Rename vector type.

Refactor file layout of extperimental code.
This commit is contained in:
Syoyo Fujita
2017-11-12 16:46:25 +09:00
parent 5896933508
commit 7b6e33da52
15 changed files with 66 additions and 52 deletions

View File

@@ -26,11 +26,20 @@ Old version is available `v0.9.x` branch https://github.com/syoyo/tinyobjloader/
## What's new
### Version 2.x
* Refactor API
* Support triangulation for concave polygons(#151)
### Version 1.x
Avaiable in `v1.x.y` branch.
* 20 Aug, 2016 : Bump version v1.0.0. New data structure and API!
### Old version
### Older version
Previous old version is avaiable in `v0.9.x` branch.
Older version is avaiable in `v0.9.x` branch.
## Example
@@ -49,7 +58,11 @@ http://casual-effects.com/data/index.html
TinyObjLoader is successfully used in ...
### New version(v1.0.x)
### New version(v2.x)
* Your project here! (Letting us know via github issue is welcome!)
### Old version(v1.x)
* Double precision support through `TINYOBJLOADER_USE_DOUBLE` thanks to noma
* Loading models in Vulkan Tutorial https://vulkan-tutorial.com/Loading_models
@@ -60,7 +73,7 @@ TinyObjLoader is successfully used in ...
* VFPR - a Vulkan Forward Plus Renderer : https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer
* Your project here! (Letting us know via github issue is welcome!)
### Old version(v0.9.x)
### Older version(v0.9.x)
* bullet3 https://github.com/erwincoumans/bullet3
* pbrt-v2 https://github.com/mmp/pbrt-v2
@@ -228,12 +241,12 @@ for (size_t s = 0; s < shapes.size(); s++) {
for (size_t v = 0; v < fv; v++) {
// access to vertex
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
tinyobj::real_t vx = attrib.vertices[idx.vertex_index].x;
tinyobj::real_t vy = attrib.vertices[idx.vertex_index].y;
tinyobj::real_t vz = attrib.vertices[idx.vertex_index].z;
tinyobj::real_t nx = attrib.normals[idx.normal_index].x;
tinyobj::real_t ny = attrib.normals[idx.normal_index].y;
tinyobj::real_t nz = attrib.normals[idx.normal_index].z;
tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
// Optional: vertex colors