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+/*!
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+ * \file src/World.cpp
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+ * \brief The game world (model)
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+ *
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+ * \author Mongoose
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+ */
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+
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+#include <math.h>
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+
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+#include "World.h"
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+
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+
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+////////////////////////////////////////////////////////////
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+// Constructors
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+////////////////////////////////////////////////////////////
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+
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+World::World()
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+{
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+ mClearLock = false;
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+ mFlags = 0;
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+}
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+
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+
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+World::~World()
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+{
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+ destroy();
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+}
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+
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+
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+////////////////////////////////////////////////////////////
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+// Public Accessors
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+////////////////////////////////////////////////////////////
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+
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+int World::getRoomByLocation(int index, float x, float y, float z)
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+{
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+ room_mesh_t *room = mRooms[index];
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+
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+ if (room)
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+ {
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+ if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
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+ z > room->bbox_min[2] && z < room->bbox_max[2])
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+ {
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+ if (y > room->bbox_min[1] && y < room->bbox_max[1])
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+ return index;
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+ }
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+ }
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+
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+ return getRoomByLocation(x, y, z);
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+}
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+
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+
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+int World::getRoomByLocation(float x, float y, float z)
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+{
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+ room_mesh_t *room;
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+ int hop = -1;
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+
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+
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+ for(std::vector<int>::size_type i = 0; i != mRooms.size(); i++)
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+ {
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+ room = mRooms[i];
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+
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+ if (!room)
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+ continue;
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+
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+ if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
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+ z > room->bbox_min[2] && z < room->bbox_max[2])
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+ {
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+ // This room contains current position
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+ if (y > room->bbox_min[1] && y < room->bbox_max[1])
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+ return i;
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+
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+ // This room is above or below current position
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+ hop = i;
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+ }
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+ }
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+
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+ // Room is -1? Must be in void, try to hop to room with same X,Z
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+ if (mFlags & fEnableHopping)
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+ return hop;
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+
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+ return -1;
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+}
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+
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+
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+int World::getAdjoiningRoom(int index,
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+ float x, float y, float z,
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+ float x2, float y2, float z2)
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+{
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+ room_mesh_t *room = mRooms[index];
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+ portal_t * portal;
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+ vec3_t intersect, p1, p2;
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+
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+
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+ p1[0] = x; p1[1] = y; p1[2] = z;
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+ p2[0] = x2; p2[1] = y2; p2[2] = z2;
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+
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+ if (room)
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+ {
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+ for(std::vector<int>::size_type i = 0; i != room->portals.size(); i++)
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+ {
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+ portal = room->portals[i];
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+
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+ if (!portal)
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+ continue;
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+
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+ if (intersectionLinePolygon(intersect, p1, p2, // 4,
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+ portal->vertices))
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+ {
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+ return portal->adjoining_room;
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+ }
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+ }
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+ }
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+
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+ return -1;
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+}
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+
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+
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+int World::getSector(int room, float x, float z, float *floor, float *ceiling)
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+{
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+ room_mesh_t *r;
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+ sector_t * s;
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+ int sector;
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+
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+
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+ r = mRooms[room];
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+
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+ if (!r)
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+ return -1;
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+
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+ sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
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+ (((int)z - (int)r->pos[2]) / 1024));
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+
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+ if (sector > -1)
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+ {
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+ s = r->sectors[sector];
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+
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+ if (!s)
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+ return -1;
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+
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+ *floor = s->floor;
