_ids[faceId] != lastMaterial)) |
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{ |
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meshIndex++;// k">if this is a new material, we need to allocate a new mesh |
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meshIndex++; // n">If this is a new material, we need to allocate a new mesh |
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} |
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lastMaterial = objAttributes.material_ids[faceId]; |
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faceVertIndex += objAttributes.face_num_verts[faceId]; |
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} |
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// allocate the base meshes and materials |
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// Allocate the base meshes and materials |
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model.meshCount = meshIndex + 1; |
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model.meshes = (Mesh*)MemAlloc(sizeof(Mesh) * model.meshCount); |
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model.meshes = (Mesh *)MemAlloc(sizeof(Mesh)*model.meshCount); |
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if (objMaterialCount > 0) |
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{ |
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model.materialCount = objMaterialCount; |
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model.materials = (Material*)MemAlloc(sizeof(Material) * objMaterialCount); |
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model.materials = (Material *)MemAlloc(sizeof(Material)*objMaterialCount); |
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} |
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else // we must allocate at least one material |
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else // We must allocate at least one material |
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{ |
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model.materialCount = 1; |
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model.materials = (Material*)MemAlloc(sizeof(Material) * 1); |
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model.materials = (Material *)MemAlloc(sizeof(Material)*1); |
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} |
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model.meshMaterial = (int*)MemAlloc(sizeof(int) * model.meshCount); |
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model.meshMaterial = (int *)MemAlloc(sizeof(int)*model.meshCount); |
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// see how many verts are in each mesh |
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unsigned int* localMeshVertexCounts = (unsigned int*)MemAlloc(sizeof(unsigned int) * model.meshCount); |
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// See how many verts are in each mesh |
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unsigned int *localMeshVertexCounts = (unsigned int *)MemAlloc(sizeof(unsigned int)*model.meshCount); |
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faceVertIndex = 0; |
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nextShapeEnd = objAttributes.num_face_num_verts; |
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@ -4287,23 +4283,22 @@ static Model LoadOBJ(const char *fileName) |
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unsigned int localMeshVertexCount = 0; |
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nextShape = 1; |
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if (objShapeCount > 1) |
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nextShapeEnd = objShapes[nextShape].face_offset; |
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if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset; |
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// walk all the faces |
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// Walk all the faces |
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for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) |
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{ |
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bool newMesh = false; // k">do we need a new mesh? |
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bool newMesh = false; // n">Do we need a new mesh? |
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if (faceId >= nextShapeEnd) |
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{ |
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// try to find the last vert in the next shape |
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// Try to find the last vert in the next shape |
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nextShape++; |
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if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; |
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else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces |
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newMesh = true; |
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} |
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else if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) |
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else if (p">(lastMaterial != -1) && p">(objAttributes.material_ids[faceId] != lastMaterial)) |
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{ |
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newMesh = true; |
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} |
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@ -4321,50 +4316,52 @@ static Model LoadOBJ(const char *fileName) |
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faceVertIndex += objAttributes.face_num_verts[faceId]; |
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localMeshVertexCount += objAttributes.face_num_verts[faceId]; |
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} |
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localMeshVertexCounts[meshIndex] = localMeshVertexCount; |
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for (int i = 0; i < model.meshCount; i++) |
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{ |
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// allocate the buffers for each mesh |
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// Allocate the buffers for each mesh |
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unsigned int vertexCount = localMeshVertexCounts[i]; |
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model.meshes[i].vertexCount = vertexCount; |
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model.meshes[i].triangleCount = vertexCount / 3; |
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model.meshes[i].vertices = (float*)MemAlloc(sizeof(float) * vertexCount * 3); |
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model.meshes[i].normals = (float*)MemAlloc(sizeof(float) * vertexCount * 3); |
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model.meshes[i].texcoords = (float*)MemAlloc(sizeof(float) * vertexCount * 2); |
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model.meshes[i].colors = (unsigned char*)MemAlloc(sizeof(unsigned char) * vertexCount * 4); |
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model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3); |
