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			@ -2083,6 +2083,18 @@ BoundingBox CalculateBoundingBox(Mesh mesh) | 
			
		
		
	
		
			
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			    return box; | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Compute provided mesh tangents  | 
			
		
		
	
		
			
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			void MeshTangents(Mesh *mesh) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    // TODO: Calculate mesh tangents | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Compute provided mesh binormals | 
			
		
		
	
		
			
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			void MeshBinormals(Mesh *mesh) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    // TODO: Calculate mesh binormals | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			// Module specific Functions Definition | 
			
		
		
	
		
			
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			//---------------------------------------------------------------------------------- | 
			
		
		
	
	
		
			
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			@ -2324,84 +2336,6 @@ static Mesh LoadOBJ(const char *fileName) | 
			
		
		
	
		
			
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			    fclose(objFile); | 
			
		
		
	
		
			
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			    // Security check, just in case no normals or no texcoords defined in OBJ | 
			
		
		
	
		
			
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			    if (texcoordCount == 0) for (int i = 0; i < (2*mesh.vertexCount); i++) mesh.texcoords[i] = 0.0f; | 
			
		
		
	
		
			
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			    else | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        // Attempt to calculate mesh tangents and binormals using positions and texture coordinates | 
			
		
		
	
		
			
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			        mesh.tangents = (float *)malloc(mesh.vertexCount*4*sizeof(float)); | 
			
		
		
	
		
			
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			        // mesh.binormals = (float *)malloc(mesh.vertexCount*3*sizeof(float)); | 
			
		
		
	
		
			
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			        int vCount = 0; | 
			
		
		
	
		
			
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			        int uvCount = 0; | 
			
		
		
	
		
			
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			        while (vCount < mesh.vertexCount*4) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            // Calculate mesh vertex positions as Vector3 | 
			
		
		
	
		
			
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			            Vector3 v0 = { mesh.vertices[vCount], mesh.vertices[vCount + 1], mesh.vertices[vCount + 2] }; | 
			
		
		
	
		
			
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			            Vector3 v1 = { mesh.vertices[vCount + 3], mesh.vertices[vCount + 4], mesh.vertices[vCount + 5] }; | 
			
		
		
	
		
			
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			            Vector3 v2 = { mesh.vertices[vCount + 6], mesh.vertices[vCount + 7], mesh.vertices[vCount + 8] }; | 
			
		
		
	
		
			
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			            // Calculate mesh texture coordinates as Vector2 | 
			
		
		
	
		
			
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			            Vector2 uv0 = { mesh.texcoords[uvCount + 0], mesh.texcoords[uvCount + 1] }; | 
			
		
		
	
		
			
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			            Vector2 uv1 = { mesh.texcoords[uvCount + 2], mesh.texcoords[uvCount + 3] }; | 
			
		
		
	
		
			
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			            Vector2 uv2 = { mesh.texcoords[uvCount + 4], mesh.texcoords[uvCount + 5] }; | 
			
		
		
	
		
			
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			            // Calculate edges of the triangle (position delta) | 
			
		
		
	
		
			
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			            Vector3 deltaPos1 = Vector3Subtract(v1, v0); | 
			
		
		
	
		
			
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			            Vector3 deltaPos2 = Vector3Subtract(v2, v0); | 
			
		
		
	
		
			
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			            // UV delta | 
			
		
		
	
		
			
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			            Vector2 deltaUV1 = { uv1.x - uv0.x, uv1.y - uv0.y }; | 
			
		
		
	
		
			
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			            Vector2 deltaUV2 = { uv2.x - uv0.x, uv2.y - uv0.y }; | 
			
		
		
	
		
			
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			            float r = 1.0f/(deltaUV1.x*deltaUV2.y - deltaUV1.y*deltaUV2.x); | 
			
		
		
	
		
			
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			            Vector3 t1 = { deltaPos1.x*deltaUV2.y, deltaPos1.y*deltaUV2.y, deltaPos1.z*deltaUV2.y }; | 
			
		
		
	
		
			
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			            Vector3 t2 = { deltaPos2.x*deltaUV1.y, deltaPos2.y*deltaUV1.y, deltaPos2.z*deltaUV1.y }; | 
			
		
		
	
		
			
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			            // Vector3 b1 = { deltaPos2.x*deltaUV1.x, deltaPos2.y*deltaUV1.x, deltaPos2.z*deltaUV1.x }; | 
			
		
		
	
		
			
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			            // Vector3 b2 = { deltaPos1.x*deltaUV2.x, deltaPos1.y*deltaUV2.x, deltaPos1.z*deltaUV2.x }; | 
			
		
		
	
		
			
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			            // Calculate vertex tangent | 
			
		
		
	
		
			
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			            Vector3 tangent = Vector3Subtract(t1, t2); | 
			
		
		
	
		
			
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			            Vector3Scale(&tangent, r); | 
			
		
		
	
		
			
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			            // TODO: Calculate tangent 4th component | 
			
		
		
	
		
			
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			            // Apply calculated tangents data to mesh struct | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 0] = tangent.x; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 1] = tangent.y; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 2] = tangent.z; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 3] = 0.0f; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 4] = tangent.x; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 5] = tangent.y; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 6] = tangent.z; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 7] = 0.0f; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 8] = tangent.x; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 9] = tangent.y; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 10] = tangent.z; | 
			
		
		
	
		
			
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			            mesh.tangents[vCount + 11] = 0.0f; | 
			
		
		
	
		
			
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			            // TODO: add binormals to mesh struct and assign buffers id and locations properly | 
			
		
		
	
		
			
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			            /* // Calculate vertex binormal | 
			
		
		
	
		
			
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			            Vector3 binormal = Vector3Subtract(b1, b2); | 
			
		
		
	
		
			
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			            Vector3Scale(&binormal, r); | 
			
		
		
	
		
			
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			            // Apply calculated binormals data to mesh struct | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 0] = binormal.x; | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 1] = binormal.y; | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 2] = binormal.z; | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 3] = binormal.x; | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 4] = binormal.y; | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 5] = binormal.z; | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 6] = binormal.x; | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 7] = binormal.y; | 
			
		
		
	
		
			
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			            mesh.binormals[vCount + 8] = binormal.z; */ | 
			
		
		
	
		
			
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			            // Update vertex position and texture coordinates counters | 
			
		
		
	
		
			
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			            vCount += 12; | 
			
		
		
	
		
			
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			            uvCount += 6; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    // Now we can free temp mid* arrays | 
			
		
		
	
		
			
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			    free(midVertices); | 
			
		
		
	
		
			
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			    free(midNormals); | 
			
		
		
	
	
		
			
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