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+ *ceiling = s->ceiling;
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+ }
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+
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+ return sector;
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+}
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+
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+
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+int World::getSector(int room, float x, float z)
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+{
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+ int sector;
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+ room_mesh_t *r;
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+
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+
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+ r = mRooms[room];
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+
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+ if (!r)
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+ {
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+ return -1;
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+ }
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+
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+ sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
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+ (((int)z - (int)r->pos[2]) / 1024));
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+
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+ if (sector < 0)
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+ {
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+ return -1;
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+ }
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+
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+ return sector;
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+}
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+
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+
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+unsigned int World::getRoomInfo(int room)
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+{
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+ room_mesh_t *r;
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+
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+
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+ r = mRooms[room];
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+
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+ if (!r)
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+ {
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+ return 0;
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+ }
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+
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+ return r->flags;
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+}
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+
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+
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+bool World::isWall(int room, int sector)
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+{
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+ room_mesh_t *r;
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+ sector_t *sect;
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+
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+
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+ r = mRooms[room];
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+
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+ if (!r)
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+ {
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+ return true;
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+ }
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+
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+ sect = r->sectors[sector];
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+
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+ if (!sect)
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+ {
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+ return true;
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+ }
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+
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+ return (sector > 0 && sect->wall);
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+}
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+
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+
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+bool World::getHeightAtPosition(int index, float x, float *y, float z)
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+{
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+ room_mesh_t *room = mRooms[index];
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+
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+#ifdef OBSOLETE_USING_BOXES
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+ unsigned int i;
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+ float zmax, xmax, zmin, xmin;
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+
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+
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+ if (!room)
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+ {
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+ return false;
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+ }
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+
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+ // Mongoose 2002.08.14, It's 0302 - give me a fucking break --
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+ // this works albeit poorly =)
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+ for (i = 0; (int)i < room->num_boxes; ++i)
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+ {
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+ xmax = room->boxes[i].c.pos[0];
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+ xmin = room->boxes[i].a.pos[0];
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+ zmax = room->boxes[i].c.pos[2];
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+ zmin = room->boxes[i].a.pos[2];
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+
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+ if (x < xmax && x > xmin && z < zmax && z > zmin)
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+ {
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+ //printf("%f %f %f %f\n", xmax, xmin, zmax, zmin);
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+
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+ *y = room->boxes[i].a.pos[1]; // hhmm...room->pos[1] +
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+ return true;
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+ }
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+ }
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+
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+ return false;
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+#else
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+ int sector;
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+ sector_t *sect;
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+
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+
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+ if (!room)
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+ {
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+ return false;
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+ }
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+
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+ // Mongoose 2002.08.14, Remember sector_z is width of sector array
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+ sector = getSector(index, x, z);
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+
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+ sect = room->sectors[sector];
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+
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+ if (!sect)
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+ {
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+ return true;
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+ }
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+
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+ *y = sect->floor;
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+
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+ return true;
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+#endif
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+}
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+
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+
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+// Temp methods for rendering use until more refactoring is done
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+#ifdef BAD_BLOOD
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+model_mesh_t *World::getMesh(int index)
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+{
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+ return mMeshes[index];
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+}
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+
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+skeletal_model_t *World::getModel(int index)
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+{
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+ return mModels[index];
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+}
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+
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+room_mesh_t *World::getRoom(int index)
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+{
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+ return mRooms[index];
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+}