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model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3); |
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model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2); |
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model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4); |
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} |
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MemFree(localMeshVertexCounts); |
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localMeshVertexCounts = NULL; |
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// fill meshes |
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// Fill meshes |
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faceVertIndex = 0; |
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nextShapeEnd = objAttributes.num_face_num_verts; |
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// see how many verts till the next shape |
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// See how many verts till the next shape |
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nextShape = 1; |
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if (objShapeCount > 1) nextShapeEnd = objShapes[nextShape].face_offset; |
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lastMaterial = -1; |
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meshIndex = 0; |
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localMeshVertexCount = 0; |
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// walk all the faces |
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// Walk all the faces |
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for (unsigned int faceId = 0; faceId < objAttributes.num_faces; faceId++) |
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{ |
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bool newMesh = false; // k">do we need a new mesh? |
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bool newMesh = false; // n">Do we need a new mesh? |
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if (faceId >= nextShapeEnd) |
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{ |
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// try to find the last vert in the next shape |
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// Try to find the last vert in the next shape |
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nextShape++; |
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if (nextShape < objShapeCount) nextShapeEnd = objShapes[nextShape].face_offset; |
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else nextShapeEnd = objAttributes.num_face_num_verts; // this is actually the total number of face verts in the file, not faces |
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else nextShapeEnd = objAttributes.num_face_num_verts; // This is actually the total number of face verts in the file, not faces |
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newMesh = true; |
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} |
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// if this is a new material, we need to allocate a new mesh |
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// If this is a new material, we need to allocate a new mesh |
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if (lastMaterial != -1 && objAttributes.material_ids[faceId] != lastMaterial) newMesh = true; |
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lastMaterial = objAttributes.material_ids[faceId]; |
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@ -4375,8 +4372,7 @@ static Model LoadOBJ(const char *fileName) |
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} |
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int matId = 0; |
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if (lastMaterial >= 0 && lastMaterial < (int)objMaterialCount) |
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matId = lastMaterial; |
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if ((lastMaterial >= 0) && (lastMaterial < (int)objMaterialCount)) matId = lastMaterial; |
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model.meshMaterial[meshIndex] = matId; |
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@ -4386,19 +4382,15 @@ static Model LoadOBJ(const char *fileName) |
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int normalIndex = objAttributes.faces[faceVertIndex].vn_idx; |
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int texcordIndex = objAttributes.faces[faceVertIndex].vt_idx; |
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for (int i = 0; i < 3; i++) |
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model.meshes[meshIndex].vertices[localMeshVertexCount * 3 + i] = objAttributes.vertices[vertIndex * 3 + i]; |
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for (int i = 0; i < 3; i++) model.meshes[meshIndex].vertices[localMeshVertexCount*3 + i] = objAttributes.vertices[vertIndex*3 + i]; |
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for (int i = 0; i < 3; i++) |
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model.meshes[meshIndex].normals[localMeshVertexCount * 3 + i] = objAttributes.normals[normalIndex * 3 + i]; |
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for (int i = 0; i < 3; i++) model.meshes[meshIndex].normals[localMeshVertexCount*3 + i] = objAttributes.normals[normalIndex*3 + i]; |
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for (int i = 0; i < 2; i++) |
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model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + i] = objAttributes.texcoords[texcordIndex * 2 + i]; |
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for (int i = 0; i < 2; i++) model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + i] = objAttributes.texcoords[texcordIndex*2 + i]; |
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model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount * 2 + 1]; |
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model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1]; |
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for (int i = 0; i < 4; i++) |
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model.meshes[meshIndex].colors[localMeshVertexCount * 4 + i] = 255; |
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for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255; |
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faceVertIndex++; |
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localMeshVertexCount++; |
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@ -4412,8 +4404,7 @@ static Model LoadOBJ(const char *fileName) |
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tinyobj_shapes_free(objShapes, objShapeCount); |
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tinyobj_materials_free(objMaterials, objMaterialCount); |
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for (int i = 0; i < model.meshCount; i++) |
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UploadMesh(model.meshes + i, true); |
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for (int i = 0; i < model.meshCount; i++) UploadMesh(model.meshes + i, true); |
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// Restore current working directory |
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if (CHDIR(currentDir) != 0) |
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