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diff --git a/MagicEx/src/ModelFileMAG.cpp b/MagicEx/src/ModelFileMAG.cpp
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+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2024, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ File loader for MAG format models
+*/
+
+#include <ModelFileMAG.h>
+
+#include <Bitmap.h>
+#include <List.h>
+#include <Polygon.h>
+
+#include <MagicLoad.h>
+
+// +--------------------------------------------------------------------+
+
+struct MaterialMag6 {
+ char name[Material::NAMELEN];
+ char shader[Material::NAMELEN];
+ float power; // highlight sharpness (big=shiny)
+ float brilliance; // diffuse power function
+ float bump; // bump level (0=none)
+ DWORD blend; // alpha blend type
+ bool shadow; // material casts shadow
+ bool luminous; // verts have their own lighting
+
+ Color ambient_color;
+ Color diffuse_color;
+ Color specular_color;
+ Color emissive_color;
+
+ float ambient_value;
+ float diffuse_value;
+ float specular_value;
+ float emissive_value;
+
+ BYTE tex_diffuse;
+ BYTE tex_specular;
+ BYTE tex_bumpmap;
+ BYTE tex_emissive;
+};
+
+// +--------------------------------------------------------------------+
+
+ModelFileMAG::ModelFileMAG(const char* fname)
+ : ModelFile(fname)
+{
+}
+
+ModelFileMAG::~ModelFileMAG()
+{
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+ModelFileMAG::Load(Model* m, double scale)
+{
+ if (m && scale > 0 && strlen(filename) > 0) {
+ ModelFile::Load(m, scale);
+
+ bool result = false;
+ FILE* fp = fopen(filename, "rb");
+
+ // check MAG file:
+ if (!fp) {
+ ::MessageBox(0, "File Open Failed:\nMagic could not open the requested file.", "ERROR", MB_OK);
+ return result;
+ }
+
+ ZeroMemory(pname, 64);
+ strncpy(pname, filename, 63);
+
+ char file_id[5];
+ fread(file_id, 4, 1, fp);
+ file_id[4] = '\0';
+ int version = 1;
+
+ if (!strcmp(file_id, "MAG6")) {
+ version = 6;
+ }
+ else if (!strcmp(file_id, "MAG5")) {
+ version = 5;
+ }
+ else if (!strcmp(file_id, "MAG4")) {
+ version = 4;
+ }
+ else {
+ ::MessageBox(0, "File Open Failed:\nThe requested file uses an invalid format.", "ERROR", MB_OK);
+ fclose(fp);
+ return result;
+ }
+
+ // get ready to load, delete existing model:
+ m->GetSurfaces().destroy();
+ m->GetMaterials().destroy();
+ *pnverts = 0;
+ *pnpolys = 0;
+
+ // now load the model:
+ switch (version) {
+ case 4:
+ case 5:
+ result = LoadMag5(fp, m, scale);
+ break;
+
+ case 6:
+ result = LoadMag6(fp, m, scale);
+ break;
+
+ default:
+ break;
+ }
+
+ fclose(fp);
+ return true;
+ }
+
+ return false;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+ModelFileMAG::Save(Model* m)
+{
+ if (m) {
+ ModelFile::Save(m);
+
+ FILE* fp = fopen(filename, "wb");
+ if (!fp) {
+ ::MessageBox(0, "Save Failed:\nMagic could not open the file for writing.", "ERROR", MB_OK);
