#include "util.h" #include void OBJLtoGLM(ObjLMesh& mesh, std::vector& outVert, std::vector& outNorm, std::vector& outTexCoord, std::vector& outIndices) { for (const auto &shape : mesh.shapes) { for (const auto& index : shape.mesh.indices) { outVert.push_back({ mesh.attrib.vertices[3 * index.vertex_index + 0], mesh.attrib.vertices[3 * index.vertex_index + 1], mesh.attrib.vertices[3 * index.vertex_index + 2] }); outNorm.push_back({ mesh.attrib.normals[0], mesh.attrib.normals[0], mesh.attrib.normals[0] }); outTexCoord.push_back({ mesh.attrib.texcoords[2 * index.texcoord_index + 0], mesh.attrib.texcoords[2 * index.texcoord_index + 1], 0.0f }); } } } void UintToGLuint(ObjLMesh& mesh, std::vector& outIndices) { } // void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec) { // outVec.x = inVec.X; // outVec.y = inVec.Y; // outVec.z = inVec.Z; // }