Reviewed AnimatedModel struct
Just reviewing for a possible adaptation of AnimatedModel to default raylib Model...
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@ -64,29 +64,32 @@ typedef struct Pose {
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} Pose;
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typedef struct Animation {
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int jointCount;
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Joint *joints; // NOTE: Joints in anims do not have names
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int jointCount; // Number of joints (bones)
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Joint *joints; // Joints array
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// NOTE: Joints in anims do not have names
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int frameCount;
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float framerate;
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int frameCount; // Number of animation frames
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float framerate; // Frame change speed
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Pose **framepose;
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Pose **framepose; // Poses array by frame (and one pose by joint)
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} Animation;
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// Animated Model type
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typedef struct AnimatedModel {
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int meshCount;
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Mesh *mesh;
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Matrix transform; // Local transform matrix
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int materialCount;
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int *meshMaterialId;
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Material *materials;
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int meshCount; // Number of meshes
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Mesh *meshes; // Meshes array
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int jointCount;
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Joint *joints;
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int materialCount; // Number of materials
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Material *materials; // Materials array
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Pose *basepose;
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Matrix transform;
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int *meshMaterialId; // Mesh materials ids
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// Animation required data
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int jointCount; // Number of joints (and keyposes)
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Joint *joints; // Mesh joints (bones)
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Pose *basepose; // Mesh base-poses by joint
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} AnimatedModel;
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//----------------------------------------------------------------------------------
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@ -233,7 +236,7 @@ AnimatedModel LoadAnimatedModel(const char *filename)
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{
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AnimatedModel out = LoadIQM(filename);
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for (int i = 0; i < out.meshCount; i++) rlLoadMesh(&out.mesh[i], false);
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for (int i = 0; i < out.meshCount; i++) rlLoadMesh(&out.meshes[i], false);
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out.transform = MatrixIdentity();
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out.meshMaterialId = malloc(sizeof(int)*out.meshCount);
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@ -258,7 +261,7 @@ AnimatedModel AnimatedModelAddTexture(AnimatedModel model, const char *filename)
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return model;
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}
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// Set the material for a mesh
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// Set the material for a meshes
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AnimatedModel SetMeshMaterial(AnimatedModel model, int meshid, int textureid)
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{
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if (meshid > model.meshCount)
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@ -466,9 +469,9 @@ void UnloadAnimatedModel(AnimatedModel model)
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free(model.joints);
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free(model.basepose);
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for (int i = 0; i < model.meshCount; i++) rlUnloadMesh(&model.mesh[i]);
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for (int i = 0; i < model.meshCount; i++) rlUnloadMesh(&model.meshes[i]);
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free(model.mesh);
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free(model.meshes);
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}
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// Unload animation
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@ -515,9 +518,9 @@ void AnimateModel(AnimatedModel model, Animation anim, int frame)
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int wcounter = 0;
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int weightId = 0;
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for (int i = 0; i < model.mesh[m].vertexCount; i++)
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for (int i = 0; i < model.meshes[m].vertexCount; i++)
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{
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weightId = model.mesh[m].weightId[wcounter];
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weightId = model.meshes[m].weightId[wcounter];
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baset = model.basepose[weightId].translation;
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baser = model.basepose[weightId].rotation;
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bases = model.basepose[weightId].scale;
