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//// Meshes if(m_dwNumMeshes > 0) { m_pMeshes = new SMesh[m_dwNumMeshes]; for(int j=0;j<m_dwNumMeshes;j++) { SMesh& mesh = m_pMeshes[j]; //PrintBufferProgress(); // Typ des Meshes --------------- Read(&mesh.dwType,1); iCheckpoint++; /// Nächster Checkpoint if( !ReadCheck(iCheckpoint) ) return 160100+j; cout << "BEGIN" << endl; // Header ----------------------- Read(&mesh.dwNumFrames,1); cout << "dwNumFrames = " << mesh.dwNumFrames << endl; Read(&mesh.dwMatFrames,1); cout << "dwMatFrames = " << mesh.dwMatFrames << endl; Read(&mesh.dwParent,1); cout << "dwParent = " << mesh.dwParent << endl; // BoundingBox ------------------ Read(&mesh.sbBounds.ptMin->x,1); cout << "bounds.min.x = " << mesh.sbBounds.ptMin->x << endl; Read(&mesh.sbBounds.ptMin->y,1); cout << "bounds.min.y = " << mesh.sbBounds.ptMin->y << endl; Read(&mesh.sbBounds.ptMin->z,1); cout << "bounds.min.z = " << mesh.sbBounds.ptMin->z << endl; Read(&mesh.sbBounds.ptMax->x,1); cout << "bounds.max.x = " << mesh.sbBounds.ptMax->x << endl; Read(&mesh.sbBounds.ptMax->y,1); cout << "bounds.max.y = " << mesh.sbBounds.ptMax->y << endl; Read(&mesh.sbBounds.ptMax->z,1); cout << "bounds.max.z = " << mesh.sbBounds.ptMax->z << endl; Read(&mesh.ptCenter.x,1); cout << "center.x = " << mesh.ptCenter.x << endl; Read(&mesh.ptCenter.y,1); cout << "center.y = " << mesh.ptCenter.y << endl; Read(&mesh.ptCenter.z,1); cout << "center.z = " << mesh.ptCenter.z << endl; Read(&mesh.fRadius,1); cout << "radius = " << mesh.fRadius << endl; // hier bleibt das Programm stehen? ////////////////////////////////////////-------------------------------------- cout << "vertices,"; // Vertices --------------------- int iNumVertices = 0; Read(&iNumVertices,1); mesh.pVertices = new SPoint[iNumVertices]; for(int i=0;i<iNumVertices;i++) { Read(&mesh.pVertices[i].x,1); Read(&mesh.pVertices[i].y,1); Read(&mesh.pVertices[i].z,1); } cout << "tex coords,"; // Textur Koordinaten ----------- int iNumTextureCoords = 0; Read(&iNumTextureCoords,1); mesh.pTexVertices = new SPoint2D[iNumTextureCoords]; for(int i=0;i<iNumTextureCoords;i++) { Read(&mesh.pTexVertices[i].x,1); Read(&mesh.pTexVertices[i].y,1); } cout << "normals,"; // Normalen --------------------- mesh.pNormals = new SPoint[iNumVertices]; for(int i=0;i<iNumVertices;i++) { Read(&mesh.pNormals[i].x,1); Read(&mesh.pNormals[i].y,1); Read(&mesh.pNormals[i].z,1); } cout << "enormals,"; // Enkodierte Normalen ---------- mesh.pEncodedNormals = new char[iNumVertices]; for(int i=0;i<iNumVertices;i++) { Read(&mesh.pEncodedNormals[i],1); } cout << "primitives,"; // Primitive -------------------- mesh.iNumPrimitives = 0; Read(&mesh.iNumPrimitives,1); mesh.pPrimitives = new SPrimitive[mesh.iNumPrimitives]; for(int i=0;i<mesh.iNumPrimitives;i++) { Read(&mesh.pPrimitives[i].wFirstElement,1); Read(&mesh.pPrimitives[i].wNumElements,1); Read(&mesh.pPrimitives[i].dwType,1); } cout << "indices,"; // Indices ---------------------- int iNumIndices = 0; Read(&iNumIndices,1); mesh.pIndices = new UWORD[iNumIndices]; for(int i=0;i<iNumIndices;i++) { Read((WORD*)&mesh.pIndices[i],1); } cout << "mindices,"; // MIndices --------------------- int iNumMIndices = 0; Read(&iNumMIndices,1); mesh.pMIndices = new UWORD[iNumMIndices]; for(int i=0;i<iNumMIndices;i++) { Read((WORD*)&mesh.pMIndices[i],1); } cout << "stuff" << endl; // Sonstiges dazu Read(&mesh.dwVertsPerFrame,1); Read(&mesh.dwFlags,1); cout << "END" << endl; if( !ReadCheck(++iCheckpoint) ) return 170100+j; } // for i <-> m_dwNumMeshes } // if m_dwNumMeshes > 0 if( !ReadCheck(iCheckpoint++) ) return 118; |
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