Пример #1
0
EERIE_3DOBJ * Eerie_Copy(const EERIE_3DOBJ * obj) {
	
	EERIE_3DOBJ * nouvo = new EERIE_3DOBJ(); 
	
	nouvo->vertexlist = obj->vertexlist;
	
	nouvo->vertexlist3 = obj->vertexlist3;
	
	nouvo->ndata = NULL;
	nouvo->pbox = NULL;
	nouvo->pdata = NULL;
	nouvo->cdata = NULL;
	nouvo->sdata = NULL;
	nouvo->m_skeleton = NULL;
	nouvo->vertexlocal = NULL;
	
	nouvo->angle = obj->angle;
	nouvo->pos = obj->pos;
	nouvo->cub.xmax = obj->cub.xmax;
	nouvo->cub.xmin = obj->cub.xmin;
	nouvo->cub.ymax = obj->cub.ymax;
	nouvo->cub.ymin = obj->cub.ymin;
	nouvo->cub.zmax = obj->cub.zmax;
	nouvo->cub.zmin = obj->cub.zmin;
	
	if(!obj->file.empty())
		nouvo->file = obj->file;
	
	if(!obj->name.empty())
		nouvo->name = obj->name;

	nouvo->origin = obj->origin;
	nouvo->point0 = obj->point0;
	nouvo->quat = obj->quat;


	if(obj->ndata)
		nouvo->ndata = copyStruct(obj->ndata, obj->vertexlist.size());
	else
		nouvo->ndata = NULL;

	nouvo->facelist = obj->facelist;
	nouvo->grouplist = obj->grouplist;
	nouvo->actionlist = obj->actionlist;
	nouvo->selections = obj->selections;
	nouvo->texturecontainer = obj->texturecontainer;
	nouvo->fastaccess = obj->fastaccess;
	
	EERIE_CreateCedricData(nouvo);

	if(obj->pbox) {
		nouvo->pbox = new PHYSICS_BOX_DATA();
		nouvo->pbox->nb_physvert = obj->pbox->nb_physvert;
		nouvo->pbox->stopcount = 0;
		nouvo->pbox->radius = obj->pbox->radius;
		
		nouvo->pbox->vert = copyStruct(obj->pbox->vert, obj->pbox->nb_physvert);
	}
	
	nouvo->linked.clear();
	nouvo->originaltextures = NULL;
	return nouvo;
}
Пример #2
0
// Converts a Theo Object to an EERIE object
static EERIE_3DOBJ * TheoToEerie(const char * adr, long size, const res::path & texpath, const res::path & fic) {
	
	LogWarning << "TheoToEerie " << fic;
	
	if(!adr)
		return NULL;
	
	res::path txpath = texpath.empty() ? "graph/obj3d/textures" : texpath;
	
	if(size < 10) {
		return NULL;
	}
	
	size_t pos = 0;
	
	const THEO_HEADER * pth = reinterpret_cast<const THEO_HEADER *>(adr + pos);
	pos += sizeof(THEO_HEADER);
	
	if(pth->version < 3003 || pth->version > 3011) {
		LogError << "TheoToEerie: invalid version in " << fic << ": found " << pth->version
		         << " expected 3004 to 3011";
		return NULL;
	}
	
	EERIE_3DOBJ * eerie = new EERIE_3DOBJ;
	eerie->clear();
	
	eerie->file = fic;
	
	if(pth->type_write == 0) {
		// read the texture
		
		LogError <<  "WARNING object " << fic << " SAVE MAP IN OBJECT = INVALID... Using Dummy Textures...";
		
		eerie->texturecontainer.resize(pth->nb_maps);
		for(long i = 0; i < pth->nb_maps; i++) {
			pos += sizeof(THEO_TEXTURE);
			eerie->texturecontainer[i] = GetAnyTexture();
		}
		
