draw refactoring #1
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@@ -33,7 +33,7 @@ Vector3::Vector3(const Vector3 &another)
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z = another.z;
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}
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void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float t_interp)
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void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float &t_interp, const float &t_scale)
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{
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asm volatile(
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"lqc2 vf4, 0x0(%1) \n\t" // vf4 = v1
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@@ -47,6 +47,9 @@ void Vector3::setByLerp(const Vector3 &v1, const Vector3 &v2, const float t_inte
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:
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: "r"(&this->xyz), "r"(&v1.xyz), "r"(&v2.xyz), "f"(t_interp)
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: "$8");
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x *= t_scale;
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y *= t_scale;
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z *= t_scale;
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}
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/** Create empty vector */
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@@ -245,14 +248,14 @@ float Vector3::innerProduct(Vector3 &v)
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// return (x * v.x + y * v.y + z * v.z);
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}
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void Vector3::set(float x, float y, float z)
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void Vector3::set(const float &x, const float &y, const float &z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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void Vector3::set(Vector3 &v)
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void Vector3::set(const Vector3 &v)
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{
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this->x = v.x;
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this->y = v.y;
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@@ -83,10 +83,7 @@ u32 MD2Model::getCurrentFrameData(VECTOR *o_vertices, VECTOR *o_normals, VECTOR
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const u32 NEXT_VERTICE =
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triangles[iTri].verticeIndexes[iVert] +
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(verticesPerFrameCount * animState.nextFrame);
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calcVector.setByLerp(vertices[CURR_VERTICE], vertices[NEXT_VERTICE], animState.interpolation);
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calc3Vectors[iVert].x = calcVector.x * t_scale;
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calc3Vectors[iVert].y = calcVector.y * t_scale;
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calc3Vectors[iVert].z = calcVector.z * t_scale;
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calc3Vectors[iVert].setByLerp(vertices[CURR_VERTICE], vertices[NEXT_VERTICE], animState.interpolation, t_scale);
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}
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}
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if (!t_shouldBeBackfaceCulled || Vector3::shouldBeBackfaceCulled(&t_cameraPos, &calc3Vectors[2], &calc3Vectors[1], &calc3Vectors[0]) == 0)
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@@ -93,6 +93,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
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for (u16 i = 0; i < framesAmount; i++)
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{
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// obj->frames[i] = Frame();
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char *part3 = String::createU32ToString(i + 1); // 0 -> "1"
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char *part4 = String::createWithLeadingZeros(part3); // "000001"
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char *part5 = String::createConcatenated(part2, part4); // "folder/object_000001"
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@@ -182,7 +183,7 @@ void Mesh::loadTextures(char *t_subfolder, char *t_extension)
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spec->textures = new Texture[obj->frames[0].materialsCount];
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for (u8 i = 0; i < obj->frames[0].materialsCount; i++)
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{
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bmpLoader.load(spec->textures[i], t_subfolder, obj->frames[0].materials[i].materialName, t_extension);
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bmpLoader.load(spec->textures[i], t_subfolder, obj->frames[0].materials[i].getName(), t_extension);
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setDefaultWrapSettings(spec->textures[i].wrapSettings);
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}
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}
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@@ -0,0 +1,24 @@
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "../include/models/mesh_frame.hpp"
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#include "../include/utils/debug.hpp"
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// ----
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// Constructors/Destructors
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// ----
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MeshFrame::MeshFrame() {}
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MeshFrame::~MeshFrame() {}
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// ----
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// Methods
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// ----
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@@ -0,0 +1,68 @@
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/*
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# ______ ____ ___
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# | \/ ____| |___|
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# | | | \ | |
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#-----------------------------------------------------------------------
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# Copyright 2020, tyra - https://github.com/h4570/tyra
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# Licenced under Apache License 2.0
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# Sandro Sobczyński <sandro.sobczynski@gmail.com>
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*/
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#include "../include/models/mesh_material.hpp"
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#include "../include/utils/debug.hpp"
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#include "../include/utils/string.hpp"
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// ----
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// Constructors/Destructors
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// ----
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MeshMaterial::MeshMaterial()
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{
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facesCount = 0;
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isNameAllocated = false;
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areFacesAllocated = false;
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}
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MeshMaterial::~MeshMaterial()
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{
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if (areFacesAllocated)
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{
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delete[] vertexFaces;
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delete[] stFaces;
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delete[] normalFaces;
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}
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if (isNameAllocated)
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{
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delete[] name;
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}
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}
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// ----
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// Methods
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// ----
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void MeshMaterial::setFacesCount(const u32 &t_val)
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{
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if (areFacesAllocated)
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{
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PRINT_ERR("Can't set faces, because faces were already set!");
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return;
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}
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facesCount = t_val;
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stFaces = new u32[t_val];
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normalFaces = new u32[t_val];
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vertexFaces = new u32[t_val];
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areFacesAllocated = true;
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}
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void MeshMaterial::setName(char *t_val)
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{
