626 lines
16 KiB
C
626 lines
16 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 2007-2010 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "wzmutils.h"
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#include <png.h>
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#if (defined(WIN64) || defined(_WIN64) || defined(__WIN64__) || defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__))
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# define strcasecmp _stricmp
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# define strncasecmp _strnicmp
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# define inline __inline
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# define alloca _alloca
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# define fileno _fileno
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#endif
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void prepareModel(MODEL *psModel)
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{
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if (!psModel || !psModel->pixmap || psModel->pixmap->w <= 0 || psModel->pixmap->h <= 0 || !psModel->pixmap->pixels)
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{
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printf("Bad model passed to prepareModel!\n");
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exit(EXIT_FAILURE);
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}
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glGenTextures(1, &psModel->texture);
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glBindTexture(GL_TEXTURE_2D, psModel->texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, psModel->pixmap->w, psModel->pixmap->h, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, psModel->pixmap->pixels);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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// Adjust the vector in vec1 with the vector to be in vec2 by fractional value in
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// fraction which indicates how far we've come toward vec2. The result is put into
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// the result vector.
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static void interpolateVectors(Vector3f vec1, Vector3f vec2, Vector3f *result, double fraction)
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{
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result->x = vec1.x * (1.0 - fraction) + vec2.x * fraction;
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result->y = vec1.y * (1.0 - fraction) + vec2.y * fraction;
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result->z = vec1.z * (1.0 - fraction) + vec2.z * fraction;
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}
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static inline void drawMesh(MODEL *psModel, int now, int mesh)
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{
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MESH *psMesh = &psModel->mesh[mesh];
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assert(psMesh);
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if (psMesh->frameArray)
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{
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FRAME *psFrame = &psMesh->frameArray[psMesh->currentFrame];
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FRAME *nextFrame = psFrame;
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double fraction = 1.0f / (psFrame->timeSlice * 1000) * (now - psMesh->lastChange); // until next frame
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Vector3f vec;
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glPushMatrix(); // save matrix state
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assert(psMesh->currentFrame < psMesh->frames);
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if (psMesh->currentFrame == psMesh->frames - 1)
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{
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nextFrame = &psMesh->frameArray[0]; // wrap around
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}
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else
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{
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nextFrame = &psMesh->frameArray[psMesh->currentFrame + 1];
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}
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// Try to avoid crap drivers from taking down the entire system
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assert(finitef(psFrame->translation.x) && finitef(psFrame->translation.y) && finitef(psFrame->translation.z));
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assert(psFrame->rotation.x >= -360.0f && psFrame->rotation.y >= -360.0f && psFrame->rotation.z >= -360.0f);
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assert(psFrame->rotation.x <= 360.0f && psFrame->rotation.y <= 360.0f && psFrame->rotation.z <= 360.0f);
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// Translate
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interpolateVectors(psFrame->translation, nextFrame->translation, &vec, fraction);
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glTranslatef(vec.x, vec.z, vec.y); // z and y flipped
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// Rotate
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interpolateVectors(psFrame->rotation, nextFrame->rotation, &vec, fraction);
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glRotatef(vec.x, 1, 0, 0);
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glRotatef(vec.z, 0, 1, 0); // z and y flipped again...