	} else {
		
		if((pth->type_write & SAVE_MAP_BMP) || (pth->type_write & SAVE_MAP_TGA)) {
			
			eerie->texturecontainer.resize(pth->nb_maps);
			for(long i = 0; i < pth->nb_maps; i++) {
				
				res::path name;
				if(pth->version >= 3008) {
					const THEO_SAVE_MAPS_IN_3019 * tsmi3019 = reinterpret_cast<const THEO_SAVE_MAPS_IN_3019 *>(adr + pos);
					pos += sizeof(THEO_SAVE_MAPS_IN_3019);
					name = res::path::load(util::loadString(tsmi3019->texture_name)).remove_ext();
				} else {
					const THEO_SAVE_MAPS_IN * tsmi = reinterpret_cast<const THEO_SAVE_MAPS_IN *>(adr + pos);
					pos += sizeof(THEO_SAVE_MAPS_IN);
					name = res::path::load(util::loadString(tsmi->texture_name)).remove_ext();
				}
				
				if(!name.empty()) {
					eerie->texturecontainer[i] = TextureContainer::Load(txpath / name, TextureContainer::Level);
				}
			}
		}
	}
	
	pos = pth->object_seek;
	loadObjectData(eerie, adr, &pos, pth->version);
	eerie->angle = Anglef::ZERO;
	eerie->pos = Vec3f_ZERO;

	// NORMALS CALCULATIONS

	//Compute Faces Areas
	for(size_t i = 0; i < eerie->facelist.size(); i++) {
		const Vec3f & p0 = eerie->vertexlist[eerie->facelist[i].vid[0]].v;
		const Vec3f & p1 = eerie->vertexlist[eerie->facelist[i].vid[1]].v;
		const Vec3f & p2 = eerie->vertexlist[eerie->facelist[i].vid[2]].v;
		eerie->facelist[i].temp = glm::distance((p0 + p1) * .5f, p2) * glm::distance(p0, p1) * .5f;
	}

	for(size_t i = 0; i < eerie->facelist.size(); i++) {
		CalcObjFaceNormal(
		    &eerie->vertexlist[eerie->facelist[i].vid[0]].v,
		    &eerie->vertexlist[eerie->facelist[i].vid[1]].v,
		    &eerie->vertexlist[eerie->facelist[i].vid[2]].v,
		    &eerie->facelist[i]
		);
		float area = eerie->facelist[i].temp;

		for(long j = 0; j < 3; j++) {
			float mod = area * area;
			Vec3f nrml = eerie->facelist[i].norm * mod;
			float count = mod;

			for(size_t i2 = 0; i2 < eerie->facelist.size(); i2++) {
				if(i != i2) {
					float area2 = eerie->facelist[i].temp;

					for(long j2 = 0; j2 < 3; j2++) {
						if(closerThan(eerie->vertexlist[eerie->facelist[i2].vid[j2]].v, eerie->vertexlist[eerie->facelist[i].vid[j]].v, .1f)) {
							mod = (area2 * area2);
							nrml += eerie->facelist[i2].norm * mod;
							count += mod; 
						}
					}
				}
			}

			count = 1.f / count;
			eerie->vertexlist[eerie->facelist[i].vid[j]].vert.p = nrml * count;
		}
	}

	for(size_t i = 0; i < eerie->facelist.size(); i++) {
		for(long j = 0; j < 3; j++) {
			eerie->vertexlist[eerie->facelist[i].vid[j]].norm = eerie->vertexlist[eerie->facelist[i].vid[j]].vert.p;
		}
	}

	// Apply Normals Spherical correction for NPC head
	long neck_orgn = GetGroupOriginByName(eerie, "neck");
	long head_idx = EERIE_OBJECT_GetGroup(eerie, "head");

	if(head_idx >= 0 && neck_orgn >= 0) {
		VertexGroup & headGroup = eerie->grouplist[head_idx];
		
		Vec3f center = Vec3f_ZERO;
		Vec3f origin = eerie->vertexlist[neck_orgn].v;
		float count = (float)headGroup.indexes.size();

		if(count > 0.f) {
			for(size_t idx = 0 ; idx < headGroup.indexes.size(); idx++) {
				center += eerie->vertexlist[ headGroup.indexes[idx] ].v;
			}
			
			center = (center * (1.f / count) + origin + origin) * (1.0f / 3);
			float max_threshold = glm::distance(origin, center);
			
			for(size_t i = 0; i < headGroup.indexes.size(); i++) {
				EERIE_VERTEX * ev = &eerie->vertexlist[headGroup.indexes[i]];
				float d = glm::distance(ev->v, origin);
				float factor = 1.f;

				if(d < max_threshold) {
					factor = d / max_threshold;
				}

				float ifactor = 1.f - factor;
				Vec3f fakenorm;
				fakenorm = ev->v - center;
				fakenorm = glm::normalize(fakenorm);
				ev->norm = ev->norm * ifactor + fakenorm * factor;
				ev->norm = glm::normalize(ev->norm);
			}
		}
	}