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+
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+std::vector<entity_t *> *World::getEntities()
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+{
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+ return &mEntities;
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+}
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+
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+std::vector<sprite_seq_t *> *World::getSprites()
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+{
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+ return &mSprites;
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+}
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+
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+std::vector<room_mesh_t *> *World::getRooms()
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+{
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+ return &mRooms;
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+}
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+#endif
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+
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+
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+////////////////////////////////////////////////////////////
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+// Public Mutators
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+////////////////////////////////////////////////////////////
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+
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+void World::setFlag(WorldFlag flag)
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+{
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+ mFlags |= flag;
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+}
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+
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+
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+
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+void World::clearFlag(WorldFlag flag)
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+{
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+ mFlags |= flag;
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+ mFlags ^= flag;
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+}
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+
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+
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+void World::destroy()
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+{
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+ // Add some locking to check use state first
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+ if (!mClearLock)
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+ {
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+ clear();
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+ }
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+}
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+
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+
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+void World::addRoom(room_mesh_t *room)
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+{
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+ mClearLock = false;
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+ mRooms.push_back(room);
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+}
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+
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+
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+void World::addMesh(model_mesh_t *mesh)
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+{
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+ if (mesh)
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+ {
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+ mClearLock = false;
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+ mMeshes.push_back(mesh);
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+ }
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+}
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+
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+
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+void World::addEntity(entity_t *e)
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+{
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+ if (e)
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+ {
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+ mClearLock = false;
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+ e->master = 0x0;
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+ e->moveType = worldMoveType_walk; // Walk
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+ e->room = getRoomByLocation(e->pos[0], e->pos[1], e->pos[2]);
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+ mEntities.push_back(e);
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+ }
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+}
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+
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+
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+int World::addModel(skeletal_model_t *model)
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+{
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+ if (model)
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+ {
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+ mClearLock = false;
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+ mModels.push_back(model);
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+ return mModels.size() - 1;
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+ }
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+
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+ return -1;
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+}
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+
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+
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+void World::addSprite(sprite_seq_t *sprite)
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+{
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+ if (sprite)
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+ {
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+ mClearLock = false;
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+ mSprites.push_back(sprite);
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+ }
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+}
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+
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+
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+void World::moveEntity(entity_t *e, char movement)
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389
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+{
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+ const float moved = 180.0f;
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+ const float testd = 220.0f;
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+ const float camHeight = 8.0f;
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+ float x, y, z, pitch, h, floor, ceiling;
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+ int room, sector;
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+ bool wall;
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396
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+ unsigned int roomFlags;
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397
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+
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+
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+ if (!e)
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+ {
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+ return;
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+ }
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+
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+ switch (e->moveType)
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+ {
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+ case worldMoveType_walkNoSwim:
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+ case worldMoveType_walk:
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+ pitch = 0.0f; // in the future pitch could control jump up blocks here
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+ break;
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+
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+ case worldMoveType_noClipping:
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+ case worldMoveType_fly:
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413
|
+ case worldMoveType_swim:
|
|
414
|
+ pitch = e->angles[2];
|
|
415
|
+ break;
|
|
416
|
+ }
|
|
417
|
+
|
|
418
|
+ switch (movement)
|
|
419
|
+ {
|
|
420
|
+ case 'f':
|
|
421
|
+ x = e->pos[0] + (testd * sinf(e->angles[1]));
|
|
422
|
+ y = e->pos[1] + (testd * sinf(pitch));
|
|
423
|
+ z = e->pos[2] + (testd * cosf(e->angles[1]));
|
|
424
|
+ break;
|
|
425
|
+ case 'b':
|
|
426
|
+ x = e->pos[0] - (testd * sinf(e->angles[1]));
|
|
427
|
+ y = e->pos[1] - (testd * sinf(pitch));
|
|
428
|
+ z = e->pos[2] - (testd * cosf(e->angles[1]));
|
|
429
|
+ break;
|
|
430
|
+ case 'l':
|
|
431
|
+ x = e->pos[0] - (testd * sinf(e->angles[1] + 90.0f));
|
|
432
|
+ y = e->pos[1];
|
|
433
|
+ z = e->pos[2] - (testd * cosf(e->angles[1] + 90.0f));
|
|
434
|
+ break;
|
|
435
|
+ case 'r':
|
|
436
|
+ x = e->pos[0] + (testd * sinf(e->angles[1] + 90.0f));
|
|
437
|
+ y = e->pos[1];
|
|
438
|
+ z = e->pos[2] + (testd * cosf(e->angles[1] + 90.0f));
|
|
439
|
+ break;
|
|
440
|
+ default:
|
|
441
|
+ return;
|
|
442
|
+ }
|
|
443
|
+
|
|
444
|
+ //room = getRoomByLocation(x, y, z);
|
|
445
|
+ room = getRoomByLocation(e->room, x, y, z);
|
|
446
|
+
|
|
447
|
+ if (room == -1) // Will we hit a portal?