+ return FALSE;
+ }
+
+ fwrite("MAG6", 4, 1, fp);
+
+ int i = 0;
+ int ntex = 0;
+ int nmtls = 0;
+ int nsurfs = m->NumSurfaces();
+ List<Bitmap> textures;
+
+ ListIter<Material> m_iter = m->GetMaterials();
+ while (++m_iter) {
+ Material* mtl = m_iter.value();
+ Bitmap* bmp = mtl->tex_diffuse;
+
+ if (bmp && !textures.contains(bmp)) {
+ textures.append(bmp);
+ }
+
+ bmp = mtl->tex_specular;
+
+ if (bmp && !textures.contains(bmp)) {
+ textures.append(bmp);
+ }
+
+ bmp = mtl->tex_emissive;
+
+ if (bmp && !textures.contains(bmp)) {
+ textures.append(bmp);
+ }
+
+ bmp = mtl->tex_bumpmap;
+
+ if (bmp && !textures.contains(bmp)) {
+ textures.append(bmp);
+ }
+
+ nmtls++;
+ }
+
+ ListIter<Bitmap> t_iter = textures;
+ while (++t_iter) {
+ Bitmap* bmp = t_iter.value();
+ ntex += strlen(bmp->GetFilename()) + 1;
+ }
+
+ nsurfs = m->GetSurfaces().size();
+
+ fwrite(&ntex, 4, 1, fp);
+ fwrite(&nmtls, 4, 1, fp);
+ fwrite(&nsurfs, 4, 1, fp);
+
+ if (ntex) {
+ t_iter.reset();
+ while (++t_iter) {
+ Bitmap* bmp = t_iter.value();
+
+ fwrite(bmp->GetFilename(),
+ strlen(bmp->GetFilename()) + 1,
+ 1,
+ fp);
+ }
+ }
+
+ if (nmtls) {
+ m_iter.reset();
+ while (++m_iter) {
+ Material* mtl = m_iter.value();
+ MaterialMag6 m6;
+
+ ZeroMemory(&m6, sizeof(m6));
+
+ CopyMemory(m6.name, mtl->name, Material::NAMELEN);
+ CopyMemory(m6.shader, mtl->shader, Material::NAMELEN);
+
+ m6.ambient_value = mtl->ambient_value;
+ m6.ambient_color = mtl->ambient_color;
+ m6.diffuse_value = mtl->diffuse_value;
+ m6.diffuse_color = mtl->diffuse_color;
+ m6.specular_value = mtl->specular_value;
+ m6.specular_color = mtl->specular_color;
+ m6.emissive_value = mtl->emissive_value;
+ m6.emissive_color = mtl->emissive_color;
+
+ m6.power = mtl->power;
+ m6.brilliance = mtl->brilliance;
+ m6.bump = mtl->bump;
+ m6.blend = mtl->blend;
+ m6.shadow = mtl->shadow;
+ m6.luminous = mtl->luminous;
+
+ if (mtl->tex_diffuse)
+ m6.tex_diffuse = textures.index(mtl->tex_diffuse) + 1;
+
+ if (mtl->tex_specular)
+ m6.tex_specular = textures.index(mtl->tex_specular) + 1;
+
+ if (mtl->tex_emissive)
+ m6.tex_emissive = textures.index(mtl->tex_emissive) + 1;
+
+ if (mtl->tex_bumpmap)
+ m6.tex_bumpmap = textures.index(mtl->tex_bumpmap) + 1;
+
+ fwrite(&m6, sizeof(m6), 1, fp);
+ }
+ }
+
+ ListIter<Surface> s_iter = m->GetSurfaces();
+ while (++s_iter) {
+ Surface* s = s_iter.value();
+
+ int nverts = s->NumVerts();
+ int npolys = s->NumPolys();
+ BYTE namelen = strlen(s->Name()) + 1;
+
+ fwrite(&nverts, 4, 1, fp);
+ fwrite(&npolys, 4, 1, fp);
+ fwrite(&namelen, 1, 1, fp);
+ fwrite(s->Name(), 1, namelen, fp);
+
+ VertexSet* vset = s->GetVertexSet();
+ Poly* polys = s->GetPolys();
+
+ // write vertex set:
+ for (int v = 0; v < nverts; v++) {
+ fwrite(&vset->loc[v], sizeof(float), 3, fp);
+ fwrite(&vset->nrm[v], sizeof(float), 3, fp);
