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@@ -460,7 +460,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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Mesh::Primitive::Target& target = targets[i];
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Mesh::Primitive::Target& target = targets[i];
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if (target.position.size() > 0) {
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if (target.position.size() > 0) {
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- aiVector3D *positionDiff == nullptr;
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+ aiVector3D *positionDiff = nullptr;
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target.position[0]->ExtractData(positionDiff);
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target.position[0]->ExtractData(positionDiff);
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for(int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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for(int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
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aiAnimMesh.mVertices[vertexId] += positionDiff[vertexId];
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@@ -468,7 +468,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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delete [] positionDiff;
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delete [] positionDiff;
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}
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}
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if (target.normal.size() > 0) {
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if (target.normal.size() > 0) {
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- aiVector3D *normalDiff == nullptr;
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+ aiVector3D *normalDiff = nullptr;
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target.normal[0]->ExtractData(normalDiff);
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target.normal[0]->ExtractData(normalDiff);
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for(int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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for(int vertexId = 0; vertexId < aim->mNumVertices; vertexId++) {
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aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
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aiAnimMesh.mNormals[vertexId] += normalDiff[vertexId];
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@@ -484,7 +484,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
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for (unsigned int vertexId = 0; vertexId < aim->mNumVertices; ++vertexId) {
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tangent[vertexId].xyz += tangentDiff[vertexId];
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tangent[vertexId].xyz += tangentDiff[vertexId];
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- aiAnimMesh.mTangents[vertexId] = tangent[vertexId];
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+ aiAnimMesh.mTangents[vertexId] = tangent[vertexId].xyz;
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aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
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aiAnimMesh.mBitangents[vertexId] = (aiAnimMesh.mNormals[vertexId] ^ tangent[vertexId].xyz) * tangent[vertexId].w;
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}
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}
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delete [] tangent;
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delete [] tangent;
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