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Update assimp+remove unused funcs
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@ -31,7 +31,6 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
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sceneMesh := scene.Meshes[0]
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mesh.Buf = buffers.NewBuffer()
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// assert.T(len(sceneMesh.TexCoords[0]) > 0, "Mesh has no UV0")
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if len(sceneMesh.TexCoords[0]) == 0 {
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sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
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}
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@ -129,31 +128,6 @@ func interleave(arrs ...arrToInterleave) []float32 {
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return out
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}
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func flattenVec3(vec3s []gglm.Vec3) []float32 {
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floats := make([]float32, len(vec3s)*3)
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for i := 0; i < len(vec3s); i++ {
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floats[i*3+0] = vec3s[i].X()
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floats[i*3+1] = vec3s[i].Y()
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floats[i*3+2] = vec3s[i].Z()
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}
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return floats
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}
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func flattenVec4(vec4s []gglm.Vec4) []float32 {
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floats := make([]float32, len(vec4s)*4)
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for i := 0; i < len(vec4s); i++ {
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floats[i*4+0] = vec4s[i].X()
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floats[i*4+1] = vec4s[i].Y()
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floats[i*4+2] = vec4s[i].Z()
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floats[i*4+3] = vec4s[i].W()
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}
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return floats
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}
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func flattenFaces(faces []asig.Face) []uint32 {
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assert.T(len(faces[0].Indices) == 3, fmt.Sprintf("Face doesn't have 3 indices. Index count: %v\n", len(faces[0].Indices)))
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