+ fwrite(&vset->tu[v], sizeof(float), 1, fp);
+ fwrite(&vset->tv[v], sizeof(float), 1, fp);
+ }
+
+ // write polys:
+ for (int n = 0; n < npolys; n++) {
+ Poly& poly = polys[n];
+ BYTE poly_nverts = (BYTE) poly.nverts;
+ BYTE material_index = 0;
+ WORD poly_verts[8];
+
+ m_iter.reset();
+ while (++m_iter && !material_index) {
+ if (poly.material == m_iter.value())
+ material_index = m_iter.index() + 1;
+ }
+
+ for (int i = 0; i < poly_nverts; i++) {
+ poly_verts[i] = poly.verts[i];
+ }
+
+ fwrite(&poly_nverts, sizeof(BYTE), 1, fp);
+ fwrite(&material_index, sizeof(BYTE), 1, fp);
+ fwrite(&poly_verts[0], sizeof(WORD), poly_nverts, fp);
+ }
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+// +--------------------------------------------------------------------+
+
+struct HomogenousPlane
+{
+ double distance;
+ double normal_x;
+ double normal_y;
+ double normal_z;
+ double normal_w;
+};
+
+static void LoadPlane(Plane& p, FILE* fp)
+{
+ HomogenousPlane tmp;
+ fread(&tmp, sizeof(HomogenousPlane), 1, fp);
+}
+
+static void LoadFlags(LPDWORD flags, FILE* fp)
+{
+ DWORD magic_flags;
+ fread(&magic_flags, sizeof(DWORD), 1, fp);
+
+ /** MAGIC FLAGS
+ enum { FLAT_SHADED = 1,
+ LUMINOUS = 2,
+ TRANSLUCENT = 4, \\ must swap
+ CHROMAKEY = 8, // these two
+ FOREGROUND = 16, -- not used
+ WIREFRAME = 32, -- not used
+ SPECULAR1 = 64,
+ SPECULAR2 = 128 };
+ ***/
+
+ const DWORD magic_mask = 0x0fc3;
+
+ *flags = magic_flags & magic_mask;
+}
+
+// +--------------------------------------------------------------------+
+
+static int mcomp(const void* a, const void* b)
+{
+ Poly* pa = (Poly*) a;
+ Poly* pb = (Poly*) b;
+
+ if (pa->sortval == pb->sortval)
+ return 0;
+
+ if (pa->sortval < pb->sortval)
+ return -1;
+
+ return 1;
+}
+
+bool
+ModelFileMAG::LoadMag5(FILE* fp, Model* m, double scale)
+{
+ bool result = false;
+ int ntex = 0;
+ int nsurfs = 0;
+ double radius = 0;
+
+ fread(&ntex, sizeof(ntex), 1, fp);
+ fread(&nsurfs, sizeof(nsurfs), 1, fp);
+
+ // create a default gray material:
+ Material* mtl = new Material;
+
+ if (mtl) {
+ mtl->Ka = Color::DarkGray;
+ mtl->Kd = Color::LightGray;
+ mtl->Ks = ColorValue(0.1f,0.1f,0.1f);
+ mtl->power = 10.0f;
+
+ mtl->ambient_value = 0.2f;
+ mtl->ambient_color = Color::DarkGray;
+ mtl->diffuse_value = 0.8f;
+ mtl->diffuse_color = Color::LightGray;
+ mtl->specular_value = 0.5f;
+ mtl->specular_color = Color::White;
+ strcpy_s(mtl->name, "(default)");
+
+ m->GetMaterials().append(mtl);
+ }
+
+ // read texture list:
+ for (int i = 0; i < ntex; i++) {
+ Material* mtl = new Material;
+ char tname[32];
+
+ if (mtl) {
+ mtl->Ka = ColorValue(0.5f,0.5f,0.5f);
+ mtl->Kd = ColorValue(1.0f,1.0f,1.0f);
+ mtl->Ks = ColorValue(0.2f,0.2f,0.2f);
+ mtl->power = 20.0f;
+
+ mtl->ambient_value = 1.0f;
+ mtl->ambient_color = Color::Gray;
+ mtl->diffuse_value = 1.0f;
+ mtl->diffuse_color = Color::White;