	// NORMALS CALCULATIONS END
	//***********************************************************
	
	eerie->m_skeleton = NULL;
	EERIE_CreateCedricData(eerie);
	return eerie;
}
Пример #3
0
void EERIE_MESH_TWEAK_Do(Entity * io, TweakType tw, const res::path & path) {
	
	res::path ftl_file = ("game" / path).set_ext("ftl");

	if ((!g_resources->getFile(ftl_file)) && (!g_resources->getFile(path))) return;

	if (!tw) return;

	if (io == NULL) return;

	if (io->obj == NULL) return;

	if(path.empty() && tw == TWEAK_REMOVE) {
		
		if(io->tweaky) {
			delete io->obj;
			io->obj = io->tweaky;
			EERIE_Object_Precompute_Fast_Access(io->obj);
			io->tweaky = NULL;
		}
		
		return;
	}

	EERIE_3DOBJ * tobj = NULL;
	EERIE_3DOBJ * result = NULL;

	{
		tobj = loadObject(path);

		if (!tobj) return;

		switch (tw)
		{
			case (u32)TWEAK_HEAD | (u32)TWEAK_TORSO | (u32)TWEAK_LEGS:

				if (!io->tweaky)
					io->tweaky = io->obj;
				else delete
					io->obj;

				io->obj = tobj;
				return;
				break;
			case (u32)TWEAK_HEAD | (u32)TWEAK_TORSO: {
				EERIE_3DOBJ * result2 = CreateIntermediaryMesh(io->obj, tobj, TWEAK_HEAD);
				result = CreateIntermediaryMesh(result2, tobj, TWEAK_TORSO);
				delete result2;
				break;
			}
			case (u32)TWEAK_TORSO | (u32)TWEAK_LEGS: {
				EERIE_3DOBJ * result2 = CreateIntermediaryMesh(io->obj, tobj, TWEAK_TORSO);
				result = CreateIntermediaryMesh(result2, tobj, TWEAK_LEGS);
				delete result2;
				break;
			}
			case (u32)TWEAK_HEAD | (u32)TWEAK_LEGS:
				result = CreateIntermediaryMesh(tobj, io->obj, TWEAK_TORSO);
				break;
			default:
				result = CreateIntermediaryMesh(io->obj, tobj, tw);
				break;
		}

		if(!result) {
			delete tobj;
			return;
		}

		if (io->tweaky == NULL) io->tweaky = io->obj;
		else if (io->tweaky != io->obj)
			delete io->obj;

		io->obj = result;
		EERIE_Object_Precompute_Fast_Access(io->obj);
	}

	EERIE_CreateCedricData(io->obj);
	
	io->animBlend.lastanimtime = 0;
	io->animBlend.m_active = false;
	
	delete tobj;
}
Пример #4
0
void EERIE_MESH_TWEAK_Do(INTERACTIVE_OBJ * io, long tw, char * _path)
{
	if (!ALLOW_MESH_TWEAKING) return;

	char file2[256];
	char filet[256];
	char path[256];
	File_Standardize(_path, path);

	strcpy(filet, "GAME\\");
	strcat(filet, path);

	SetExt(filet, ".FTL");
	File_Standardize(filet, file2);

	if ((!PAK_FileExist(file2)) && (!PAK_FileExist(path))) return;

	if (tw == TWEAK_ERROR) return;

	if (io == NULL) return;

	if (io->obj == NULL) return;