|
|
448
|
+ {
|
|
449
|
+#define ADJ_ROOM_CHECK
|
|
450
|
+#ifdef ADJ_ROOM_CHECK
|
|
451
|
+ room = getAdjoiningRoom(e->room,
|
|
452
|
+ e->pos[0], e->pos[1], e->pos[2],
|
|
453
|
+ x, y, z);
|
|
454
|
+#else
|
|
455
|
+ if (!mFlags & fEnableHopping)
|
|
456
|
+ {
|
|
457
|
+ mFlags |= fEnableHopping;
|
|
458
|
+ room = getRoomByLocation(e->room, x, y, z);
|
|
459
|
+ printf("Hopped\n");
|
|
460
|
+ mFlags ^= fEnableHopping;
|
|
461
|
+ }
|
|
462
|
+
|
|
463
|
+ //room = getRoomByLocation(x, y, z);
|
|
464
|
+#endif
|
|
465
|
+
|
|
466
|
+ if (room > -1)
|
|
467
|
+ {
|
|
468
|
+ printf("Crossing from room %i to %i\n", e->room, room);
|
|
469
|
+ }
|
|
470
|
+ }
|
|
471
|
+
|
|
472
|
+ roomFlags = getRoomInfo(room);
|
|
473
|
+ sector = getSector(room, x, z, &floor, &ceiling);
|
|
474
|
+ wall = isWall(room, sector);
|
|
475
|
+
|
|
476
|
+ // If you're underwater you may want to swim =)
|
|
477
|
+ // ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
|
|
478
|
+ if (roomFlags & roomFlag_underWater && e->moveType == worldMoveType_walk)
|
|
479
|
+ {
|
|
480
|
+ e->moveType = worldMoveType_swim;
|
|
481
|
+ }
|
|
482
|
+
|
|
483
|
+ // Don't swim on land
|
|
484
|
+ if (!(roomFlags & roomFlag_underWater) && e->moveType == worldMoveType_swim)
|
|
485
|
+ {
|
|
486
|
+ e->moveType = worldMoveType_walk;
|
|
487
|
+ }
|
|
488
|
+
|
|
489
|
+ // Mongoose 2002.09.02, Add check for room -> room transition
|
|
490
|
+ // ( Only allow by movement between rooms by using portals )
|
|
491
|
+ if (((e->moveType == worldMoveType_noClipping) ||
|
|
492
|
+ (e->moveType == worldMoveType_fly) ||
|
|
493
|
+ (e->moveType == worldMoveType_swim)) ||
|
|
494
|
+ ((room > -1) && (!wall)))
|
|
495
|
+ {
|
|
496
|
+ e->room = room;
|
|
497
|
+
|
|
498
|
+ switch (movement)
|
|
499
|
+ {
|
|
500
|
+ case 'f':
|
|
501
|
+ x = e->pos[0] + (moved * sinf(e->angles[1]));
|
|
502
|
+ y = e->pos[1] + (moved * sinf(pitch));
|
|
503
|
+ z = e->pos[2] + (moved * cosf(e->angles[1]));
|
|
504
|
+ break;
|
|
505
|
+ case 'b':
|
|
506
|
+ x = e->pos[0] - (moved * sinf(e->angles[1]));
|
|
507
|
+ y = e->pos[1] - (moved * sinf(pitch));
|
|
508
|
+ z = e->pos[2] - (moved * cosf(e->angles[1]));
|
|
509
|
+ break;
|
|
510
|
+ case 'l':
|
|
511
|
+ x = e->pos[0] - (moved * sinf(e->angles[1] + 90.0f));
|
|
512
|
+ z = e->pos[2] - (moved * cosf(e->angles[1] + 90.0f));
|
|
513
|
+ break;
|
|
514
|
+ case 'r':
|
|
515
|
+ x = e->pos[0] + (moved * sinf(e->angles[1] + 90.0f));
|
|
516
|
+ z = e->pos[2] + (moved * cosf(e->angles[1] + 90.0f));
|
|
517
|
+ break;
|
|
518
|
+ }
|
|
519
|
+
|
|
520
|
+ /*! \fixme Test for vector (move vector) / plane (portal) collision here
|
|
521
|
+ * to see if we need to switch rooms... man...