+ mtl->specular_value = 0.2f;
+ mtl->specular_color = Color::White;
+
+ fread(tname, 32, 1, fp);
+ LoadTexture(tname, mtl->tex_diffuse, Bitmap::BMP_SOLID);
+ strcpy_s(mtl->name, tname);
+
+ char* dot = strrchr(mtl->name, '.');
+ if (dot)
+ *dot = 0;
+
+ char* plus = strrchr(mtl->name, '+');
+ if (plus)
+ *plus = 0;
+
+ m->GetMaterials().append(mtl);
+ }
+ }
+
+ int nverts = 0;
+ int npolys = 0;
+
+ fread(&nverts, 4, 1, fp);
+ fread(&npolys, 4, 1, fp);
+
+ // plan on creating four verts per poly:
+ int mag_nverts = nverts;
+ int next_vert = nverts;
+
+ nverts = npolys * 4;
+ Surface* s = new Surface;
+ VertexSet* vset = 0;
+ Poly* polys = 0;
+
+ if (s) {
+ s->SetName("default");
+ s->CreateVerts(nverts);
+ s->CreatePolys(npolys);
+
+ vset = s->GetVertexSet();
+ polys = s->GetPolys();
+
+ ZeroMemory(vset->loc, nverts * sizeof(Vec3));
+ ZeroMemory(vset->diffuse, nverts * sizeof(DWORD));
+ ZeroMemory(vset->specular, nverts * sizeof(DWORD));
+ ZeroMemory(vset->tu, nverts * sizeof(float));
+ ZeroMemory(vset->tv, nverts * sizeof(float));
+ ZeroMemory(vset->rw, nverts * sizeof(float));
+
+ // read vertex set:
+ int v;
+ for (v = 0; v < mag_nverts; v++) {
+ Vec3 vert, norm;
+ DWORD vstate;
+
+ fread(&vert, sizeof(Vec3), 1, fp);
+ fread(&norm, sizeof(Vec3), 1, fp);
+ fread(&vstate, sizeof(DWORD), 1, fp);
+
+ vert.SwapYZ();
+ vert *= (float) scale;
+
+ norm.SwapYZ();
+
+ vset->loc[v] = vert;
+ vset->nrm[v] = norm;
+
+ double d = vert.length();
+ if (d > radius)
+ radius = (float) d;
+ }
+
+ while (v < nverts)
+ vset->nrm[v++] = Vec3(1,0,0);
+
+ // read polys:
+ Vec3 dummy_center;
+ DWORD dummy_flags;
+ DWORD dummy_color;
+ int texture_num;
+ int poly_nverts;
+ int vert_index_buffer[32];
+ float texture_index_buffer[32];
+
+ for (int n = 0; n < npolys; n++) {
+ Poly& poly = polys[n];
+ poly.vertex_set = vset;
+
+ fread(&dummy_flags, sizeof(DWORD), 1, fp);
+ fread(&dummy_center, sizeof(Vec3), 1, fp);
+ LoadPlane(poly.plane, fp);
+ fread(&dummy_color, sizeof(DWORD), 1, fp);
+ fread(&texture_num, sizeof(int), 1, fp);
+
+ if (texture_num >= 0 && texture_num < ntex) {
+ texture_num++;
+
+ poly.material = m->GetMaterials()[texture_num];
+ poly.sortval = texture_num;
+
+ if (dummy_flags & 2) { // luminous
+ Material* mtl = m->GetMaterials()[texture_num];
+
+ mtl->ambient_value = 0.0f;
+ mtl->ambient_color = Color::Black;
+ mtl->diffuse_value = 0.0f;
+ mtl->diffuse_color = Color::Black;
+ mtl->specular_value = 0.0f;
+ mtl->specular_color = Color::Black;
+ mtl->emissive_value = 1.0f;
+ mtl->emissive_color = Color::White;
+
+ mtl->Ka = ColorValue(0,0,0,0);
+ mtl->Kd = ColorValue(0,0,0,0);
+ mtl->Ks = ColorValue(0,0,0,0);
+ mtl->Ke = ColorValue(1,1,1,1);
+
+ mtl->tex_emissive = mtl->tex_diffuse;
+ }
+ }
+ else {
+ poly.material = m->GetMaterials().first(); // default material
+ poly.sortval = 1000;
+ }
+
