// OBJAnimation takes the folder to OBJ files and creates animation from // them func OBJAnimation(loc string) *FrameAnimation { //TODO need to cache all models files, err := ioutil.ReadDir(loc) if err != nil { Logging.Info(err) return nil } fa := newFrameAnimation() for _, file := range files { // Logging.Info("Parsing anim OBJ: ", file.Name()) splitExt := strings.Split(file.Name(), ".") if splitExt[1] == "obj" { obj := loc + string(os.PathSeparator) + splitExt[0] + ".obj" mtl := loc + string(os.PathSeparator) + splitExt[0] + ".mtl" mesh, err := G3D.ParseOBJ(obj, mtl) if err != nil { Logging.Info(err) continue } fa.animationImages = append(fa.animationImages, mesh) } } return fa }
func (this *modelRenderer) SetModel(path string, mat string) { //TODO make aggregate models store them in memory mesh, err := G3D.ParseOBJ(path, mat) if err != nil { Logging.Info(err) } this.mesh = mesh // this.vertexData = vertexData }