|
|
522
|
+ */
|
|
523
|
+
|
|
524
|
+ h = y;
|
|
525
|
+ getHeightAtPosition(room, x, &h, z);
|
|
526
|
+
|
|
527
|
+ switch (e->moveType)
|
|
528
|
+ {
|
|
529
|
+ case worldMoveType_fly:
|
|
530
|
+ case worldMoveType_swim:
|
|
531
|
+#ifdef DIVE_GAP
|
|
532
|
+ // Clips to top of water, waiting for DIVE event
|
|
533
|
+ if (h < floor)
|
|
534
|
+ e->pos[1] = floor;
|
|
535
|
+ else if (h > ceiling)
|
|
536
|
+ e->pos[1] = ceiling;
|
|
537
|
+ else
|
|
538
|
+ e->pos[1] = y;
|
|
539
|
+#endif
|
|
540
|
+
|
|
541
|
+ // Don't fall out of world, avoid a movement that does
|
|
542
|
+ if (h > y - camHeight)
|
|
543
|
+ {
|
|
544
|
+ e->pos[0] = x;
|
|
545
|
+ e->pos[1] = y;
|
|
546
|
+ e->pos[2] = z;
|
|
547
|
+ }
|
|
548
|
+ break;
|
|
549
|
+ case worldMoveType_walk:
|
|
550
|
+ case worldMoveType_walkNoSwim:
|
|
551
|
+ y = e->pos[1]; // Override vector movement walking ( er, not pretty )
|
|
552
|
+
|
|
553
|
+ // Now fake gravity
|
|
554
|
+ // Mongoose 2002.08.14, Remember TR is upside down ( you fall 'up' )
|
|
555
|
+
|
|
556
|
+ //ddist = h - e->pos[1];
|
|
557
|
+
|
|
558
|
+ // This is to force false gravity, by making camera stay on ground
|
|
559
|
+ e->pos[1] = h; //roomFloor->bbox_min[1];
|
|
560
|
+
|
|
561
|
+ // Check for camera below terrian and correct
|
|
562
|
+ if (e->pos[1] < h - camHeight)
|
|
563
|
+ {
|
|
564
|
+ e->pos[1] = h - camHeight;
|
|
565
|
+ }
|
|
566
|
+
|
|
567
|
+ e->pos[0] = x;
|
|
568
|
+ e->pos[2] = z;
|
|
569
|
+ break;
|
|
570
|
+ case worldMoveType_noClipping:
|
|
571
|
+ e->pos[0] = x;
|
|
572
|
+ e->pos[1] = y;
|
|
573
|
+ e->pos[2] = z;
|
|
574
|
+ }
|
|
575
|
+
|
|
576
|
+#ifdef OBSOLETE
|
|
577
|
+ m_text->SetString(1,"Room %2i Sector %2i %sPos %.0f %.0f %.0f Yaw %.0f",
|
|
578
|
+ room, sector,
|
|
579
|
+ wall ? " Wall " : " ",
|
|
580
|
+ e->pos[0], e->pos[1], e->pos[2], e->angles[1]);
|
|
581
|
+#endif
|
|
582
|
+ }
|
|
583
|
+ else
|
|
584
|
+ {
|
|
585
|
+ e->moving = false;
|
|
586
|
+ return;
|
|
587
|
+ }
|
|
588
|
+
|
|
589
|
+ e->room = room;
|
|
590
|
+ e->moving = true;
|
|
591
|
+}
|
|
592
|
+
|
|
593
|
+
|
|
594
|
+////////////////////////////////////////////////////////////
|
|
595
|
+// Private Accessors
|
|
596
|
+////////////////////////////////////////////////////////////
|
|
597
|
+
|
|
598
|
+
|
|
599
|
+////////////////////////////////////////////////////////////
|
|
600
|
+// Private Mutators
|
|
601
|
+////////////////////////////////////////////////////////////
|
|
602
|
+
|
|