	EERIE_MESH_ReleaseTransPolys(io->obj);

	if ((path == NULL) && (tw == TWEAK_REMOVE))
	{
		if (io->tweaky)
		{
			ReleaseEERIE3DObj(io->obj);
			io->obj = io->tweaky;
			EERIE_Object_Precompute_Fast_Access(io->obj);
			io->tweaky = NULL;
		}

		return;
	}

	EERIE_3DOBJ * tobj = NULL;
	EERIE_3DOBJ * result = NULL;
	EERIE_3DOBJ * result2 = NULL;

	if ((PAK_FileExist(file2)) || (PAK_FileExist(path)))
	{
		
		const char DIR_TEXTURES[] = "Graph\\Obj3D\\Textures\\";
		
		if (io->ioflags & IO_NPC)
			tobj = TheoToEerie_Fast(DIR_TEXTURES, path, TTE_NPC);
		else
			tobj = TheoToEerie_Fast(DIR_TEXTURES, path, 0);

		if (!tobj) return;

		switch (tw)
		{
			case TWEAK_ALL:

				if (io->tweaky == NULL) io->tweaky = io->obj;
				else ReleaseEERIE3DObj(io->obj);

				long i;
				TextureContainer * tc;
				tc = NULL;

				for (i = 0; i < tobj->nbfaces; i++)
				{
					if ((tobj->facelist[i].texid >= 0)
					        &&	(tobj->texturecontainer[tobj->facelist[i].texid]))
					{
						tc = tobj->texturecontainer[tobj->facelist[i].texid];

						if (!tc->m_pddsSurface)
							tc->Restore(GDevice);
					}
				}

				io->obj = tobj;
				return;
				break;
			case TWEAK_UPPER:
				result2 = CreateIntermediaryMesh(io->obj, tobj, TWEAK_HEAD);
				result = CreateIntermediaryMesh(result2, tobj, TWEAK_TORSO);
				ReleaseEERIE3DObj(result2);
				break;
			case TWEAK_LOWER:
				result2 = CreateIntermediaryMesh(io->obj, tobj, TWEAK_TORSO);
				result = CreateIntermediaryMesh(result2, tobj, TWEAK_LEGS);
				ReleaseEERIE3DObj(result2);
				break;
			case TWEAK_UP_LO:
				result = CreateIntermediaryMesh(tobj, io->obj, TWEAK_TORSO);
				break;
			default:
				result = CreateIntermediaryMesh(io->obj, tobj, tw);
				break;
		}

		if (result == NULL)
		{
			ReleaseEERIE3DObj(tobj);
			return;
		}

		result->pdata = NULL;
		result->cdata = NULL;

		if (io->tweaky == NULL) io->tweaky = io->obj;
		else if (io->tweaky != io->obj)
			ReleaseEERIE3DObj(io->obj);

		io->obj = result;
		EERIE_Object_Precompute_Fast_Access(io->obj);
	}

	EERIE_CreateCedricData(io->obj);

	if (io)
	{
		io->lastanimtime = 0;
		io->nb_lastanimvertex = 0;
	}

	ReleaseEERIE3DObj(tobj);
}
Пример #5
0
//***********************************************************************************************
// Uses Fast Object Load if FTL file exists
//-----------------------------------------------------------------------------------------------
// VERIFIED (Cyril 2001/10/15)
//***********************************************************************************************
EERIE_3DOBJ * ARX_FTL_Load(const char * file)
{
	
	
	// Creates FTL file name
	char filename[256];
	sprintf(filename, "Game\\%s", file);
	SetExt(filename, ".FTL");

	// Checks for FTL file existence
	if(!PAK_FileExist(filename)) {
		LogError<<"ARX_FTL_Load: not found in PAK" << filename;
		return NULL;
	}

	// Our file exist we can use it
	unsigned char * dat;
	long pos = 0;
	size_t allocsize;

	ARX_FTL_PRIMARY_HEADER 	*		afph;
	ARX_FTL_SECONDARY_HEADER 	*		afsh;
	ARX_FTL_PROGRESSIVE_DATA_HEADER *	afpdh;
	ARX_FTL_CLOTHES_DATA_HEADER 	*	afcdh;
	ARX_FTL_COLLISION_SPHERES_DATA_HEADER * afcsdh;
	ARX_FTL_3D_DATA_HEADER 	*		af3Ddh;

	char * compressedData = NULL;
	size_t compressedSize = 0;
	long NOrelease = 1;
	long NoCheck = 0;

	compressedData = MCache_Pop(filename, &compressedSize);

	if (!compressedData)
	{
		compressedData = (char *)PAK_FileLoadMalloc(filename, &compressedSize);
		NOrelease = MCache_Push(filename, compressedData, compressedSize) ? 1 : 0;
	}
	else NoCheck = 1;

	if(!compressedData) {
		printf("ARX_FTL_Load: error loading from PAK\n");
		return NULL;
	}

	long DontCheck = 0;