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glRotatef(vec.y, 0, 0, 1);
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// Morph
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if (!psMesh->teamColours)
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{
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psMesh->currentTextureArray = psFrame->textureArray;
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}
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}
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glTexCoordPointer(2, GL_FLOAT, 0, psMesh->textureArray[psMesh->currentTextureArray]);
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glVertexPointer(3, GL_FLOAT, 0, psMesh->vertexArray);
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glDrawElements(GL_TRIANGLES, psMesh->faces * 3, GL_UNSIGNED_INT, psMesh->indexArray);
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if (psMesh->frameArray)
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{
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glPopMatrix(); // restore position for next mesh
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}
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}
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void drawModel(MODEL *psModel, int now, int selectedMesh)
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{
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int i;
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assert(psModel && psModel->mesh);
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// Update animation frames
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for (i = 0; i < psModel->meshes; i++)
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{
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MESH *psMesh = &psModel->mesh[i];
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FRAME *psFrame;
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if (!psMesh->frameArray)
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{
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continue;
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}
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psFrame = &psMesh->frameArray[psMesh->currentFrame];
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assert(psMesh->currentFrame < psMesh->frames && psMesh->currentFrame >= 0);
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if (psFrame->timeSlice != 0 && psFrame->timeSlice * 1000 + psMesh->lastChange < now)
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{
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psMesh->lastChange = now;
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psMesh->currentFrame++;
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if (psMesh->currentFrame >= psMesh->frames)
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{
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psMesh->currentFrame = 0; // loop
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}
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}
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}
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// Draw model
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glColor3f(1.0f, 1.0f, 1.0f);
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if (selectedMesh >= 0 && selectedMesh < psModel->meshes)
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{
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drawMesh(psModel, now, selectedMesh);
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}
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else
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{
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for (i = 0; i < psModel->meshes; i++)
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{
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drawMesh(psModel, now, i);
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}
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}
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}
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MODEL *createModel(int meshes, int now)
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{
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MODEL *psModel = malloc(sizeof(MODEL));
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int i;
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psModel->meshes = meshes;
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psModel->mesh = malloc(sizeof(MESH) * meshes);
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psModel->texPath[0] = '\0';
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psModel->pixmap = NULL;
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for (i = 0; i < meshes; i++)
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{
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MESH *psMesh = &psModel->mesh[i];
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int j;
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psMesh->faces = 0;
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psMesh->frames = 0;
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psMesh->vertices = 0;
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psMesh->textureArrays = 0;
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psMesh->connectors = 0;
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psMesh->teamColours = false;
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psMesh->vertexArray = NULL;
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psMesh->indexArray = NULL;
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psMesh->connectorArray = NULL;
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for (j = 0; j < MAX_TEXARRAYS; j++)
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{
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psMesh->textureArray[j] = NULL;
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}
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psMesh->frameArray = NULL;
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psMesh->currentFrame = 0;
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psMesh->lastChange = now;
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psMesh->currentTextureArray = 0;
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}
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return psModel;
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}
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PIXMAP *readPixmap(const char *filename)
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{
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PIXMAP *gfx;
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png_structp pngp;
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png_infop infop;
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png_uint_32 width, height;
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png_int_32 y, stride;
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int bit_depth, color_type, interlace_type;
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FILE *fp;
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png_bytep *row_pointers;