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if (isNameAllocated)
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{
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PRINT_ERR("Can't set name, because was already set!");
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return;
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}
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name = String::createCopy(t_val);
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isNameAllocated = true;
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}
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@@ -56,15 +56,13 @@ u32 ObjModel::getFacesCount()
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{
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u32 result = 0; // TODO
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for (u16 i = 0; i < frames[0].materialsCount; i++)
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result += frames[0].materials[i].facesCount;
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result += frames[0].materials[i].getFacesCount();
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return result;
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}
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u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled)
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void ObjModel::animate()
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{
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u32 addedFaces = 0;
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animState.interpolation += animState.speed; // TODO move it out
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animState.interpolation += animState.speed;
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if (animState.interpolation >= 1.0F)
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{
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animState.interpolation = 0.0F;
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@@ -72,44 +70,42 @@ u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_nor
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if (++animState.nextFrame > animState.endFrame)
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animState.nextFrame = animState.startFrame;
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}
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}
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for (u32 j = 0; j < frames[animState.currentFrame].materials[t_materialIndex].facesCount; j += 3)
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u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled)
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{
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#define CURR_FRAME frames[animState.currentFrame]
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#define NEXT_FRAME frames[animState.nextFrame]
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#define MATERIAL CURR_FRAME.materials[t_materialIndex]
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#define CURR_VERT CURR_FRAME.vertices[MATERIAL.getVertexFace(matI + vertI)]
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#define NEXT_VERT NEXT_FRAME.vertices[MATERIAL.getVertexFace(matI + vertI)]
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u32 addedFaces = 0;
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for (u32 matI = 0; matI < MATERIAL.getFacesCount(); matI += 3)
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{
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for (u32 iVert = 0; iVert < 3; iVert++)
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{
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const ObjMaterial CURR_MAT = frames[animState.currentFrame].materials[t_materialIndex];
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const Vector3 CURR_VERT = frames[animState.currentFrame].vertices[CURR_MAT.verticeFaces[j + iVert]];
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for (u32 vertI = 0; vertI < 3; vertI++)
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if (animState.startFrame == animState.endFrame)
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{
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calc3Vectors[iVert].x = CURR_VERT.x * t_scale;
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calc3Vectors[iVert].y = CURR_VERT.y * t_scale;
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calc3Vectors[iVert].z = CURR_VERT.z * t_scale;
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}
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calc3Vectors[vertI].set(CURR_VERT * t_scale);
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else
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calc3Vectors[vertI].setByLerp(CURR_VERT, NEXT_VERT, animState.interpolation, t_scale);
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if (!t_shouldBeBackfaceCulled ||
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Vector3::shouldBeBackfaceCulled(&t_cameraPos, &calc3Vectors[2], &calc3Vectors[1], &calc3Vectors[0]))
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for (u32 vertI = 0; vertI < 3; vertI++)
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{
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const Vector3 NEXT_VERT = frames[animState.nextFrame].vertices[CURR_MAT.verticeFaces[j + iVert]];
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calcVector.setByLerp(CURR_VERT, NEXT_VERT, animState.interpolation);
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calc3Vectors[iVert].x = calcVector.x * t_scale;
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calc3Vectors[iVert].y = calcVector.y * t_scale;
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calc3Vectors[iVert].z = calcVector.z * t_scale;
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}
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}
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if (!t_shouldBeBackfaceCulled || Vector3::shouldBeBackfaceCulled(&t_cameraPos, &calc3Vectors[2], &calc3Vectors[1], &calc3Vectors[0]) == 0)
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for (u32 iVert = 0; iVert < 3; iVert++)
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{
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const u32 CURR_FRAME = animState.currentFrame;
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o_vertices[addedFaces][0] = calc3Vectors[iVert].x;
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o_vertices[addedFaces][1] = calc3Vectors[iVert].y;
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o_vertices[addedFaces][2] = calc3Vectors[iVert].z;
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o_vertices[addedFaces][0] = calc3Vectors[vertI].x;
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o_vertices[addedFaces][1] = calc3Vectors[vertI].y;
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o_vertices[addedFaces][2] = calc3Vectors[vertI].z;
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o_vertices[addedFaces][3] = 1.0F;
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o_normals[addedFaces][0] = frames[CURR_FRAME].normals[frames[CURR_FRAME].materials[t_materialIndex].normalFaces[j]].x;
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o_normals[addedFaces][1] = frames[CURR_FRAME].normals[frames[CURR_FRAME].materials[t_materialIndex].normalFaces[j]].y;
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o_normals[addedFaces][2] = frames[CURR_FRAME].normals[frames[CURR_FRAME].materials[t_materialIndex].normalFaces[j]].z;
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o_normals[addedFaces][0] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].x;
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o_normals[addedFaces][1] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].y;
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o_normals[addedFaces][2] = CURR_FRAME.normals[MATERIAL.getNormalFace(matI + vertI)].z;
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o_normals[addedFaces][3] = 1.0F;
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o_coordinates[addedFaces][0] = frames[CURR_FRAME].coordinates[frames[CURR_FRAME].materials[t_materialIndex].coordinateFaces[j]].x;
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o_coordinates[addedFaces][1] = frames[CURR_FRAME].coordinates[frames[CURR_FRAME].materials[t_materialIndex].coordinateFaces[j]].y;
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o_coordinates[addedFaces][0] = CURR_FRAME.coordinates[MATERIAL.getStFace(matI + vertI)].x;
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o_coordinates[addedFaces][1] = CURR_FRAME.coordinates[MATERIAL.getStFace(matI + vertI)].y;
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o_coordinates[addedFaces][2] = 1.0F;
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o_coordinates[addedFaces][3] = 1.0F;
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@@ -118,11 +114,6 @@ u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_nor
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o_colors[addedFaces][2] = 1.0F;
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o_colors[addedFaces++][3] = 1.0F;
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}
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// fillNextFace(o_vertices, o_normals, o_coordinates, o_colors, t_materialIndex, j, addedFaces++);
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}
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return addedFaces;
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}
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void ObjModel::fillNextFace(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, u32 t_materialI, u32 t_getI, u32 t_setI)
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{
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}
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