	DontCheck = 1;

	dat = (unsigned char *)STD_Explode(compressedData, compressedSize, &allocsize);//pos,&cpr_pos);
	// TODO size ignored

	if(!dat) {
		printf("ARX_FTL_Load: error decompressing\n");
		return NULL;
	}

	if (!NOrelease) free(compressedData);

	// Pointer to Primary Header
	afph = (ARX_FTL_PRIMARY_HEADER *)dat;
	pos += sizeof(ARX_FTL_PRIMARY_HEADER);

	// Verify FTL file Signature
	if ((afph->ident[0] != 'F') && (afph->ident[1] != 'T') && (afph->ident[2] != 'L'))
	{
		printf("ARX_FTL_Load: wrong magic number\n");
		free(dat);
		return NULL;
	}

	// Verify FTL file version
	if (afph->version != CURRENT_FTL_VERSION)
	{
		printf("ARX_FTL_Load: wrong version: %f, expected %f\n", afph->version, CURRENT_FTL_VERSION);
		free(dat);
		return NULL;
	}

	// Verify Checksum
	if ((!NOCHECKSUM || NoCheck) && !DontCheck)
	{
		char check[512];

		HERMES_CreateFileCheck(file, check, 512, CURRENT_FTL_VERSION);

		char * pouet = (char *)(dat + pos);

		for (long i = 0; i < 512; i++)
			if (check[i] != pouet[i])
			{
				printf("ARX_FTL_Load: checksum error\n");
				free(dat);
				return NULL;
			}
	}

	// Increases offset by checksum size
	pos += 512;

	// Pointer to Secondary Header
	afsh = (ARX_FTL_SECONDARY_HEADER *)(dat + pos);
	pos += sizeof(ARX_FTL_SECONDARY_HEADER);

	EERIE_3DOBJ * obj = NULL;
	
	// Check For & Load 3D Data
	if (afsh->offset_3Ddata != -1)
	{

		//todo free
		obj = (EERIE_3DOBJ *)malloc(sizeof(EERIE_3DOBJ));
		memset(obj, 0, sizeof(EERIE_3DOBJ));

		af3Ddh = (ARX_FTL_3D_DATA_HEADER *)(dat + afsh->offset_3Ddata);
		pos = afsh->offset_3Ddata;
		pos += sizeof(ARX_FTL_3D_DATA_HEADER);

		obj->nbvertex = af3Ddh->nb_vertex;
		obj->nbfaces = af3Ddh->nb_faces;
		obj->nbmaps = af3Ddh->nb_maps;
		obj->nbgroups = af3Ddh->nb_groups;
		obj->nbaction = af3Ddh->nb_action;
		obj->nbselections = af3Ddh->nb_selections;
		obj->origin = af3Ddh->origin;
		strcpy(obj->file, af3Ddh->name);

		// Alloc'n'Copy vertices
		if (obj->nbvertex > 0)
		{
			//todo free
			obj->vertexlist = (EERIE_VERTEX *)malloc(sizeof(EERIE_VERTEX) * obj->nbvertex);

			obj->vertexlist3 = (EERIE_VERTEX *)malloc(sizeof(EERIE_VERTEX) * obj->nbvertex);

			for (long ii = 0; ii < obj->nbvertex; ii++)
			{
				memcpy(&obj->vertexlist[ii], dat + pos, sizeof(EERIE_OLD_VERTEX));
				memcpy(&obj->vertexlist3[ii], dat + pos, sizeof(EERIE_OLD_VERTEX));
				pos += sizeof(EERIE_OLD_VERTEX); 
			}

			obj->point0.x = obj->vertexlist[obj->origin].v.x;
			obj->point0.y = obj->vertexlist[obj->origin].v.y;
			obj->point0.z = obj->vertexlist[obj->origin].v.z;

			for (long i = 0; i < obj->nbvertex; i++)
			{
				obj->vertexlist[i].vert.color = 0xFF000000;
				obj->vertexlist3[i].vert.color = 0xFF000000;
			}
		}

