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Add helper indeing function
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0834485f43
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3 changed files with 80 additions and 83 deletions
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@ -61,7 +61,7 @@ S3L_Index *uvIndices = 0;
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uint32_t previousTriangle = 1000;
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S3L_Unit uv0[2], uv1[2], uv2[2];
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S3L_Vec4 uv0, uv1, uv2;
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void sampleTxture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
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{
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@ -113,26 +113,26 @@ void drawPixel(S3L_PixelInfo *p)
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index = i0 * 2;
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uv0[0] = uvs[index];
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uv0[1] = uvs[index + 1];
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uv0.x = uvs[index];
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uv0.y = uvs[index + 1];
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index = i1 * 2;
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uv1[0] = uvs[index];
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uv1[1] = uvs[index + 1];
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uv1.x = uvs[index];
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uv1.y = uvs[index + 1];
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index = i2 * 2;
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uv2[0] = uvs[index];
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uv2[1] = uvs[index + 1];
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uv2.x = uvs[index];
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uv2.y = uvs[index + 1];
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previousTriangle = p->triangleID;
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}
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],p->barycentric);
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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uint8_t r, g, b;
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@ -152,7 +152,7 @@ void animate(double time)
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}
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uint32_t previousTriangle = -1;
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S3L_Unit uv0[2], uv1[2], uv2[2];
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S3L_Vec4 uv0, uv1, uv2;
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uint16_t l0, l1, l2;
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S3L_Vec4 toLight;
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int8_t light = 1;
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@ -171,56 +171,12 @@ void drawPixel(S3L_PixelInfo *p)
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if (mode == MODE_TEXTUERED)
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{
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index = p->triangleIndex * 3;
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int16_t i0 = uvIndices[index];
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int16_t i1 = uvIndices[index + 1];
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int16_t i2 = uvIndices[index + 2];
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index = i0 * 2;
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uv0[0] = uvs[index];
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uv0[1] = uvs[index + 1];
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index = i1 * 2;
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uv1[0] = uvs[index];
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uv1[1] = uvs[index + 1];
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index = i2 * 2;
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uv2[0] = uvs[index];
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uv2[1] = uvs[index + 1];
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S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
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}
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else if (mode == MODE_NORMAL_SHARP)
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{
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index = p->triangleIndex * 3;
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S3L_Vec4 v0, v1, v2;
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S3L_Index v = model.triangles[index] * 3;
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v0.x = model.vertices[v];
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v++;
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v0.y = model.vertices[v];
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v++;
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v0.z = model.vertices[v];
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v = model.triangles[index + 1] * 3;
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v1.x = model.vertices[v];
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v++;
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v1.y = model.vertices[v];
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v++;
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v1.z = model.vertices[v];
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v = model.triangles[index + 2] * 3;
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v2.x = model.vertices[v];
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v++;
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v2.y = model.vertices[v];
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v++;
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v2.z = model.vertices[v];
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S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,model.vertices,3,&v0,&v1,&v2);
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S3L_triangleNormal(v0,v1,v2,&nt);
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@ -231,29 +187,7 @@ void drawPixel(S3L_PixelInfo *p)
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if (light || mode == MODE_NORMAL_SMOOTH)
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{
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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n0.x = normals[index];
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index++;
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n0.y = normals[index];
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index++;
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n0.z = normals[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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n1.x = normals[index];
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index++;
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n1.y = normals[index];
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index++;
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n1.z = normals[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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n2.x = normals[index];
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index++;
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n2.y = normals[index];
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index++;
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n2.z = normals[index];
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S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,normals,3,&n0,&n1,&n2);
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l0 = 256 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 2;
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l1 = 256 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 2;
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@ -282,8 +216,8 @@ void drawPixel(S3L_PixelInfo *p)
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{
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],p->barycentric);
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
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@ -381,9 +315,7 @@ void drawPixel(S3L_PixelInfo *p)
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void draw()
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{
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S3L_newFrame();
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clearScreen();
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S3L_drawScene(scene);
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}
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65
small3dlib.h
65
small3dlib.h
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@ -516,6 +516,22 @@ S3L_Unit S3L_sqrt(S3L_Unit value);
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void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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S3L_Vec4 *n);
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/** Helper function for retrieving per-vertex indexed values from an array,
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e.g. texturing (UV) coordinates. The 'indices' array contains three indices
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for each triangle, each index pointing into 'values' array, which contains
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the values, each one consisting of 'numComponents' components (e.g. 2 for
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UV coordinates). The three values are retrieved into 'v0', 'v1' and 'v2'
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vectors (into x, y, z and w, depending on 'numComponents'). */
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void S3L_getIndexedTriangleValues(
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S3L_Index triangleIndex,
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const S3L_Index *indices,
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const S3L_Unit *values,
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uint8_t numComponents,
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S3L_Vec4 *v0,
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S3L_Vec4 *v1,
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S3L_Vec4 *v2);
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/** Computes a normalized normal for every vertex of given model (this is
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relatively slow and SHOUDN'T be done each frame). The dst array must have a
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sufficient size preallocated! The size is: number of model vertices * 3 *
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@ -889,6 +905,55 @@ void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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S3L_normalizeVec3(n);
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}
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void S3L_getIndexedTriangleValues(
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S3L_Index triangleIndex,
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const S3L_Index *indices,
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const S3L_Unit *values,
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uint8_t numComponents,
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S3L_Vec4 *v0,
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S3L_Vec4 *v1,
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S3L_Vec4 *v2)
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{
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S3L_Index i0, i1;
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S3L_Unit *value;
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i0 = triangleIndex * 3;
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i1 = indices[i0] * numComponents;
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value = (S3L_Unit *) v0;
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if (numComponents > 4)
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numComponents = 4;
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for (uint8_t j = 0; j < numComponents; ++j)
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{
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*value = values[i1];
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i1++;
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value++;
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}
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i0++;
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i1 = indices[i0] * numComponents;
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value = (S3L_Unit *) v1;
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for (uint8_t j = 0; j < numComponents; ++j)
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{
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*value = values[i1];
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i1++;
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value++;
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}
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i0++;
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i1 = indices[i0] * numComponents;
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value = (S3L_Unit *) v2;
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for (uint8_t j = 0; j < numComponents; ++j)
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{
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*value = values[i1];
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i1++;
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value++;
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}
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}
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void S3L_computeModelNormals(S3L_Model3D model, S3L_Unit *dst,
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int8_t transformNormals)
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{
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