603
|
+void World::clear()
|
|
604
|
+{
|
|
605
|
+ room_mesh_t *room;
|
|
606
|
+ model_mesh_t *mesh;
|
|
607
|
+ sprite_seq_t *sprite;
|
|
608
|
+ skeletal_model_t *model;
|
|
609
|
+ bone_frame_t *boneframe;
|
|
610
|
+ bone_tag_t *tag;
|
|
611
|
+ animation_frame_t *animation;
|
|
612
|
+ std::list<skeletal_model_t *> cache;
|
|
613
|
+
|
|
614
|
+ mClearLock = true;
|
|
615
|
+
|
|
616
|
+ for (std::vector<int>::size_type i = 0; i != mEntities.size(); i++)
|
|
617
|
+ delete mEntities[i];
|
|
618
|
+ mEntities.clear();
|
|
619
|
+
|
|
620
|
+ for (std::vector<int>::size_type i = 0; i != mRooms.size(); i++) {
|
|
621
|
+ room = mRooms[i];
|
|
622
|
+
|
|
623
|
+ if (room) {
|
|
624
|
+ for (std::vector<int>::size_type j = 0; j != room->portals.size(); j++)
|
|
625
|
+ delete room->portals[i];
|
|
626
|
+ room->portals.clear();
|
|
627
|
+
|
|
628
|
+ for (std::vector<int>::size_type j = 0; j != room->models.size(); j++)
|
|
629
|
+ delete room->models[i];
|
|
630
|
+ room->models.clear();
|
|
631
|
+
|
|
632
|
+ for (std::vector<int>::size_type j = 0; j != room->sprites.size(); j++)
|
|
633
|
+ delete room->sprites[i];
|
|
634
|
+ room->sprites.clear();
|
|
635
|
+
|
|
636
|
+ for (std::vector<int>::size_type j = 0; j != room->sectors.size(); j++)
|
|
637
|
+ delete room->sectors[i];
|
|
638
|
+ room->sectors.clear();
|
|
639
|
+
|
|
640
|
+ for (std::vector<int>::size_type j = 0; j != room->boxes.size(); j++)
|
|
641
|
+ delete room->boxes[i];
|
|
642
|
+ room->boxes.clear();
|
|
643
|
+
|
|
644
|
+ delete room;
|
|
645
|
+ }
|
|
646
|
+ }
|
|
647
|
+
|
|
648
|
+ for (std::vector<int>::size_type i = 0; i != mMeshes.size(); i++) {
|
|
649
|
+ mesh = mMeshes[i];
|
|
650
|
+
|
|
651
|
+ if (!mesh)
|
|
652
|
+ continue;
|
|
653
|
+
|
|
654
|
+ for (std::vector<int>::size_type j = 0; j != mesh->texturedTriangles.size(); j++)
|
|
655
|
+ {
|
|
656
|
+ if (mesh->texturedTriangles[j])
|
|
657
|
+ delete mesh->texturedTriangles[j];
|
|
658
|
+ }
|
|
659
|
+
|
|
660
|
+ for (std::vector<int>::size_type j = 0; j != mesh->coloredTriangles.size(); j++)
|
|
661
|
+ {
|
|
662
|
+ if (mesh->coloredTriangles[j])
|
|
663
|
+ delete mesh->coloredTriangles[j];
|
|
664
|
+ }
|
|
665
|
+
|
|
666
|
+ for (std::vector<int>::size_type j = 0; j != mesh->texturedRectangles.size(); j++)
|
|
667
|
+ {
|
|
668
|
+ if (mesh->texturedRectangles[j])
|
|
669
|
+ delete mesh->texturedRectangles[j];
|
|
670
|
+ }
|
|
671
|
+
|
|
672
|
+ for (std::vector<int>::size_type j = 0; j != mesh->coloredRectangles.size(); j++)
