mirror of
https://github.com/minetest/irrlicht.git
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08d226cdb5
Fix embedded textures causing a model not to load Add todo Add another todo Push current (broken) prototyping Fix missing bracket Make a single array object work Convert hard array into dynamic vector Simplify semantics Remove "new" Add blocker for vscode environment changes Disable non-dynamic prototyping Add comment Add more informative debug & disable it Add additional items to gitignore Add debug info for scalar value Output even more debug info Make textures render correctly Insert the indices properly Update .gitignore Disable y flip Make a reusable vertex buffer :) Disallow embedded textures More disable Set up implementation for contiguous model Add a note More automation & framework Final framework before stepping into function overhaul Hold track of current_index Integrate iterators More integration Rename, it's going to need 2 counters Correctly offset the count to the right Sync normals with positions Time to use a tuple Set up other counters Do return value Do input passing Make (somewhat) working contiguous model Add getter for translation data Add debug info for future utilization Update .gitignore More debug Update .gitignore Update .gitignore Remove all debug info & clean up Delete this thing Automate everything & put it into spec Spaces into tabs Remove array include as build test Fix the gitignore
269 lines
7.9 KiB
C++
269 lines
7.9 KiB
C++
#include "CGLTFMeshFileLoader.h"
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#include "CMeshBuffer.h"
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#include "coreutil.h"
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#include "IAnimatedMesh.h"
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#include "IReadFile.h"
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#include "irrTypes.h"
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#include "path.h"
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#include "S3DVertex.h"
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#include "SAnimatedMesh.h"
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#include "SColor.h"
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#include "SMesh.h"
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#include "vector3d.h"
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#include <vector>
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#include <tuple>
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#define TINYGLTF_IMPLEMENTATION
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#include <tiny_gltf.h>
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#include <cstddef>
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#include <cstring>
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#include <memory>
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#include <string>
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template <class T>
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struct Span
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{
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T* buffer = nullptr;
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std::size_t size = 0;
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};
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class BufferOffset
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{
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public:
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BufferOffset(const std::vector<unsigned char>& buf,
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const std::size_t offset)
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: m_buf(buf)
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, m_offset(offset)
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{
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}
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BufferOffset(const BufferOffset& other, const std::size_t fromOffset)
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: m_buf(other.m_buf)
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, m_offset(other.m_offset + fromOffset)
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{
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}
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unsigned char at(const std::size_t fromOffset) const
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{
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return m_buf.at(m_offset + fromOffset);
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}
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private:
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const std::vector<unsigned char>& m_buf;
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std::size_t m_offset;
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};
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// A helper function to disable tinygltf embedded image loading
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bool turn_off_textures_hack(tinygltf::Image *a, const int b, std::string *c,
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std::string *d, int e, int f, const unsigned char * g,int h, void *user_pointer)
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{
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return false;
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};
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namespace irr
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{
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namespace scene
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{
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static bool tryParseGLTF(io::IReadFile* file, tinygltf::Model& model)
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{
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tinygltf::TinyGLTF loader {};
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// Stop embedded textures from making model fail to load
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void *the_void = 0;
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loader.SetImageLoader(turn_off_textures_hack, the_void);
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std::string err {};
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std::string warn {};
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auto buf = std::make_unique<char[]>(file->getSize());
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file->read(buf.get(), file->getSize());
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if (err != "" || warn != "") {
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return false;
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}
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return loader.LoadASCIIFromString(&model, &err, &warn, buf.get(), file->getSize(), "", 1);
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}
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template <class T>
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static T readPrimitive(const BufferOffset& readFrom)
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{
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unsigned char d[sizeof(T)]{};
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for (std::size_t i = 0; i < sizeof(T); ++i) {
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d[i] = readFrom.at(i);
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}
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T dest;
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std::memcpy(&dest, d, sizeof(dest));
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return dest;
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}
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static core::vector2df readVec2DF(const BufferOffset& readFrom)
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{
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return core::vector2df( readPrimitive<float>(readFrom), readPrimitive<float>( BufferOffset( readFrom, sizeof(float) ) ) );
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}
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static core::vector3df readVec3DF(const BufferOffset& readFrom,
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const float scale = 1.0f)
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{
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// glTF's coordinate system is right-handed, Irrlicht's is left-handed
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// glTF's +Z axis corresponds to Irrlicht's -Z axis
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return core::vector3df(
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scale * readPrimitive<float>(readFrom),
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scale * readPrimitive<float>(BufferOffset(readFrom, sizeof(float))),
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-scale * readPrimitive<float>(BufferOffset(readFrom, 2 * sizeof(float))));
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}
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float getScale(const tinygltf::Model& model)
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{
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if (model.nodes[0].scale.size() > 0) {
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return static_cast<float>(model.nodes[0].scale[0]);
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}
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return 1.0f;
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}
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static void copyPositions(const tinygltf::Model& model, const Span<video::S3DVertex> vertices, const std::size_t accessorId)
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{
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const auto& view = model.bufferViews[ model.accessors[accessorId].bufferView];
