Load joints in gltf models
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examples/models/models_animation_gltf.c
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examples/models/models_animation_gltf.c
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/*******************************************************************************************
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*
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* raylib [models] example - Load 3d model with animations and play them
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* To export a model from blender, make sure it is not posed, the vertices need to be in the
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* same position as they would be in edit mode.
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* and that the scale of your models is set to 0. Scaling can be done from the export menu.
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*
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********************************************************************************************/
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#include <stdlib.h>
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#include "raylib.h"
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Model model2 = LoadModel("resources/models/RiggedFigure.glb");
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load animation data
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int animsCount = 0;
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ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount);
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int animFrameCounter = 0;
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Play animation when spacebar is held down
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if (IsKeyDown(KEY_SPACE))
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{
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animFrameCounter++;
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//UpdateModelAnimation(model, anims[0], animFrameCounter);
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if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModelEx(model2, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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for (int i = 0; i < model2.boneCount; i++)
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{
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//DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
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}
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("PRESS SPACE to PLAY GLTF MODEL ANIMATION", 10, 10, 20, MAROON);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// Unload model animations data
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for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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RL_FREE(anims);
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UnloadModel(model2); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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examples/models/resources/models/RiggedFigure.glb
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BIN
examples/models/resources/models/RiggedFigure.glb
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Binary file not shown.
61
src/models.c
61
src/models.c
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@ -3462,12 +3462,14 @@ static Model LoadGLTF(const char *fileName)
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- Supports embedded (base64) or external textures
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- Supports embedded (base64) or external textures
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- Loads all raylib supported material textures, values and colors
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- Loads all raylib supported material textures, values and colors
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- Supports multiple mesh per model and multiple primitives per model
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- Supports multiple mesh per model and multiple primitives per model
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- Loading joints for a single skin
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Some restrictions (not exhaustive):
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Some restrictions (not exhaustive):
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- Triangle-only meshes
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- Triangle-only meshes
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- Not supported node hierarchies or transforms
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- Not supported node hierarchies or transforms
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- Only supports unsigned short indices (no byte/unsigned int)
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- Only supports unsigned short indices (no byte/unsigned int)
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- Only supports float for texture coordinates (no byte/unsigned short)
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- Only supports float for texture coordinates (no byte/unsigned short)
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- Multiple skins (armatures)
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*************************************************************************************/
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*************************************************************************************/
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@ -3529,6 +3531,63 @@ static Model LoadGLTF(const char *fileName)
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for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
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for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
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// Currenly only support one skin
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model.boneCount = data->skins[0].joints_count;
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model.bones = RL_CALLOC(model.boneCount, sizeof(BoneInfo));
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model.bindPose = RL_CALLOC(model.boneCount, sizeof(Transform));
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for (int i = 0; i < model.boneCount; i++)
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{
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if (data->skins[0].joints[i]->name) {
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// Raylib only supports names up to 34 characters..
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if (strlen(data->skins[0].joints[i]->name) <= 34) {
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strcpy(model.bones[i].name, data->skins[0].joints[i]->name);
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}
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}
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// Mark parents in array
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if (data->skins[0].joints[i]->children_count > 0) {
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int numOfChildrenJoints = data->skins[0].joints[i]->children_count;
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for (int j = i; j < numOfChildrenJoints; j++) {
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model.bones[j].parent = i;
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}
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}
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// Set the tranlation for this joint
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if (data->skins[0].joints[i]->has_translation) {
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model.bindPose[i].translation.x = data->skins[0].joints[i]->translation[0];
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model.bindPose[i].translation.y = data->skins[0].joints[i]->translation[1];
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model.bindPose[i].translation.z = data->skins[0].joints[i]->translation[2];
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}
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// Set the rotation for this joint
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if (data->skins[0].joints[i]->has_rotation) {
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model.bindPose[i].rotation.x = data->skins[0].joints[i]->rotation[0];
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model.bindPose[i].rotation.y = data->skins[0].joints[i]->rotation[1];
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model.bindPose[i].rotation.z = data->skins[0].joints[i]->rotation[2];
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model.bindPose[i].rotation.w = data->skins[0].joints[i]->rotation[3];
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}
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// Set the scale for this joint
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if (data->skins[0].joints[i]->has_scale) {
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model.bindPose[i].scale.x = data->skins[0].joints[i]->scale[0];
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model.bindPose[i].scale.y = data->skins[0].joints[i]->scale[1];
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model.bindPose[i].scale.z = data->skins[0].joints[i]->scale[2];
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}
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}
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// Build bind pose from parent joints... Same IQM Loader
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for (int i = 0; i < model.boneCount; i++)
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{
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if (model.bones[i].parent >= 0)
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{
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model.bindPose[i].rotation = QuaternionMultiply(model.bindPose[model.bones[i].parent].rotation, model.bindPose[i].rotation);
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model.bindPose[i].translation = Vector3RotateByQuaternion(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].rotation);
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model.bindPose[i].translation = Vector3Add(model.bindPose[i].translation, model.bindPose[model.bones[i].parent].translation);
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model.bindPose[i].scale = Vector3Multiply(model.bindPose[i].scale, model.bindPose[model.bones[i].parent].scale);
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}
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}
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TRACELOG(LOG_INFO, "[%s][%d] Joints loaded", fileName, data->skins[0].joints_count);
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for (int i = 0; i < model.materialCount - 1; i++)
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for (int i = 0; i < model.materialCount - 1; i++)
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{
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{
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model.materials[i] = LoadMaterialDefault();
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model.materials[i] = LoadMaterialDefault();
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@ -3613,6 +3672,8 @@ static Model LoadGLTF(const char *fileName)
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
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cgltf_accessor *acc = data->meshes[i].primitives[p].attributes[j].data;
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model.meshes[primitiveIndex].vertexCount = acc->count;
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model.meshes[primitiveIndex].vertexCount = acc->count;
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model.meshes[primitiveIndex].vertices = RL_MALLOC(sizeof(float)*model.meshes[primitiveIndex].vertexCount*3);
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model.meshes[primitiveIndex].vertices = RL_MALLOC(sizeof(float)*model.meshes[primitiveIndex].vertexCount*3);
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model.meshes[i].animVertices = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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model.meshes[i].animNormals = RL_CALLOC(model.meshes[i].vertexCount*3, sizeof(float));
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LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices)
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LOAD_ACCESSOR(float, 3, acc, model.meshes[primitiveIndex].vertices)
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}
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}
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