bool CCharShape::Load (const string& dir, const string& filename, bool with_actions) { CSPList list (500); useActions = with_actions; CreateRootNode (); newActions = true; if (!list.Load (dir, filename)) { Message ("could not load character", filename); return false; } for (size_t i=0; i<list.Count(); i++) { const string& line = list.Line(i); int node_name = SPIntN (line, "node", -1); int parent_name = SPIntN (line, "par", -1); string mat_name = SPStrN (line, "mat"); string name = SPStrN (line, "joint"); string fullname = SPStrN (line, "name"); if (SPIntN (line, "material", 0) > 0) { CreateMaterial (line); } else { float visible = SPFloatN (line, "vis", -1.0); bool shadow = SPBoolN (line, "shad", false); string order = SPStrN (line, "order"); CreateCharNode (parent_name, node_name, name, fullname, order, shadow); TVector3d rot = SPVector3d(line, "rot"); MaterialNode (node_name, mat_name); for (size_t ii = 0; ii < order.size(); ii++) { int act = order[ii]-48; switch (act) { case 0: { TVector3d trans = SPVector3d(line, "trans"); TranslateNode (node_name, trans); break; } case 1: RotateNode (node_name, 1, rot.x); break; case 2: RotateNode (node_name, 2, rot.y); break; case 3: RotateNode (node_name, 3, rot.z); break; case 4: { TVector3d scale = SPVector3(line, "scale", TVector3d(1, 1, 1)); ScaleNode (node_name, scale); break; } case 5: VisibleNode (node_name, visible); break; case 9: RotateNode (node_name, 2, rot.z); break; default: break; } } } } newActions = false; return true; }
bool CCharShape::Load (string dir, string filename, bool with_actions) { CSPList list (500); int i, ii, act; string line, order, name, mat_name, fullname; TVector3 scale, trans, rot; double visible; bool shadow; int node_name, parent_name; useActions = with_actions; CreateRootNode (); newActions = true; file_name = filename; if (!list.Load (dir, filename)) { Message ("could not load character", filename.c_str()); return false; } for (i=0; i<list.Count(); i++) { line = list.Line (i); node_name = SPIntN (line, "node", -1); parent_name = SPIntN (line, "par", -1); mat_name = SPStrN (line, "mat", ""); name = SPStrN (line, "joint", ""); fullname = SPStrN (line, "name", ""); if (SPIntN (line, "material", 0) > 0) { CreateMaterial (line.c_str()); if (useActions) { Matlines[numMatlines] = line; numMatlines++; } } else { visible = SPFloatN (line, "vis", -1.0); shadow = SPBoolN (line, "shad", false); order = SPStrN (line, "order", ""); CreateCharNode (parent_name, node_name, name, fullname, order, shadow); rot = SPVector3N (line, "rot", NullVec); MaterialNode (node_name, mat_name); for (ii=0; ii<(int)order.size(); ii++) { act = order.at(ii)-48; switch (act) { case 0: trans = SPVector3N (line, "trans", MakeVector (0,0,0)); TranslateNode (node_name, trans); break; case 1: RotateNode (node_name, 1, rot.x); break; case 2: RotateNode (node_name, 2, rot.y); break; case 3: RotateNode (node_name, 3, rot.z); break; case 4: scale = SPVector3N (line, "scale", MakeVector (1,1,1)); ScaleNode (node_name, scale); break; case 5: VisibleNode (node_name, visible); break; case 9: RotateNode (node_name, 2, rot.z); break; default: break; } } } } newActions = false; return true; }