		// Alloc'n'Copy faces
		if (obj->nbfaces > 0)
		{
			//todo free
			obj->facelist = (EERIE_FACE *)malloc(sizeof(EERIE_FACE) * obj->nbfaces);

			for (long ii = 0; ii < af3Ddh->nb_faces; ii++)
			{
				EERIE_FACE_FTL * eff = (EERIE_FACE_FTL *)(dat + pos);
				obj->facelist[ii].facetype = eff->facetype;
				obj->facelist[ii].texid = eff->texid;
				obj->facelist[ii].transval = eff->transval;
				obj->facelist[ii].temp = eff->temp;
				memcpy(&obj->facelist[ii].norm, &eff->norm, sizeof(EERIE_3D));

				for (long kk = 0; kk < IOPOLYVERT; kk++)
				{
					memcpy(&obj->facelist[ii].nrmls[kk], &eff->nrmls[kk], sizeof(EERIE_3D));
					obj->facelist[ii].vid[kk] = eff->vid[kk];
					obj->facelist[ii].u[kk] = eff->u[kk];
					obj->facelist[ii].v[kk] = eff->v[kk];
					obj->facelist[ii].ou[kk] = eff->ou[kk];
					obj->facelist[ii].ov[kk] = eff->ov[kk];
				}

				pos += sizeof(EERIE_FACE_FTL); 
			}
		}

		// Alloc'n'Copy textures
		if (af3Ddh->nb_maps > 0)
		{
			char ficc[256];
			char ficc2[256];
			char ficc3[256];

			//todo free
			obj->texturecontainer = (TextureContainer **)malloc(sizeof(TextureContainer *) * af3Ddh->nb_maps);

			for (long i = 0; i < af3Ddh->nb_maps; i++)
			{
				memcpy(ficc2, dat + pos, 256);
				strcpy(ficc3, ficc2);
				File_Standardize(ficc3, ficc);

				obj->texturecontainer[i] = D3DTextr_CreateTextureFromFile(ficc, 0, 0, EERIETEXTUREFLAG_LOADSCENE_RELEASE);

				if (GDevice && obj->texturecontainer[i] && !obj->texturecontainer[i]->m_pddsSurface)
					obj->texturecontainer[i]->Restore(GDevice);

				MakeUserFlag(obj->texturecontainer[i]);
				pos += 256;
			}
		}

		// Alloc'n'Copy groups
		if (obj->nbgroups > 0)
		{
			//todo free
			obj->grouplist = (EERIE_GROUPLIST *)malloc(sizeof(EERIE_GROUPLIST) * obj->nbgroups);
			memcpy(obj->grouplist, dat + pos, sizeof(EERIE_GROUPLIST) * obj->nbgroups);
			pos += sizeof(EERIE_GROUPLIST) * obj->nbgroups;

			for (long i = 0; i < obj->nbgroups; i++)
				if (obj->grouplist[i].nb_index > 0)
				{
					//TO DO: FREE+++++++++++++++++++++++
					obj->grouplist[i].indexes = (long *)malloc(sizeof(long) * obj->grouplist[i].nb_index);
					memcpy(obj->grouplist[i].indexes, dat + pos, sizeof(long)*obj->grouplist[i].nb_index);
					pos += sizeof(long) * obj->grouplist[i].nb_index;
				}
		}

		// Alloc'n'Copy action points
		if (obj->nbaction > 0)
		{
			//todo free
			obj->actionlist = (EERIE_ACTIONLIST *)malloc(sizeof(EERIE_ACTIONLIST) * obj->nbaction);
			memcpy(obj->actionlist, dat + pos, sizeof(EERIE_ACTIONLIST)*obj->nbaction);
			pos += sizeof(EERIE_ACTIONLIST) * obj->nbaction;
		}

		// Alloc'n'Copy selections
		if (obj->nbselections > 0)
		{
			//todo free++
			obj->selections = (EERIE_SELECTIONS *)malloc(sizeof(EERIE_SELECTIONS) * obj->nbselections);
			memcpy(obj->selections, dat + pos, sizeof(EERIE_SELECTIONS)*obj->nbselections);
			pos += sizeof(EERIE_SELECTIONS) * obj->nbselections;

			for (long i = 0; i < af3Ddh->nb_selections; i++)
			{
				//todo free+++
				obj->selections[i].selected = (long *)malloc(sizeof(long) * obj->selections[i].nb_selected);
				memcpy(obj->selections[i].selected, dat + pos, sizeof(long)*obj->selections[i].nb_selected);
				pos += sizeof(long) * obj->selections[i].nb_selected;
			}
		}

		obj->pbox = NULL;
	}

	if (!obj)
	{
		printf("ARX_FTL_Load: error loading data\n");
		free(dat);
		return NULL;
	}