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@ -526,23 +529,23 @@ void AnimateModel(AnimatedModel model, Animation anim, int frame)
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outs = anim.framepose[frame][weightId].scale;
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// vertices
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// NOTE: We use mesh.baseVertices (default position) to calculate mesh.vertices (animated position)
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outv = (Vector3){ model.mesh[m].baseVertices[vcounter], model.mesh[m].baseVertices[vcounter + 1], model.mesh[m].baseVertices[vcounter + 2] };
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// NOTE: We use meshes.baseVertices (default position) to calculate meshes.vertices (animated position)
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outv = (Vector3){ model.meshes[m].baseVertices[vcounter], model.meshes[m].baseVertices[vcounter + 1], model.meshes[m].baseVertices[vcounter + 2] };
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outv = Vector3MultiplyV(outv, outs);
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outv = Vector3Subtract(outv, baset);
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outv = Vector3RotateByQuaternion(outv, QuaternionMultiply(outr, QuaternionInvert(baser)));
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outv = Vector3Add(outv, outt);
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model.mesh[m].vertices[vcounter] = outv.x;
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model.mesh[m].vertices[vcounter + 1] = outv.y;
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model.mesh[m].vertices[vcounter + 2] = outv.z;
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model.meshes[m].vertices[vcounter] = outv.x;
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model.meshes[m].vertices[vcounter + 1] = outv.y;
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model.meshes[m].vertices[vcounter + 2] = outv.z;
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// normals
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// NOTE: We use mesh.baseNormals (default normal) to calculate mesh.normals (animated normals)
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outn = (Vector3){ model.mesh[m].baseNormals[vcounter], model.mesh[m].baseNormals[vcounter + 1], model.mesh[m].baseNormals[vcounter + 2] };
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// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
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outn = (Vector3){ model.meshes[m].baseNormals[vcounter], model.meshes[m].baseNormals[vcounter + 1], model.meshes[m].baseNormals[vcounter + 2] };
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outn = Vector3RotateByQuaternion(outn, QuaternionMultiply(outr, QuaternionInvert(baser)));
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model.mesh[m].normals[vcounter] = outn.x;
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model.mesh[m].normals[vcounter + 1] = outn.y;
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model.mesh[m].normals[vcounter + 2] = outn.z;
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model.meshes[m].normals[vcounter] = outn.x;
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model.meshes[m].normals[vcounter + 1] = outn.y;
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model.meshes[m].normals[vcounter + 2] = outn.z;
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vcounter += 3;
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wcounter += 4;
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}
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@ -563,7 +566,7 @@ void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotation
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{
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if (model.materialCount == 0)
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{
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TraceLog(LOG_WARNING,"No materials set, can't draw animated mesh\n");
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TraceLog(LOG_WARNING,"No materials set, can't draw animated meshes\n");
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return;
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}
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@ -576,9 +579,9 @@ void DrawAnimatedModelEx(AnimatedModel model, Vector3 position, Vector3 rotation
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for (int i = 0; i < model.meshCount; i++)
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{
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rlUpdateMesh(model.mesh[i], 0, model.mesh[i].vertexCount); // Update vertex position
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rlUpdateMesh(model.mesh[i], 2, model.mesh[i].vertexCount); // Update vertex normals
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rlDrawMesh(model.mesh[i], model.materials[model.meshMaterialId[i]], model.transform); // Draw mesh
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rlUpdateMesh(model.meshes[i], 0, model.meshes[i].vertexCount); // Update vertex position
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rlUpdateMesh(model.meshes[i], 2, model.meshes[i].vertexCount); // Update vertex normals
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rlDrawMesh(model.meshes[i], model.materials[model.meshMaterialId[i]], model.transform); // Draw meshes
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}
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}
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@ -632,7 +635,7 @@ static AnimatedModel LoadIQM(const char *filename)
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fread(imesh, sizeof(IQMMesh)*iqm.num_meshes, 1, iqmFile);
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model.meshCount = iqm.num_meshes;
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model.mesh = malloc(sizeof(Mesh)*iqm.num_meshes);
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model.meshes = malloc(sizeof(Mesh)*iqm.num_meshes);
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char name[MESH_NAME_LENGTH];
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@ -640,21 +643,21 @@ static AnimatedModel LoadIQM(const char *filename)
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{
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fseek(iqmFile,iqm.ofs_text+imesh[i].name,SEEK_SET);
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fread(name, sizeof(char)*MESH_NAME_LENGTH, 1, iqmFile); // Mesh name not used...