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const auto& buffer = model.buffers[view.buffer];
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const auto count = model.accessors[accessorId].count;
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float scale = getScale(model);
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for (std::size_t i = 0; i < count; i++) {
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const auto v = readVec3DF(BufferOffset( buffer.data, view.byteOffset + (3 * sizeof(float) * i)), scale);
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vertices.buffer[i].Pos = v;
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}
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}
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static void copyNormals(const tinygltf::Model& model, const Span<video::S3DVertex> vertices, const std::size_t accessorId)
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{
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const auto& view = model.bufferViews[model.accessors[accessorId].bufferView];
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const auto& buffer = model.buffers[view.buffer];
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const auto count = model.accessors[accessorId].count;
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for (std::size_t i = 0; i < count; ++i) {
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const auto n = readVec3DF(BufferOffset( buffer.data, view.byteOffset + 3 * sizeof(float) * i ));
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vertices.buffer[i].Normal = n;
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}
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}
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static void copyTCoords(const tinygltf::Model& model, const Span<video::S3DVertex> vertices, const std::size_t accessorId)
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{
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const auto& view = model.bufferViews[ model.accessors[accessorId].bufferView ];
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const auto& buffer = model.buffers[view.buffer];
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const auto count = model.accessors[accessorId].count;
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for (std::size_t i = 0; i < count; ++i) {
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const auto t = readVec2DF(BufferOffset(buffer.data, view.byteOffset + 2 * sizeof(float) * i));
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vertices.buffer[i].TCoords = t;
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}
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}
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static void getIndices(const tinygltf::Model& model, const std::size_t accessorId, std::vector<u16> *indicesBuffer)
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{
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const auto& view = model.bufferViews[model.accessors[accessorId].bufferView];
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const auto& modelIndices = model.buffers[view.buffer];
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auto bufferobject = BufferOffset(modelIndices.data, view.byteOffset);
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auto count = model.accessors[accessorId].count;
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for (std::size_t i = 0; i < count; i++) {
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auto current = readPrimitive<u16>(BufferOffset(bufferobject, i * sizeof(u16)));
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// Inverse the order of indices
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indicesBuffer->insert(indicesBuffer->begin(), current);
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}
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}
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// Returns a tuple of the current counts (current_vertex_index, current_normals_index, current_tcoords_index)
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static void getVertices
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( const tinygltf::Model& model, const std::size_t accessorId, Span<video::S3DVertex> *verticesBuffer,
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std::size_t mesh_index, std::size_t primitive_index )
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{
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copyPositions(model, *verticesBuffer, accessorId);
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const auto normalsField = model.meshes[mesh_index].primitives[primitive_index].attributes.find("NORMAL");
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if (normalsField != model.meshes[mesh_index].primitives[primitive_index].attributes.end()) {
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copyNormals(model, *verticesBuffer, normalsField->second);
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}
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const auto tCoordsField = model.meshes[mesh_index].primitives[primitive_index].attributes.find("TEXCOORD_0");
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if (tCoordsField != model.meshes[mesh_index].primitives[primitive_index].attributes.end()) {
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copyTCoords(model, *verticesBuffer, tCoordsField->second);
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}
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}
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CGLTFMeshFileLoader::CGLTFMeshFileLoader()
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{
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}
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bool CGLTFMeshFileLoader::isALoadableFileExtension(
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const io::path& filename) const
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{
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return core::hasFileExtension(filename, "gltf");
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}
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IAnimatedMesh* CGLTFMeshFileLoader::createMesh(io::IReadFile* file)
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{
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tinygltf::Model model{};
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if (file->getSize() == 0 || !tryParseGLTF(file, model)) {
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return nullptr;
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}
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// Create the base mesh
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SMesh* mesh { new SMesh {} };
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// Iterate models
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for (std::size_t mesh_index = 0; mesh_index < model.meshes.size(); mesh_index++) {
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// Iterate primitives
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for (std::size_t primitive_index = 0; primitive_index < model.meshes[mesh_index].primitives.size(); primitive_index++) {
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const auto positionAccessorId = model.meshes[mesh_index].primitives[primitive_index].attributes["POSITION"];
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const auto indicesAccessorId = model.meshes[mesh_index].primitives[primitive_index].indices;
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// Creates counts for preallocation
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std::size_t vertices_count = model.accessors[positionAccessorId].count;
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// We must count to create containers for the data
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// Create new buffer for vertices, positions, and normals. Will loop through this soon
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auto* vertexBuffer = new video::S3DVertex[vertices_count]{};
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// This is used to copy data into the vertexBuffer
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Span<video::S3DVertex> verticesBuffer{ vertexBuffer, vertices_count };
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// Create dynamic indices buffer so it's easier to work with
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std::vector<u16> indicesBuffer;
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getIndices(model, indicesAccessorId, &indicesBuffer);
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getVertices(model, positionAccessorId, &verticesBuffer, mesh_index, primitive_index);
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// Create the mesh buffer
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SMeshBuffer* meshbuf { new SMeshBuffer {} };
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meshbuf->append(vertexBuffer, vertices_count, indicesBuffer.data(), indicesBuffer.size());
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mesh->addMeshBuffer(meshbuf);
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}
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}
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// Create the mesh animations
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SAnimatedMesh* animatedMesh { new SAnimatedMesh {} };
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animatedMesh->addMesh(mesh);
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return animatedMesh;
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}
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} // namespace scene
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} // namespace irr
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