+ // hack: store flat shaded flag in unused visible byte
+ poly.visible = (BYTE) (dummy_flags & 1);
+
+ fread(&poly_nverts, sizeof(int), 1, fp);
+ fread(vert_index_buffer, sizeof(int), poly_nverts, fp);
+
+ if (poly_nverts == 3)
+ s->AddIndices(3);
+
+ else if (poly_nverts == 4)
+ s->AddIndices(6);
+
+ poly.nverts = poly_nverts;
+ for (int vi = 0; vi < poly_nverts; vi++) {
+ int v = vert_index_buffer[vi];
+
+ if (vset->rw[v] > 0) {
+ vset->CopyVertex(next_vert, v);
+ v = next_vert++;
+ }
+
+ vset->rw[v] = 1;
+ poly.verts[vi] = v;
+ }
+
+ fread(texture_index_buffer, sizeof(float), poly_nverts, fp); // tu's
+ for (int vi = 0; vi < poly_nverts; vi++) {
+ int v = poly.verts[vi];
+ vset->tu[v] = texture_index_buffer[vi];
+ }
+
+ fread(texture_index_buffer, sizeof(float), poly_nverts, fp); // tv's
+ for (int vi = 0; vi < poly_nverts; vi++) {
+ int v = poly.verts[vi];
+ vset->tv[v] = texture_index_buffer[vi];
+ }
+
+ DWORD unused[32];
+ fread(unused, 16, 1, fp);
+ }
+
+ // pass 2 (adjust vertex normals for flat polys):
+ for (int n = 0; n < npolys; n++) {
+ Poly& poly = polys[n];
+
+ poly.plane = Plane(vset->loc[poly.verts[0]],
+ vset->loc[poly.verts[2]],
+ vset->loc[poly.verts[1]]);
+
+ // hack: retrieve flat shaded flag from unused visible byte
+ if (poly.visible) {
+ int poly_nverts = poly.nverts;
+
+ for (int vi = 0; vi < poly_nverts; vi++) {
+ int v = poly.verts[vi];
+ vset->nrm[v] = poly.plane.normal;
+ }
+ }
+ }
+
+ // sort the polys by material index:
+ qsort((void*) polys, npolys, sizeof(Poly), mcomp);
+
+ // then assign them to cohesive segments:
+ Segment* segment = 0;
+
+ for (int n = 0; n < npolys; n++) {
+ if (segment && segment->material == polys[n].material) {
+ segment->npolys++;
+ }
+ else {
+ segment = 0;
+ }
+
+ if (!segment) {
+ segment = new Segment;
+
+ segment->npolys = 1;
+ segment->polys = &polys[n];
+ segment->material = segment->polys->material;
+
+ s->GetSegments().append(segment);
+ }
+ }
+
+ s->BuildHull();
+ m->GetSurfaces().append(s);
+
+ *pnverts = nverts;
+ *pnpolys = npolys;
+ *pradius = (float) radius;
+
+ result = nverts && npolys;
+ }
+
+ return result;
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+ModelFileMAG::LoadMag6(FILE* fp, Model* m, double scale)
+{
+ bool result = false;
+ int i = 0;
+ int ntex = 0;
+ int nmtls = 0;
+ int nsurfs = 0;
+ double radius = 0;
+ List<Bitmap> textures;
+
+ fread(&ntex, sizeof(ntex), 1, fp); // size of texture block
+ fread(&nmtls, sizeof(nmtls), 1, fp); // number of materials
+ fread(&nsurfs, sizeof(nsurfs), 1, fp); // number of surfaces
+
+ // read texture list:
+ if (ntex) {
+ char* buffer = new char[ntex];
+ char* p = buffer;
+ Bitmap* bmp = 0;
+
+ fread(buffer, ntex, 1, fp);
+
+ while (p < buffer + ntex) {
+ LoadTexture(p, bmp, Bitmap::BMP_SOLID);
+ textures.append(bmp);
+
+ p += strlen(p) + 1;
+ }
+
+ delete [] buffer;
+ }
+
