/s/KRVector3/Vector3/g
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@@ -101,9 +101,9 @@ std::vector<KRResource *> KRResource::LoadObj(KRContext &context, const std::str
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int *pFaces = (int *)malloc(sizeof(int) * (cFaces + 1));
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assert(pFaces != NULL);
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std::vector<KRVector3> indexed_vertices;
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std::vector<Vector3> indexed_vertices;
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std::vector<Vector2> indexed_uva;
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std::vector<KRVector3> indexed_normals;
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std::vector<Vector3> indexed_normals;
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int *pFace = pFaces;
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int *pMaterialFaces = pFace++;
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@@ -154,7 +154,7 @@ std::vector<KRResource *> KRResource::LoadObj(KRContext &context, const std::str
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y = strtof(pChar, &pChar);
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pChar = szSymbol[3];
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z = strtof(pChar, &pChar);
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indexed_vertices.push_back(KRVector3(x,y,z));
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indexed_vertices.push_back(Vector3(x,y,z));
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} else if(strcmp(szSymbol[0], "vt") == 0) {
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// Vertex Texture UV Coordinate (vt)
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char *pChar = szSymbol[1];
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@@ -173,7 +173,7 @@ std::vector<KRResource *> KRResource::LoadObj(KRContext &context, const std::str
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y = strtof(pChar, &pChar);
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pChar = szSymbol[3];
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z = strtof(pChar, &pChar);
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indexed_normals.push_back(KRVector3(x,y,z));
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indexed_normals.push_back(Vector3(x,y,z));
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} else if(strcmp(szSymbol[0], "f") == 0) {
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// Face (f)
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int cFaceVertices = cSymbols - 1;
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@@ -249,10 +249,10 @@ std::vector<KRResource *> KRResource::LoadObj(KRContext &context, const std::str
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int *pMaterialEndFace = pFace + *pFace++;
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while(pFace < pMaterialEndFace && iVertex < cVertexData) {
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int cFaceVertexes = *pFace;
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KRVector3 firstFaceVertex;
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KRVector3 prevFaceVertex;
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KRVector3 firstFaceNormal;
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KRVector3 prevFaceNormal;
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Vector3 firstFaceVertex;
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Vector3 prevFaceVertex;
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Vector3 firstFaceNormal;
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Vector3 prevFaceNormal;
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Vector2 firstFaceUva;
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Vector2 prevFaceUva;
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for(int iFaceVertex=0; iFaceVertex < cFaceVertexes; iFaceVertex++) {
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@@ -268,14 +268,14 @@ std::vector<KRResource *> KRResource::LoadObj(KRContext &context, const std::str
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mi.uva.push_back(prevFaceUva);
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mi.normals.push_back(prevFaceNormal);
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}
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KRVector3 vertex = indexed_vertices[pFace[iFaceVertex*3+1]];
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Vector3 vertex = indexed_vertices[pFace[iFaceVertex*3+1]];
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Vector2 new_uva;
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if(pFace[iFaceVertex*3+2] >= 0) {
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new_uva = indexed_uva[pFace[iFaceVertex*3+2]];
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}
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KRVector3 normal;
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Vector3 normal;
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if(pFace[iFaceVertex*3+3] >= 0){
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KRVector3 normal = indexed_normals[pFace[iFaceVertex*3+3]];
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Vector3 normal = indexed_normals[pFace[iFaceVertex*3+3]];
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}
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mi.vertices.push_back(vertex);
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