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const unsigned int sig_length = 8;
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unsigned char header[8];
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unsigned char *image_data;
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unsigned int result;
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if (PNG_LIBPNG_VER_MAJOR != 1 || PNG_LIBPNG_VER_MINOR < 2)
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{
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printf("libpng 1.2.6 or higher required!\n");
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exit(EXIT_FAILURE);
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}
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if (!(fp = fopen(filename, "rb")))
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{
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printf("%s won't open!\n", filename);
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exit(EXIT_FAILURE);
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}
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result = fread(header, 1, sig_length, fp);
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if (result != sig_length)
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{
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printf("Bad file %s\n", filename);
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exit(EXIT_FAILURE);
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}
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if (png_sig_cmp(header, 0, sig_length))
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{
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printf("%s is not a PNG file!\n", filename);
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exit(EXIT_FAILURE);
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}
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if (!(pngp = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL)))
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{
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printf("Failed creating PNG struct reading %s.\n", filename);
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exit(EXIT_FAILURE);
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}
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if (!(infop = png_create_info_struct(pngp)))
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{
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printf("Failed creating PNG info struct reading %s.\n", filename);
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exit(EXIT_FAILURE);
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}
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if (setjmp(pngp->jmpbuf))
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{
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printf("Failed while reading PNG file: %s\n", filename);
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exit(EXIT_FAILURE);
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}
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png_init_io(pngp, fp);
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png_set_sig_bytes(pngp, sig_length);
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png_read_info(pngp, infop);
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/* Transformations to ensure we end up with 32bpp, 4 channel RGBA */
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png_set_strip_16(pngp);
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png_set_gray_to_rgb(pngp);
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png_set_packing(pngp);
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png_set_palette_to_rgb(pngp);
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png_set_tRNS_to_alpha(pngp);
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png_set_filler(pngp, 0xFF, PNG_FILLER_AFTER);
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png_set_gray_1_2_4_to_8(pngp);
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png_read_update_info(pngp, infop);
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png_get_IHDR(pngp, infop, &width, &height, &bit_depth, &color_type, &interlace_type, NULL, NULL);
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stride = png_get_rowbytes(pngp, infop);
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row_pointers = malloc(sizeof(png_bytep) * height);
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image_data = malloc(height * width * 4);
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for (y = 0; y < (int)height; y++)
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{
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row_pointers[y] = image_data + (y * width * 4);
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}
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png_read_image(pngp, row_pointers);
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png_read_end(pngp, infop);
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fclose(fp);
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gfx = malloc(sizeof(*gfx));
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gfx->w = width;
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gfx->h = height;
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gfx->pixels = (char *)image_data;
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png_destroy_read_struct(&pngp, &infop, NULL);
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free(row_pointers);
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return gfx;
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}
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int saveModel(const char *filename, MODEL *psModel)
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{
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FILE *fp = fopen(filename, "w");
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int mesh;
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if (!fp)
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{
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fprintf(stderr, "Cannot open \"%s\" for writing: %s", filename, strerror(errno));
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return -1;
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}
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fprintf(fp, "WZM %d\n", 1);
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fprintf(fp, "TEXTURE %s\n", psModel->texPath);
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fprintf(fp, "MESHES %d", psModel->meshes);
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for (mesh = 0; mesh < psModel->meshes; mesh++)
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{
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MESH *psMesh = &psModel->mesh[mesh];
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int j;
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fprintf(fp, "\nMESH %d\n", mesh);
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fprintf(fp, "TEAMCOLOURS %d\n", psMesh->teamColours);
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fprintf(fp, "VERTICES %d\n", psMesh->vertices);