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model.mesh[i].vertexCount = imesh[i].num_vertexes;
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model.meshes[i].vertexCount = imesh[i].num_vertexes;
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model.mesh[i].baseVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base position
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model.mesh[i].baseNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base normal
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model.meshes[i].baseVertices = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base position
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model.meshes[i].baseNormals = malloc(sizeof(float)*imesh[i].num_vertexes*3); // Default IQM base normal
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model.mesh[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2);
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model.mesh[i].weightId = malloc(sizeof(int)*imesh[i].num_vertexes*4);
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model.mesh[i].weightBias = malloc(sizeof(float)*imesh[i].num_vertexes*4);
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model.meshes[i].texcoords = malloc(sizeof(float)*imesh[i].num_vertexes*2);
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model.meshes[i].weightId = malloc(sizeof(int)*imesh[i].num_vertexes*4);
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model.meshes[i].weightBias = malloc(sizeof(float)*imesh[i].num_vertexes*4);
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model.mesh[i].triangleCount = imesh[i].num_triangles;
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model.mesh[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
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model.meshes[i].triangleCount = imesh[i].num_triangles;
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model.meshes[i].indices = malloc(sizeof(unsigned short)*imesh[i].num_triangles*3);
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// What we actually process for rendering, should be updated transforming mesh.vertices and mesh.normals
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model.mesh[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
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model.mesh[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
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// What we actually process for rendering, should be updated transforming meshes.vertices and meshes.normals
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model.meshes[i].vertices = malloc(sizeof(float)*imesh[i].num_vertexes*3);
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model.meshes[i].normals = malloc(sizeof(float)*imesh[i].num_vertexes*3);
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}
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// tris
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@ -669,9 +672,9 @@ static AnimatedModel LoadIQM(const char *filename)
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for (int i = imesh[m].first_triangle; i < imesh[m].first_triangle+imesh[m].num_triangles; i++)
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{
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// IQM triangles are stored counter clockwise, but raylib sets opengl to clockwise drawing, so we swap them around
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model.mesh[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex;
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model.mesh[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex;
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model.mesh[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
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model.meshes[m].indices[tcounter+2] = tri[i].vertex[0] - imesh[m].first_vertex;
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model.meshes[m].indices[tcounter+1] = tri[i].vertex[1] - imesh[m].first_vertex;
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model.meshes[m].indices[tcounter] = tri[i].vertex[2] - imesh[m].first_vertex;
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tcounter += 3;
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}
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}
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@ -696,8 +699,8 @@ static AnimatedModel LoadIQM(const char *filename)
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int vcounter = 0;
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for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
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{
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model.mesh[m].vertices[vcounter] = vertex[i];
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model.mesh[m].baseVertices[vcounter] = vertex[i];
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model.meshes[m].vertices[vcounter] = vertex[i];
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model.meshes[m].baseVertices[vcounter] = vertex[i];
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vcounter++;
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}
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}
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@ -713,8 +716,8 @@ static AnimatedModel LoadIQM(const char *filename)
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int vcounter = 0;
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for (int i = imesh[m].first_vertex*3; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*3; i++)
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{
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model.mesh[m].normals[vcounter] = normal[i];
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model.mesh[m].baseNormals[vcounter] = normal[i];
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model.meshes[m].normals[vcounter] = normal[i];
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model.meshes[m].baseNormals[vcounter] = normal[i];
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vcounter++;
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}
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}
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@ -730,7 +733,7 @@ static AnimatedModel LoadIQM(const char *filename)
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int vcounter = 0;
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for (int i = imesh[m].first_vertex*2; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*2; i++)
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{
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model.mesh[m].texcoords[vcounter] = text[i];
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model.meshes[m].texcoords[vcounter] = text[i];
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vcounter++;
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}
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}
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@ -746,7 +749,7 @@ static AnimatedModel LoadIQM(const char *filename)
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int vcounter = 0;
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for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
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{
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model.mesh[m].weightId[vcounter] = blendi[i];
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model.meshes[m].weightId[vcounter] = blendi[i];
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vcounter++;
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}
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}
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@ -762,7 +765,7 @@ static AnimatedModel LoadIQM(const char *filename)
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int vcounter = 0;
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for (int i = imesh[m].first_vertex*4; i < (imesh[m].first_vertex + imesh[m].num_vertexes)*4; i++)
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{
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model.mesh[m].weightBias[vcounter] = blendw[i]/255.0f;
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model.meshes[m].weightBias[vcounter] = blendw[i]/255.0f;
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vcounter++;
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}
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}
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