LevelLoader reads lights and cgMesh correctly.
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1c71d7ef80
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@ -231,7 +231,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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pointLight.Color = light->color;
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pointLight.Pos = light->position;
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pointLight.Bright = light->intensity;
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pointLight.Radius = light->raduis;
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pointLight.Radius = light->radius;
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C_Light *newLight = new C_Light( pointLight, objectID );
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@ -166,16 +166,17 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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case ObjectType_Light:
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{
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LightType lightType;
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//LightType lightType;
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//Get Light type
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ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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//ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
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//We only support PointLight for now.
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BasicLight* header = new BasicLight;
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ParseObject(&buffer[counter], header, sizeof(*header));
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counter += sizeof(*header);
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ParseLight(&buffer[counter], *header, counter);
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objects.push_back(header);
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/*switch(lightType)
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{
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case LightType_PointLight:
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@ -208,6 +209,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
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}
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break;*/
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}
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break;
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default:
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//Couldn't find typeID. FAIL!!!!!!
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break;
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@ -52,6 +52,7 @@ namespace GameLogic
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CollisionGeometryType_Box,
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CollisionGeometryType_Sphere,
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CollisionGeometryType_Cylinder,
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CollisionGeometryType_CG_MESH,
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CollisionGeometryType_Count,
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CollisionGeometryType_Unknown = -1
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@ -161,6 +162,11 @@ namespace GameLogic
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float radius;
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};
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struct BoundingVolumeCGMesh : public BoundingVolumeBase
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{
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wchar_t filename[128];
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};
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struct BoundingVolume
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{
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CollisionGeometryType geoType;
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@ -169,9 +175,9 @@ namespace GameLogic
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LevelLoaderInternal::BoundingVolumeBox box;
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LevelLoaderInternal::BoundingVolumeSphere sphere;
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LevelLoaderInternal::BoundingVolumeCylinder cylinder;
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LevelLoaderInternal::BoundingVolumeCGMesh cgMesh;
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};
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};
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}
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struct LevelMetaData : public ObjectTypeHeader
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@ -253,8 +259,10 @@ namespace GameLogic
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LightType lightType; //Is not used right now
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float color[3];
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float position[3];
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float raduis;
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float radius;
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float intensity;
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virtual ~BasicLight(){}
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};
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/* We only support pointlight right now.
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struct PointLight : public BasicLight
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@ -20,6 +20,32 @@ namespace GameLogic
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memcpy(header, buffer, size);
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}
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void ParseLight(char* buffer, BasicLight& header, int& size)
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{
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int start = 0;
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memcpy(&header.typeID, &buffer[start], 40);
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start += 40;
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/*
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memcpy(&header.lightType, &buffer[start], 4);
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start += 4;
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memcpy(&header.color, &buffer[start], 12);
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start += 12;
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memcpy(&header.position, &buffer[start], 12);
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start += 12;
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memcpy(&header.radius, &buffer[start], 4);
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start += 4;
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memcpy(&header.intensity, &buffer[start], 4);
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start += 4;*/
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size += start;
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//memcpy(&header, buffer, size);
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}
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void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
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{
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char tempName[128];
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@ -173,6 +199,22 @@ namespace GameLogic
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start += sizeof(volume.cylinder);
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break;
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case CollisionGeometryType_CG_MESH:
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{
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memcpy(&volume.cgMesh, &buf[start], sizeof(float)*12);
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start += sizeof(float)*12;
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memcpy(&tempSize, &buf[start], sizeof(tempSize));
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start += 4;
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memcpy(&tempName, &buf[start], tempSize);
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tempName[tempSize] = '\0';
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//convert from char[] to wchar_t[]
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mbstowcs_s(NULL, volume.cgMesh.filename, tempSize+1, tempName, _TRUNCATE);
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start += tempSize;
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}
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break;
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default:
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break;
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}
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@ -18,6 +18,7 @@ namespace GameLogic
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*/
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void ParseObject(char* buffer, void *header, int size);
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void ParseLight(char* buffer, BasicLight& header, int& size);
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void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
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void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
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void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
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