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fprintf(fp, "FACES %d\n", psMesh->faces);
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fprintf(fp, "VERTEXARRAY\n");
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for (j = 0; j < psMesh->vertices; j++)
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{
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GLfloat *v = &psMesh->vertexArray[j * 3];
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fprintf(fp, "\t%g %g %g\n", v[0], v[1], v[2]);
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}
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fprintf(fp, "TEXTUREARRAYS %d", psMesh->textureArrays);
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for (j = 0; j < psMesh->textureArrays; j++)
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{
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int k;
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fprintf(fp, "\nTEXTUREARRAY %d", j);
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for (k = 0; k < psMesh->vertices; k++)
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{
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GLfloat *v = &psMesh->textureArray[j][k * 2];
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fprintf(fp, "\n\t%g %g", v[0], v[1]);
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}
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}
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fprintf(fp, "\nINDEXARRAY");
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for (j = 0; j < psMesh->faces; j++)
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{
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GLuint *v = &psMesh->indexArray[j * 3];
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fprintf(fp, "\n\t%u %u %u", v[0], v[1], v[2]);
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}
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fprintf(fp, "\nFRAMES %d", psMesh->frames);
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// Read animation frames
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for (j = 0; j < psMesh->frames; j++)
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{
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FRAME *psFrame = &psMesh->frameArray[j];
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fprintf(fp, "\n\t%g %d %g %g %g %g %g %g", psFrame->timeSlice, psFrame->textureArray,
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psFrame->translation.x, psFrame->translation.y, psFrame->translation.z,
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psFrame->rotation.x, psFrame->rotation.y, psFrame->rotation.z);
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}
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fprintf(fp, "\nCONNECTORS %d", psMesh->connectors);
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for (j = 0; j < psMesh->connectors; j++)
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{
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CONNECTOR *conn = &psMesh->connectorArray[j];
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fprintf(fp, "\n\t%g %g %g 0", conn->pos.x, conn->pos.y, conn->pos.z);
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}
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}
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fclose(fp);
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return 0;
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}
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MODEL *readModel(const char *filename, int now)
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{
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FILE *fp = fopen(filename, "r");
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int num, x, meshes, mesh, version;
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char s[200];
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MODEL *psModel;
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if (!fp)
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{
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fprintf(stderr, "Cannot open \"%s\" for reading: %s", filename, strerror(errno));
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return NULL;
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}
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num = fscanf(fp, "WZM %d\n", &version);
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if (num != 1)
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{
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fprintf(stderr, "Bad WZM file or wrong version: %s\n", filename);
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fclose(fp);
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return NULL;
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}
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if (version != 1 && version != 2)
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{
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fprintf(stderr, "Bad WZM version %d in %s\n", version, filename);
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fclose(fp);
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return NULL;
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}
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num = fscanf(fp, "TEXTURE %s\n", s);
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if (num != 1)
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{
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fprintf(stderr, "Bad TEXTURE directive in %s\n", filename);
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fclose(fp);
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return NULL;
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}
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num = fscanf(fp, "MESHES %d", &meshes);
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if (num != 1)
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{
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fprintf(stderr, "Bad MESHES directive in %s\n", filename);
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fclose(fp);
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return NULL;
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}
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psModel = createModel(meshes, now);
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strcpy(psModel->texPath, s);
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for (mesh = 0; mesh < meshes; mesh++)
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{
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MESH *psMesh = &psModel->mesh[mesh];
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int j;
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num = fscanf(fp, "\nMESH %s\n", s);
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if (num != 1)
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{
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fprintf(stderr, "Bad MESH directive in %s, was \"%s\".\n", filename, s);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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num = fscanf(fp, "TEAMCOLOURS %d\n", &x);
