refactored texturelink, loadFrom(), mesh color
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@@ -35,6 +35,12 @@ public:
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// Getters
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// ----
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/**
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* Auto generated unique Id.
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* Core role of this variable is to select correct texture to draw
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*/
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const u32 &getId() const { return id; };
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const u32 &getVertexCount() const { return vertexCount; };
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const u32 &getSTsCount() const { return stsCount; };
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const u32 &getNormalsCount() const { return normalsCount; };
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@@ -119,6 +125,18 @@ public:
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// Other
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// ----
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/**
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* Check if this object is mother.
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* Mother = object loaded with loadObj(), loadDff()..
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* Have all mother data: vertex, st, etc..
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* Non-mother = object loaded with loadFrom().
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* Have reference copy to mother data: vertex, st, etc..
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*
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* When you will destruct mother object, all vertex, st data will be deleted.
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* When you will destruct non-mother object, all vertex, st data will be NOT deleted.
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*/
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const u8 &isMother() const { return _isMother; };
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const u8 &areSTsAllocated() const { return _areSTsAllocated; };
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const u8 &areVerticesAllocated() const { return _areVerticesAllocated; };
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const u8 &areNormalsAllocated() const { return _areNormalsAllocated; };
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@@ -128,6 +146,9 @@ public:
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const u8 &areSTsPresent() const { return _areSTsPresent; };
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const u8 &areNormalsPresent() const { return _areNormalsPresent; };
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/** Create reference copy (non-mother) */
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void copyFrom(MeshFrame *t_refCopy);
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/** Set STs count and allocate memory. */
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void allocateSTs(const u32 &t_val);
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@@ -152,14 +173,15 @@ public:
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private:
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BoundingBox *boundingBoxObj;
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u8 _areSTsAllocated,
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u8 _isMother,
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_areSTsAllocated,
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_areVerticesAllocated,
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_areNormalsAllocated,
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_areMaterialsAllocated,
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_areSTsPresent,
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_areNormalsPresent,
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_isBoundingBoxCalculated;
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u32 vertexCount, stsCount, normalsCount, materialsCount;
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u32 vertexCount, stsCount, normalsCount, materialsCount, id;
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MeshMaterial *materials;
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Point __attribute__((aligned(16))) * sts;
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Vector3 __attribute__((aligned(16))) * vertices, *normals;
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