|
|
673
|
+ {
|
|
674
|
+ if (mesh->coloredRectangles[j])
|
|
675
|
+ delete mesh->coloredRectangles[j];
|
|
676
|
+ }
|
|
677
|
+
|
|
678
|
+ if (mesh->vertices)
|
|
679
|
+ delete [] mesh->vertices;
|
|
680
|
+
|
|
681
|
+ if (mesh->colors)
|
|
682
|
+ delete [] mesh->colors;
|
|
683
|
+
|
|
684
|
+ if (mesh->normals)
|
|
685
|
+ delete [] mesh->normals;
|
|
686
|
+
|
|
687
|
+ delete mesh;
|
|
688
|
+ }
|
|
689
|
+
|
|
690
|
+ mMeshes.clear();
|
|
691
|
+
|
|
692
|
+ for (std::vector<int>::size_type i = 0; i != mSprites.size(); i++)
|
|
693
|
+ {
|
|
694
|
+ sprite = mSprites[i];
|
|
695
|
+
|
|
696
|
+ if (!sprite)
|
|
697
|
+ continue;
|
|
698
|
+
|
|
699
|
+ if (sprite->sprite)
|
|
700
|
+ delete [] sprite->sprite;
|
|
701
|
+
|
|
702
|
+ delete sprite;
|
|
703
|
+ }
|
|
704
|
+
|
|
705
|
+ mSprites.clear();
|
|
706
|
+
|
|
707
|
+ for (std::vector<int>::size_type i = 0; i != mModels.size(); i++)
|
|
708
|
+ {
|
|
709
|
+ model = mModels[i];
|
|
710
|
+
|
|
711
|
+ if (!model)
|
|
712
|
+ continue;
|
|
713
|
+
|
|
714
|
+ // No smart pointers, so skip if deleted once =)
|
|
715
|
+ bool found = false;
|
|
716
|
+ for (std::list<skeletal_model_t *>::const_iterator iterator = cache.begin(), end = cache.end(); iterator != end; ++iterator) {
|
|
717
|
+ if (model == *iterator) {
|
|
718
|
+ found = true;
|
|
719
|
+ break;
|
|
720
|
+ }
|
|
721
|
+ }
|
|
722
|
+
|
|
723
|
+ if (!found)
|
|
724
|
+ {
|
|
725
|
+ cache.push_back(model);
|
|
726
|
+ }
|
|
727
|
+ else
|
|
728
|
+ {
|
|
729
|
+ continue;
|
|
730
|
+ }
|
|
731
|
+
|
|
732
|
+ for (std::vector<int>::size_type j = 0; j != model->animation.size(); j++)
|
|
733
|
+ {
|
|
734
|
+ animation = model->animation[j];
|
|
735
|
+
|
|
736
|
+ if (!animation)
|
|
737
|
+ continue;
|
|
738
|
+
|
|
739
|
+ for (std::vector<int>::size_type k = 0; k != animation->frame.size(); k++)
|
|
740
|
+ {
|
|
741
|
+ boneframe = animation->frame[k];
|
|
742
|
+
|
|
743
|
+ if (!boneframe)
|
|
744
|
+ continue;
|
|
745
|
+
|
|
746
|
+ for (std::vector<int>::size_type l = 0; l != boneframe->tag.size(); l++)
|
|
747
|
+ {
|
|
748
|
+ tag = boneframe->tag[l];
|
|
749
|
+
|
|
750
|
+ if (!tag)
|
|
751
|
+ continue;
|
|
752
|
+
|
|
753
|
+ delete tag;
|
|
754
|
+ }
|
|
755
|
+
|
|
756
|
+ delete boneframe;
|
|
757
|
+ }
|
|
758
|
+
|
|
759
|
+ delete animation;
|
|
760
|
+ }
|
|
761
|
+
|
|
762
|
+ delete model;
|
|
763
|
+ }
|
|
764
|
+
|
|
765
|
+ mModels.clear();
|
|
766
|
+}
|
|
767
|
+
|