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if (num != 1 || x > 1 || x < 0)
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{
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fprintf(stderr, "Bad TEAMCOLOURS directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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psMesh->teamColours = x;
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num = fscanf(fp, "VERTICES %d\n", &x);
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if (num != 1 || x < 0)
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{
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fprintf(stderr, "Bad VERTICES directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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psMesh->vertices = x;
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psMesh->vertexArray = malloc(sizeof(GLfloat) * x * 3);
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num = fscanf(fp, "FACES %d\n", &x);
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if (num != 1)
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{
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fprintf(stderr, "Bad VERTICES directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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psMesh->faces = x;
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psMesh->indexArray = malloc(sizeof(GLuint) * x * 3);
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num = fscanf(fp, "VERTEXARRAY");
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if (num == EOF)
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{
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fprintf(stderr, "No VERTEXARRAY directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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for (j = 0; j < psMesh->vertices; j++)
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{
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GLfloat *v = &psMesh->vertexArray[j * 3];
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num = fscanf(fp, "%f %f %f\n", &v[0], &v[1], &v[2]);
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if (num != 3)
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{
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fprintf(stderr, "Bad VERTEXARRAY entry mesh %d, number %d\n", mesh, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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}
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num = fscanf(fp, "TEXTUREARRAYS %d", &x);
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if (num != 1 || x < 0)
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{
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fprintf(stderr, "Bad TEXTUREARRAYS directive in %s, mesh %d.\n", filename, mesh);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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psMesh->textureArrays = x;
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for (j = 0; j < psMesh->textureArrays; j++)
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{
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int k;
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num = fscanf(fp, "\nTEXTUREARRAY %d", &x);
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if (num != 1 || x < 0 || x != j)
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{
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fprintf(stderr, "Bad TEXTUREARRAY directive in %s, mesh %d, array %d.\n", filename, mesh, j);
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fclose(fp);
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freeModel(psModel);
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return NULL;
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}
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psMesh->textureArray[j] = malloc(sizeof(GLfloat) * psMesh->vertices * 2);
|
|
for (k = 0; k < psMesh->vertices; k++)
|
|
{
|
|
GLfloat *v = &psMesh->textureArray[j][k * 2];
|
|
|
|
num = fscanf(fp, "\n%f %f", &v[0], &v[1]);
|
|
if (num != 2)
|
|
{
|
|
fprintf(stderr, "Bad TEXTUREARRAY entry mesh %d, array %d, number %d\n", mesh, j, k);
|
|
fclose(fp);
|
|
freeModel(psModel);
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
num = fscanf(fp, "\nINDEXARRAY");
|
|
if (num == EOF)
|
|
{
|
|
fprintf(stderr, "No INDEXARRAY directive in %s, mesh %d.\n", filename, mesh);
|
|
fclose(fp);
|
|
freeModel(psModel);
|
|
return NULL;
|
|
}
|
|
|
|
for (j = 0; j < psMesh->faces; j++)
|
|
{
|
|
GLuint *v = &psMesh->indexArray[j * 3];
|
|
|
|
num = fscanf(fp, "\n%u %u %u", &v[0], &v[1], &v[2]);
|
|
if (num != 3)
|
|
{
|
|
fprintf(stderr, "Bad INDEXARRAY entry in mesh %d, number %d\n", mesh, j);
|
|
fclose(fp);
|
|
freeModel(psModel);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
// Read animation frames
|
|
num = fscanf(fp, "\nFRAMES %d", &psMesh->frames);
|
|
if (num != 1 || psMesh->frames < 0)
|
|
{
|
|
fprintf(stderr, "Bad FRAMES directive in mesh %d\n", mesh);
|
|
fclose(fp);
|
|
freeModel(psModel);
|
|
return NULL;
|
|
}
|
|
if (psMesh->frames)
|
|
{
|
|
psMesh->frameArray = malloc(sizeof(FRAME) * psMesh->frames);
|
|
}
|
|
for (j = 0; j < psMesh->frames; j++)
|
|
{
|
|
FRAME *psFrame = &psMesh->frameArray[j];
|
|
|
|
num = fscanf(fp, "\n%f %d %f %f %f %f %f %f", &psFrame->timeSlice, &psFrame->textureArray,
|
|
&psFrame->translation.x, &psFrame->translation.y, &psFrame->translation.z,
|
|
&psFrame->rotation.x, &psFrame->rotation.y, &psFrame->rotation.z);
|
|
if (num != 8)
|
|
{
|
|
fprintf(stderr, "Bad FRAMES entry in mesh %d, number %d\n", mesh, j);
|
|
fclose(fp);
|
|
freeModel(psModel);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
// Read connectors
|
|
num = fscanf(fp, "\nCONNECTORS %d", &psMesh->connectors);
|
|
if (num != 1 || psMesh->connectors < 0)
|
|
{
|
|
fprintf(stderr, "Bad CONNECTORS directive in mesh %d\n", mesh);
|
|
fclose(fp);
|
|
freeModel(psModel);
|
|
return NULL;
|
|
}
|
|
if (psMesh->connectors)
|
|
{
|
|
psMesh->connectorArray = malloc(sizeof(CONNECTOR) * psMesh->connectors);
|
|
}
|
|
for (j = 0; j < psMesh->connectors; j++)
|
|
{
|
|
CONNECTOR *conn = &psMesh->connectorArray[j];
|
|
int angle, angler1, angler2;
|
|
|
|
if (version == 1)
|
|
{
|
|
num = fscanf(fp, "\n%f %f %f %d", &conn->pos.x, &conn->pos.y, &conn->pos.z, &conn->type);
|
|
}
|
|
else if (version == 2)
|
|
{
|
|
num = fscanf(fp, "\n%s %f %f %f %d %d %d", s, &conn->pos.x, &conn->pos.y, &conn->pos.z, &angle, &angler1, &angler2);
|
|
conn->type = 0; // TODO
|
|
}
|
|
if (num != 4)
|
|
{
|
|
fprintf(stderr, "Bad CONNECTORS entry in mesh %d, number %d\n", mesh, j);
|
|
fclose(fp);
|
|
freeModel(psModel);
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
return psModel;
|
|
}
|
|
|
|
void freeModel(MODEL *psModel)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < psModel->meshes; i++)
|
|
{
|
|
MESH *psMesh = &psModel->mesh[i];
|
|
int j;
|
|
|
|
free(psMesh->vertexArray);
|
|
free(psMesh->indexArray);
|
|
for (j = 0; j < MAX_TEXARRAYS; j++)
|
|
{
|
|
free(psMesh->textureArray[j]);
|
|
}
|
|
free(psMesh->frameArray);
|
|
}
|
|
free(psModel->pixmap);
|
|
free(psModel->mesh);
|
|
free(psModel);
|
|
}
|