	// Alloc'n'Copy Collision Spheres Data
	if (afsh->offset_collision_spheres != -1)
	{
		afcsdh = (ARX_FTL_COLLISION_SPHERES_DATA_HEADER *)(dat + afsh->offset_collision_spheres);
		pos = afsh->offset_collision_spheres;
		pos += sizeof(ARX_FTL_COLLISION_SPHERES_DATA_HEADER);

		obj->sdata = (COLLISION_SPHERES_DATA *)malloc(sizeof(COLLISION_SPHERES_DATA));
		obj->sdata->nb_spheres = afcsdh->nb_spheres;

		obj->sdata->spheres = (COLLISION_SPHERE *)malloc(sizeof(COLLISION_SPHERE) * obj->sdata->nb_spheres);

		memcpy(obj->sdata->spheres, dat + pos, sizeof(COLLISION_SPHERE)*obj->sdata->nb_spheres);
		pos += sizeof(COLLISION_SPHERE) * obj->sdata->nb_spheres;
	}

	// Alloc'n'Copy Progressive DATA
	if (afsh->offset_progressive_data != -1)
	{
		afpdh = (ARX_FTL_PROGRESSIVE_DATA_HEADER *)(dat + afsh->offset_progressive_data);
		pos = afsh->offset_progressive_data;
		pos += sizeof(ARX_FTL_PROGRESSIVE_DATA_HEADER);
		pos += sizeof(PROGRESSIVE_DATA) * afpdh->nb_vertex;
	}

	// Alloc'n'Copy Clothes DATA
	if (afsh->offset_clothes_data != -1)
	{
		obj->cdata = (CLOTHES_DATA *)malloc(sizeof(CLOTHES_DATA));
		memset(obj->cdata, 0, sizeof(CLOTHES_DATA));

		afcdh = (ARX_FTL_CLOTHES_DATA_HEADER *)(dat + afsh->offset_clothes_data);
		obj->cdata->nb_cvert = (short)afcdh->nb_cvert;
		obj->cdata->nb_springs = (short)afcdh->nb_springs;
		pos = afsh->offset_clothes_data;
		pos += sizeof(ARX_FTL_CLOTHES_DATA_HEADER);

		// now load cvert
		obj->cdata->cvert = (CLOTHESVERTEX *)malloc(sizeof(CLOTHESVERTEX) * obj->cdata->nb_cvert);
		obj->cdata->backup = (CLOTHESVERTEX *)malloc(sizeof(CLOTHESVERTEX) * obj->cdata->nb_cvert);
		memcpy(obj->cdata->cvert, dat + pos, sizeof(CLOTHESVERTEX)*obj->cdata->nb_cvert);
		memcpy(obj->cdata->backup, dat + pos, sizeof(CLOTHESVERTEX)*obj->cdata->nb_cvert);
		pos += sizeof(CLOTHESVERTEX) * obj->cdata->nb_cvert;

		// now load springs
		obj->cdata->springs = (EERIE_SPRINGS *)malloc(sizeof(EERIE_SPRINGS) * obj->cdata->nb_springs);
		memcpy(obj->cdata->springs, dat + pos, sizeof(EERIE_SPRINGS)*obj->cdata->nb_springs);
		pos += sizeof(EERIE_SPRINGS) * obj->cdata->nb_springs;
	}

	free(dat);

	if (BH_MODE)
		EERIE_OBJECT_MakeBH(obj);

	EERIE_OBJECT_CenterObjectCoordinates(obj);
	EERIE_CreateCedricData(obj);
	EERIEOBJECT_CreatePFaces(obj);
	// Now we can release our cool FTL file
	EERIE_Object_Precompute_Fast_Access(obj);
	LogInfo<<"loaded "<< file;
	return obj;
}