mirror of https://github.com/buggins/dlangui.git
#183 Scene3d: fix OBJ import
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ec25eb2104
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@ -121,8 +121,8 @@ class UiWidget : VerticalLayout, CellVisitor {
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dirLightNode.translateX(2);
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dirLightNode.translateX(2);
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dirLightNode.translateY(3);
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dirLightNode.translateY(3);
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dirLightNode.translateZ(3);
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dirLightNode.translateZ(3);
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dirLightNode.light = Light.createPoint(vec3(1, 0.5, 0.5), 15); //Light.createDirectional(vec3(1, 0.5, 0.5));
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//dirLightNode.light = Light.createPoint(vec3(1, 0.5, 0.5), 15); //Light.createDirectional(vec3(1, 0.5, 0.5));
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//dirLightNode.light = Light.createDirectional(vec3(11, 10.5, 10.5));
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dirLightNode.light = Light.createDirectional(vec3(1, 0.5, 0.8));
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dirLightNode.light.enabled = true;
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dirLightNode.light.enabled = true;
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_scene.addChild(dirLightNode);
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_scene.addChild(dirLightNode);
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@ -364,8 +364,8 @@ class UiWidget : VerticalLayout, CellVisitor {
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//projectionViewModelMatrix.setIdentity();
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//projectionViewModelMatrix.setIdentity();
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//Log.d("matrix uniform: ", projectionViewModelMatrix.m);
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//Log.d("matrix uniform: ", projectionViewModelMatrix.m);
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checkgl!glEnable(GL_CULL_FACE);
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//checkgl!glEnable(GL_CULL_FACE);
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//checkgl!glDisable(GL_CULL_FACE);
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checkgl!glDisable(GL_CULL_FACE);
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checkgl!glEnable(GL_DEPTH_TEST);
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checkgl!glEnable(GL_DEPTH_TEST);
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checkgl!glCullFace(GL_BACK);
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checkgl!glCullFace(GL_BACK);
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@ -21,13 +21,19 @@ struct ObjModelImport {
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protected float[] parseFloatList(Token[] tokens, int maxItems = 3, float padding = 0) {
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protected float[] parseFloatList(Token[] tokens, int maxItems = 3, float padding = 0) {
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int i = 0;
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int i = 0;
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int sgn = 1;
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foreach(t; tokens) {
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foreach(t; tokens) {
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if (i >= maxItems)
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if (i >= maxItems)
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break;
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break;
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if (t.type == TokenType.floating)
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if (t.type == TokenType.floating) {
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_buf[i++] = cast(float)t.floatvalue;
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_buf[i++] = cast(float)(t.floatvalue * sgn);
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else if (t.type == TokenType.integer)
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sgn = 1;
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_buf[i++] = cast(float)t.intvalue;
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} else if (t.type == TokenType.integer) {
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_buf[i++] = cast(float)(t.intvalue * sgn);
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sgn = 1;
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} else if (t.type == TokenType.minus) {
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sgn = -1;
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}
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}
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}
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while(i < maxItems)
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while(i < maxItems)
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_buf[i++] = padding;
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_buf[i++] = padding;
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