#include #include #include #include "animation.h" #include "core.h" #include "defines.h" #include "file.h" #include "loaders.h" #include "log.h" #include "maths.h" #include "maths_types.h" #include "mem.h" #include "path.h" #include "render.h" #include "render_backend.h" #include "render_types.h" #include "str.h" #define CGLTF_IMPLEMENTATION #include // TODO: Port code from old repo struct face { cgltf_uint indices[3]; }; typedef struct face face; KITC_DECL_TYPED_ARRAY(vec3) KITC_DECL_TYPED_ARRAY(vec2) KITC_DECL_TYPED_ARRAY(u32) KITC_DECL_TYPED_ARRAY(vec4i) KITC_DECL_TYPED_ARRAY(vec4) KITC_DECL_TYPED_ARRAY(face) // KITC_DECL_TYPED_ARRAY(joint) bool model_load_gltf_str(const char *file_string, const char *filepath, str8 relative_path, model *out_model, bool invert_textures_y); model_handle model_load_gltf(struct core *core, const char *path, bool invert_texture_y) { size_t arena_size = 1024; arena scratch = arena_create(malloc(arena_size), arena_size); TRACE("Loading model at Path %s\n", path); path_opt relative_path = path_parent(&scratch, path); if (!relative_path.has_value) { WARN("Couldnt get a relative path for the path to use for loading materials & textures later"); } const char *file_string = string_from_file(path); model model = { 0 }; model.name = str8_cstr_view(path); model.meshes = mesh_darray_new(1); model.materials = material_darray_new(1); bool success = model_load_gltf_str(file_string, path, relative_path.path, &model, invert_texture_y); if (!success) { FATAL("Couldnt load OBJ file at path %s", path); ERROR_EXIT("Load fails are considered crash-worthy right now. This will change later.\n"); } u32 index = model_darray_len(core->models); model_darray_push(core->models, model); arena_free_all(&scratch); arena_free_storage(&scratch); return (model_handle){ .raw = index }; } void assert_path_type_matches_component_type(cgltf_animation_path_type target_path, cgltf_accessor *output) { if (target_path == cgltf_animation_path_type_rotation) { assert(output->component_type == cgltf_component_type_r_32f); assert(output->type == cgltf_type_vec4); } } // TODO: Brainstorm how I can make this simpler and break it up into more testable pieces bool model_load_gltf_str(const char *file_string, const char *filepath, str8 relative_path, model *out_model, bool invert_textures_y) { TRACE("Load GLTF from string"); // Setup temps vec3_darray *tmp_positions = vec3_darray_new(1000); vec3_darray *tmp_normals = vec3_darray_new(1000); vec2_darray *tmp_uvs = vec2_darray_new(1000); vec4i_darray *tmp_joint_indices = vec4i_darray_new(1000); vec4_darray *tmp_weights = vec4_darray_new(1000); joint_darray *tmp_joints = joint_darray_new(256); cgltf_options options = { 0 }; cgltf_data *data = NULL; cgltf_result result = cgltf_parse_file(&options, filepath, &data); if (result != cgltf_result_success) { WARN("gltf load failed"); // TODO: cleanup arrays(allocate all from arena ?) return false; } cgltf_load_buffers(&options, data, filepath); DEBUG("loaded buffers"); // --- Skin size_t num_skins = data->skins_count; bool is_skinned = false; if (num_skins == 1) { is_skinned = true; } else if (num_skins > 1) { WARN("GLTF files with more than 1 skin are not supported"); return false; } if (is_skinned) { cgltf_skin *gltf_skin = data->skins; DEBUG("loading skin %s", gltf_skin->name); size_t num_joints = gltf_skin->joints_count; DEBUG("# Joints %d", num_joints); // for each one we'll spit out a joint for (size_t i = 0; i < num_joints; i++) { cgltf_node *joint_node = gltf_skin->joints[i]; joint joint_i = { .name = "testjoint" }; if (joint_node->children_count > 0 && !joint_node->has_translation && !joint_node->has_rotation) { WARN("joint Node with index %d is the root node", i); joint_i.transform_components = TRANSFORM_DEFAULT; } else { TRACE("Storing joint transform"); joint_i.transform_components = TRANSFORM_DEFAULT; if (joint_node->has_translation) { memcpy(&joint_i.transform_components.position, &joint_node->translation, 3 * sizeof(f32)); } if (joint_node->has_rotation) { memcpy(&joint_i.transform_components.rotation, &joint_node->rotation, 4 * sizeof(f32)); } // TODO: support scaling as vec instead of float } joint_i.local_transform = transform_to_mat(&joint_i.transform_components); joint_darray_push(tmp_joints, joint_i); } } // --- Materials TRACE("Num materials %d", data->materials_count); size_t num_materials = data->materials_count; for (size_t m = 0; m < num_materials; m++) { cgltf_material gltf_material = data->materials[m]; material our_material = DEFAULT_MATERIAL; strcpy(our_material.name, gltf_material.name); cgltf_pbr_metallic_roughness pbr = gltf_material.pbr_metallic_roughness; if (gltf_material.has_pbr_metallic_roughness) { // we will use base color texture like blinn phong cgltf_texture_view diff_tex_view = pbr.base_color_texture; char diffuse_map_path[1024]; snprintf(diffuse_map_path, sizeof(diffuse_map_path), "%s/%s", relative_path.buf, diff_tex_view.texture->image->uri); strcpy(our_material.diffuse_tex_path, diffuse_map_path); texture diffuse_texture = texture_data_load(our_material.diffuse_tex_path, false); texture_data_upload(&diffuse_texture); our_material.diffuse_texture = diffuse_texture; cgltf_texture_view specular_tex_view = pbr.metallic_roughness_texture; char specular_map_path[1024]; snprintf(specular_map_path, sizeof(specular_map_path), "%s/%s", relative_path.buf, specular_tex_view.texture->image->uri); strcpy(our_material.specular_tex_path, specular_map_path); texture specular_texture = texture_data_load(our_material.specular_tex_path, false); texture_data_upload(&specular_texture); our_material.specular_texture = specular_texture; } material_darray_push(out_model->materials, our_material); } // --- Meshes TRACE("Num meshes %d", data->meshes_count); size_t num_meshes = data->meshes_count; for (size_t m = 0; m < num_meshes; m++) { cgltf_primitive primitive = data->meshes[m].primitives[0]; DEBUG("Found %d attributes", primitive.attributes_count); // DEBUG("Number of this primitive %d", primitive.) for (int a = 0; a < data->meshes[m].primitives[0].attributes_count; a++) { cgltf_attribute attribute = data->meshes[m].primitives[0].attributes[a]; if (attribute.type == cgltf_attribute_type_position) { TRACE("Load positions from accessor"); cgltf_accessor *accessor = attribute.data; assert(accessor->component_type == cgltf_component_type_r_32f); // CASSERT_MSG(accessor->type == cgltf_type_vec3, "Vertex positions should be a vec3"); TRACE("Loading %d vec3 components", accessor->count); for (cgltf_size v = 0; v < accessor->count; ++v) { vec3 pos; cgltf_accessor_read_float(accessor, v, &pos.x, 3); vec3_darray_push(tmp_positions, pos); } } else if (attribute.type == cgltf_attribute_type_normal) { TRACE("Load normals from accessor"); cgltf_accessor *accessor = attribute.data; assert(accessor->component_type == cgltf_component_type_r_32f); // CASSERT_MSG(accessor->type == cgltf_type_vec3, "Normal vectors should be a vec3"); for (cgltf_size v = 0; v < accessor->count; ++v) { vec3 pos; cgltf_accessor_read_float(accessor, v, &pos.x, 3); vec3_darray_push(tmp_normals, pos); } } else if (attribute.type == cgltf_attribute_type_texcoord) { TRACE("Load texture coordinates from accessor"); cgltf_accessor *accessor = attribute.data; assert(accessor->component_type == cgltf_component_type_r_32f); // CASSERT_MSG(accessor->type == cgltf_type_vec2, "Texture coordinates should be a vec2"); for (cgltf_size v = 0; v < accessor->count; ++v) { vec2 tex; bool success = cgltf_accessor_read_float(accessor, v, &tex.x, 2); if (!success) { ERROR("Error loading tex coord"); } vec2_darray_push(tmp_uvs, tex); } } else if (attribute.type == cgltf_attribute_type_joints) { TRACE("Load joint indices from accessor"); cgltf_accessor *accessor = attribute.data; assert(accessor->component_type == cgltf_component_type_r_16u); assert(accessor->type == cgltf_type_vec4); vec4i joint_indices; vec4 joints_as_floats; for (cgltf_size v = 0; v < accessor->count; ++v) { cgltf_accessor_read_float(accessor, v, &joints_as_floats.x, 4); joint_indices.x = (u32)joints_as_floats.x; joint_indices.y = (u32)joints_as_floats.y; joint_indices.z = (u32)joints_as_floats.z; joint_indices.w = (u32)joints_as_floats.w; // printf("Joints affecting %d %d %d %d\n", joint_indices.x, joint_indices.y, // joint_indices.z, joint_indices.w); vec4i_darray_push(tmp_joint_indices, joint_indices); } } else if (attribute.type == cgltf_attribute_type_weights) { TRACE("Load joint weights from accessor"); cgltf_accessor *accessor = attribute.data; assert(accessor->component_type == cgltf_component_type_r_32f); assert(accessor->type == cgltf_type_vec4); for (cgltf_size v = 0; v < accessor->count; ++v) { vec4 weights; cgltf_accessor_read_float(accessor, v, &weights.x, 4); // printf("Weights affecting %f %f %f %f\n", weights.x, weights.y, weights.z, weights.w); vec4_darray_push(tmp_weights, weights); } } else { WARN("Unhandled cgltf_attribute_type: %s. skipping..", attribute.name); } } mesh mesh = { 0 }; mesh.vertices = vertex_darray_new(10); cgltf_accessor *indices = primitive.indices; if (primitive.indices > 0) { mesh.has_indices = true; mesh.indices = malloc(indices->count * sizeof(u32)); mesh.indices_len = indices->count; // store indices for (cgltf_size i = 0; i < indices->count; ++i) { cgltf_uint ei; cgltf_accessor_read_uint(indices, i, &ei, 1); mesh.indices[i] = ei; } // fetch and store vertices for each index for (cgltf_size i = 0; i < indices->count; ++i) { vertex vert; cgltf_uint index = mesh.indices[i]; vert.position = tmp_positions->data[index]; vert.normal = tmp_normals->data[index]; vert.uv = tmp_uvs->data[index]; vertex_darray_push(mesh.vertices, vert); } } else { mesh.has_indices = false; return false; // TODO } if (primitive.material != NULL) { for (int i = 0; i < material_darray_len(out_model->materials); i++) { printf("%s vs %s \n", primitive.material->name, out_model->materials->data[i].name); if (strcmp(primitive.material->name, out_model->materials->data[i].name) == 0) { TRACE("Found material"); mesh.material_index = i; break; } } } if (is_skinned) { mesh.vertex_bone_data = vertex_bone_data_darray_new(tmp_joint_indices->len); mesh.bones = joint_darray_new(tmp_joints->len); for (int i = 0; i < tmp_joint_indices->len; i++) { vertex_bone_data data; data.joints = tmp_joint_indices->data[i]; data.weights =tmp_weights->data[i]; vertex_bone_data_darray_push(mesh.vertex_bone_data, data); } for (int i = 0; i < tmp_joints->len; i++) { joint data = tmp_joints->data[i]; joint_darray_push(mesh.bones, data); } } mesh_darray_push(out_model->meshes, mesh); // clear data for each mesh vec3_darray_clear(tmp_positions); vec3_darray_clear(tmp_normals); vec2_darray_free(tmp_uvs); vec4i_darray_clear(tmp_joint_indices); vec4_darray_clear(tmp_weights); joint_darray_clear(tmp_joints); } for (int i = 0; i < out_model->meshes->len; i++) { u32 mat_idx = out_model->meshes->data[i].material_index; printf("Mesh %d Mat index %d Mat name %s\n", i, mat_idx, out_model->materials->data[mat_idx].name); } // Animations TRACE("Num animations %d", data->animations_count); size_t num_animations = data->animations_count; if (num_animations > 0) { // Create an arena for all animation related data #define ANIMATION_STORAGE_ARENA_SIZE (1024 * 1024 * 1024) char *animation_backing_storage = malloc(ANIMATION_STORAGE_ARENA_SIZE); // We'll store data on this arena so we can easily free it all at once later out_model->animation_data_arena = arena_create(animation_backing_storage, ANIMATION_STORAGE_ARENA_SIZE); arena *arena = &out_model->animation_data_arena; if (!out_model->animations) { out_model->animations = animation_clip_darray_new(num_animations); } for (int anim_idx = 0; anim_idx < data->animations_count; anim_idx++) { cgltf_animation animation = data->animations[anim_idx]; animation_clip clip = { 0 }; for (size_t c = 0; c < animation.channels_count; c++) { cgltf_animation_channel channel = animation.channels[c]; animation_sampler *sampler = arena_alloc(arena, sizeof(animation_sampler)); animation_sampler **target_property; keyframe_kind data_type; switch (channel.target_path) { case cgltf_animation_path_type_rotation: target_property = &clip.rotation; data_type = KEYFRAME_ROTATION; break; case cgltf_animation_path_type_translation: target_property = &clip.translation; data_type = KEYFRAME_TRANSLATION; break; case cgltf_animation_path_type_scale: target_property = &clip.scale; data_type = KEYFRAME_SCALE; break; case cgltf_animation_path_type_weights: target_property = &clip.weights; data_type = KEYFRAME_WEIGHTS; WARN("Morph target weights arent supported yet"); return false; default: WARN("unsupported animation type"); return false; } *target_property = sampler; sampler->current_index = 0; printf("1 %d index\n", sampler->current_index); sampler->animation.interpolation = INTERPOLATION_LINEAR; // keyframe times size_t n_frames = channel.sampler->input->count; assert(channel.sampler->input->component_type == cgltf_component_type_r_32f); // FIXME: CASSERT_MSG function "Expected animation sampler input component to be type f32 // (keyframe times)"); f32 *times = arena_alloc(arena, n_frames * sizeof(f32)); sampler->animation.n_timestamps = n_frames; sampler->animation.timestamps = times; cgltf_accessor_unpack_floats(channel.sampler->input, times, n_frames); assert_path_type_matches_component_type(channel.target_path, channel.sampler->output); // keyframe values size_t n_values = channel.sampler->output->count; assert(n_frames == n_values); keyframes keyframes = { 0 }; keyframes.kind = KEYFRAME_ROTATION; keyframes.count = n_values; keyframes.values = arena_alloc(arena, n_values * sizeof(keyframe)); for (cgltf_size v = 0; v < channel.sampler->output->count; ++v) { switch (data_type) { case KEYFRAME_ROTATION: { quat rot; cgltf_accessor_read_float(channel.sampler->output, v, &rot.x, 4); // printf("Quat %f %f %f %f\n", rot.x, rot.y, rot.z, rot.w); keyframes.values[v].rotation = rot; break; } case KEYFRAME_TRANSLATION: { vec3 trans; cgltf_accessor_read_float(channel.sampler->output, v, &trans.x, 3); keyframes.values[v].translation = trans; break; } case KEYFRAME_SCALE: { vec3 scale; cgltf_accessor_read_float(channel.sampler->output, v, &scale.x, 3); keyframes.values[v].scale = scale; break; } case KEYFRAME_WEIGHTS: { // TODO break; } } } sampler->animation.values = keyframes; sampler->min = channel.sampler->input->min[0]; sampler->max = channel.sampler->input->max[0]; // clip.rotation = sampler; // printf("%d timestamps\n", sampler->animation.n_timestamps); // printf("%d index\n", sampler->current_index); } WARN("stuff %ld", clip.rotation->animation.n_timestamps); animation_clip_darray_push(out_model->animations, clip); } } return true; } /* bool model_load_gltf(const char *path, model *out_model) { TRACE("Load GLTF %s", path); // Setup temp arrays kitc_darray *tmp_positions = kitc_darray_new(sizeof(vec3), 1000); kitc_darray *tmp_normals = kitc_darray_new(sizeof(vec3), 1000); kitc_darray *tmp_uvs = kitc_darray_new(sizeof(vec2), 1000); // may as well just init with max capacity as we're just gonna free at end of this function anyway bh_material_darray *materials = bh_material_darray_new(MAX_MATERIALS); CASSERT(materials->len == 0); cgltf_options options = {0}; cgltf_data *data = NULL; cgltf_result result = cgltf_parse_file(&options, path, &data); if (result == cgltf_result_success) { DEBUG("gltf loaded succesfully"); cgltf_load_buffers(&options, data, path); DEBUG("loaded buffers"); // -- Load materials. // Each mesh will be handed a material TRACE("Num materials %d", data->materials_count); out_model->num_materials = data->materials_count; for (int m = 0; m < data->materials_count; m++) { cgltf_material gltf_material = data->materials[m]; bh_material our_material = {0}; str8 name = str8_copy(gltf_material.name); printf("Material name %s\n", name.buf); our_material.name = name; cgltf_pbr_metallic_roughness pbr = gltf_material.pbr_metallic_roughness; if (gltf_material.has_pbr_metallic_roughness) { // we will use base color texture like blinn phong cgltf_texture_view diff_tex = pbr.base_color_texture; strcpy(our_material.diffuse_tex_path, diff_tex.texture->image->uri); } bh_material_darray_push(materials, our_material); } // -- Load animations. TRACE("Num animations %d", data->animations_count); out_model->num_animations = data->animations_count; for (int anim_idx = 0; anim_idx < data->animations_count; anim_idx++) { cgltf_animation animation = data->animations[anim_idx]; animation_clip our_animation = {0}; // loop through each channel (track) for (int c = 0; c < animation.channels_count; c++) { // each channel (track) has a target and a sampler // for the time being we assume the target is the model itself cgltf_animation_channel channel = animation.channels[c]; animation_track our_track = {0}; our_track.interpolation = interpolation_fn_from_gltf(channel.sampler->interpolation); our_track.property = anim_prop_from_gltf(channel.target_path); // get the actual data out via the "accessor" // input will be the times // Keyframe times size_t n_frames = channel.sampler->input->count; our_track.num_keyframes = n_frames; f32 *times = malloc(sizeof(f32) * n_frames); our_track.keyframe_times = times; CASSERT_MSG(channel.sampler->input->component_type == cgltf_component_type_r_32f, "Expected animation sampler input component to be type f32 (keyframe times)"); cgltf_accessor_unpack_floats(channel.sampler->input, times, channel.sampler->input->count); // printf("keyframe times[\n"); // for (int i = 0; i < n_frames; i++) { // printf(" %f\n", times[i]); // } // printf("]\n"); // Data! if (channel.target_path == cgltf_animation_path_type_rotation) { CASSERT(channel.sampler->output->component_type == cgltf_component_type_r_32f); CASSERT(channel.sampler->output->type == cgltf_type_vec4); } our_track.keyframes = malloc(sizeof(keyframe_data) * n_frames); for (cgltf_size v = 0; v < channel.sampler->output->count; ++v) { quat rot; cgltf_accessor_read_float(channel.sampler->output, v, &rot.x, 4); // vectors[v] = rot; // printf("Quat %f %f %f %f\n", rot.x, rot.y, rot.z, rot.w); our_track.keyframes[v].rotation = rot; } our_track.min_time = channel.sampler->input->min[0]; our_track.max_time = channel.sampler->input->max[0]; // printf("min time: %f max time %f\n", our_track.min_time, our_track.max_time); animation_track_darray_push(&our_animation.tracks, our_track); } out_model->animations[anim_idx] = our_animation; } // Load meshes TRACE("Num meshes %d", data->meshes_count); out_model->num_meshes = data->meshes_count; for (int m = 0; m < data->meshes_count; m++) { // at the moment we only handle one primitives per mesh // CASSERT(data->meshes[m].primitives_count == 1); // Load vertex data from FIRST primitive only cgltf_primitive primitive = data->meshes[m].primitives[0]; DEBUG("Found %d attributes", primitive.attributes_count); for (int a = 0; a < data->meshes[m].primitives[0].attributes_count; a++) { cgltf_attribute attribute = data->meshes[m].primitives[0].attributes[a]; if (attribute.type == cgltf_attribute_type_position) { TRACE("Load positions from accessor"); cgltf_accessor *accessor = attribute.data; CASSERT(accessor->component_type == cgltf_component_type_r_32f); CASSERT_MSG(accessor->type == cgltf_type_vec3, "Vertex positions should be a vec3"); for (cgltf_size v = 0; v < accessor->count; ++v) { vec3 pos; cgltf_accessor_read_float(accessor, v, &pos.x, 3); kitc_darray_push(tmp_positions, &pos); } } else if (attribute.type == cgltf_attribute_type_normal) { TRACE("Load normals from accessor"); cgltf_accessor *accessor = attribute.data; CASSERT(accessor->component_type == cgltf_component_type_r_32f); CASSERT_MSG(accessor->type == cgltf_type_vec3, "Normal vectors should be a vec3"); for (cgltf_size v = 0; v < accessor->count; ++v) { vec3 pos; cgltf_accessor_read_float(accessor, v, &pos.x, 3); kitc_darray_push(tmp_normals, &pos); } } else if (attribute.type == cgltf_attribute_type_texcoord) { TRACE("Load texture coordinates from accessor"); cgltf_accessor *accessor = attribute.data; CASSERT(accessor->component_type == cgltf_component_type_r_32f); CASSERT_MSG(accessor->type == cgltf_type_vec2, "Texture coordinates should be a vec2"); for (cgltf_size v = 0; v < accessor->count; ++v) { vec2 tex; bool success = cgltf_accessor_read_float(accessor, v, &tex.x, 2); if (!success) { ERROR("Error loading tex coord"); } kitc_darray_push(tmp_uvs, &tex); } } else if (attribute.type == cgltf_attribute_type_joints) { // handle joints } else { WARN("Unhandled cgltf_attribute_type: %s. skipping..", attribute.name); } } // Create mesh mesh mesh; mesh.vertices = kitc_darray_new(sizeof(mesh_vertex), data->meshes[m].primitives[0].attributes_count); // Flatten faces from indices if present otherwise push vertices verbatim cgltf_accessor *indices = primitive.indices; if (primitive.indices > 0) { mesh.has_indices = true; kitc_darray *element_indexes = kitc_darray_new(sizeof(cgltf_uint), indices->count); TRACE("Indices count %ld\n", indices->count); for (cgltf_size i = 0; i < indices->count; ++i) { cgltf_uint ei; cgltf_accessor_read_uint(indices, i, &ei, 1); kitc_darray_push(element_indexes, &ei); } kitc_darray_iter indices_iter = kitc_darray_iter_new(element_indexes); cgltf_uint *cur; while ((cur = kitc_darray_iter_next(&indices_iter))) { mesh_vertex vert; memcpy(&vert.position, &((vec3 *)tmp_positions->data)[*cur], sizeof(vec3)); memcpy(&vert.normal, &((vec3 *)tmp_normals->data)[*cur], sizeof(vec3)); memcpy(&vert.tex_coord, &((vec2 *)tmp_uvs->data)[*cur], sizeof(vec2)); kitc_darray_push(mesh.vertices, &vert); // mesh_vertex_debug_print(vert); } // printf("indices: %ld, positions: %ld\n", kitc_darray_len(element_indexes), kitc_darray_free(element_indexes); } else { mesh.has_indices = false; bool calc_normals = false; if (kitc_darray_len(tmp_normals) == 0) { TRACE("No normals data is present. Normals will be calculated for you."); calc_normals = true; } for (int v = 0; v < kitc_darray_len(tmp_positions); v++) { mesh_vertex vert; memcpy(&vert.position, &((vec3 *)tmp_positions->data)[v], sizeof(vec3)); if (!calc_normals) { memcpy(&vert.normal, &((vec3 *)tmp_normals->data)[v], sizeof(vec3)); } memcpy(&vert.tex_coord, &((vec2 *)tmp_uvs->data)[v], sizeof(vec2)); kitc_darray_push(mesh.vertices, &vert); } if (calc_normals) { if (mesh.has_indices) { // generate_normals_nonindexed(mesh.vertices); } else { generate_normals_nonindexed(mesh.vertices); } } } // Material if (primitive.material != NULL) { for (int i = 0; i < bh_material_darray_len(materials); i++) { if (strcmp(primitive.material->name, cstr(materials->data->name))) { TRACE("Found material"); mesh.material_index = i; break; } } } // mesh.material_index = 0; // TODO: make sure DEFAULT_MATERIAL is added at material index 0 // TODO: material handling mesh.material_index = bh_material_darray_len(materials) - 1; calc_mesh_bounding_box(&mesh); // out_model->meshes.data[m] = mesh; mesh_darray_push(&out_model->meshes, mesh); kitc_darray_clear(tmp_positions); kitc_darray_clear(tmp_normals); kitc_darray_clear(tmp_uvs); } // End Load meshes // Load animations DEBUG("Num animations %d", data->animations_count); out_model->num_animations = data->animations_count; // End Load animations cgltf_free(data); } else { ERROR("Load failed"); kitc_darray_free(tmp_positions); kitc_darray_free(tmp_normals); kitc_darray_free(tmp_uvs); return false; } for (int i = 0; i < materials->len; i++) { out_model->materials[i] = materials->data[i]; } calc_model_bounding_box(out_model); DEBUG("Num meshes %d", out_model->num_meshes); DEBUG("Num materials %d", out_model->num_materials); DEBUG("Num animations %d", out_model->num_animations); CASSERT(out_model->num_materials == 1); kitc_darray_free(tmp_positions); kitc_darray_free(tmp_normals); kitc_darray_free(tmp_uvs); bh_material_darray_free(materials); TRACE("Finished loading GLTF"); return true; } */