+ for (i = 0; i < nmtls; i++) {
+ MaterialMag6 m6;
+ Material* mtl = new Material;
+
+ fread(&m6, sizeof(m6), 1, fp);
+
+ if (mtl) {
+ CopyMemory(mtl->name, m6.name, Material::NAMELEN);
+ CopyMemory(mtl->shader, m6.shader, Material::NAMELEN);
+
+ mtl->ambient_value = m6.ambient_value;
+ mtl->ambient_color = m6.ambient_color;
+ mtl->diffuse_value = m6.diffuse_value;
+ mtl->diffuse_color = m6.diffuse_color;
+ mtl->specular_value = m6.specular_value;
+ mtl->specular_color = m6.specular_color;
+ mtl->emissive_value = m6.emissive_value;
+ mtl->emissive_color = m6.emissive_color;
+
+ mtl->Ka = ColorValue(mtl->ambient_color) * mtl->ambient_value;
+ mtl->Kd = ColorValue(mtl->diffuse_color) * mtl->diffuse_value;
+ mtl->Ks = ColorValue(mtl->specular_color) * mtl->specular_value;
+ mtl->Ke = ColorValue(mtl->emissive_color) * mtl->emissive_value;
+
+ mtl->power = m6.power;
+ mtl->brilliance = m6.brilliance;
+ mtl->bump = m6.bump;
+ mtl->blend = m6.blend;
+ mtl->shadow = m6.shadow;
+ mtl->luminous = m6.luminous;
+
+ if (m6.tex_diffuse && m6.tex_diffuse <= textures.size())
+ mtl->tex_diffuse = textures[m6.tex_diffuse - 1];
+
+ if (m6.tex_specular && m6.tex_specular <= textures.size())
+ mtl->tex_specular = textures[m6.tex_specular - 1];
+
+ if (m6.tex_emissive && m6.tex_emissive <= textures.size())
+ mtl->tex_emissive = textures[m6.tex_emissive - 1];
+
+ if (m6.tex_bumpmap && m6.tex_bumpmap <= textures.size())
+ mtl->tex_bumpmap = textures[m6.tex_bumpmap - 1];
+
+ m->GetMaterials().append(mtl);
+ }
+ }
+
+ for (i = 0; i < nsurfs; i++) {
+ int nverts = 0;
+ int npolys = 0;
+ BYTE namelen = 0;
+ char name[128];
+
+ fread(&nverts, 4, 1, fp);
+ fread(&npolys, 4, 1, fp);
+ fread(&namelen, 1, 1, fp);
+ fread(name, 1, namelen, fp);
+
+ Surface* surface = new Surface;
+ surface->SetName(name);
+ surface->CreateVerts(nverts);
+ surface->CreatePolys(npolys);
+
+ VertexSet* vset = surface->GetVertexSet();
+ Poly* polys = surface->GetPolys();
+
+ ZeroMemory(polys, sizeof(Poly) * npolys);
+
+ // read vertex set:
+ for (int v = 0; v < nverts; v++) {
+ fread(&vset->loc[v], sizeof(float), 3, fp);
+ fread(&vset->nrm[v], sizeof(float), 3, fp);
+ fread(&vset->tu[v], sizeof(float), 1, fp);
+ fread(&vset->tv[v], sizeof(float), 1, fp);
+
+ double d = vset->loc[v].length();
+ if (d > radius)
+ radius = d;
+ }
+
+ // read polys:
+ for (int n = 0; n < npolys; n++) {
+ Poly& poly = polys[n];
+ BYTE poly_nverts = 0;
+ BYTE material_index = 0;
+ WORD poly_verts[8];
+
+ fread(&poly_nverts, sizeof(BYTE), 1, fp);
+ fread(&material_index, sizeof(BYTE), 1, fp);
+ fread(&poly_verts[0], sizeof(WORD), poly_nverts, fp);
+
+ if (poly_nverts >= 3) {
+ poly.nverts = poly_nverts;
+
+ for (int i = 0; i < poly_nverts; i++) {
+ poly.verts[i] = poly_verts[i];
+ }
+ }
+ else {
+ poly.sortval = 666;
+ }
+
+ if (material_index > 0) {
+ poly.material = m->GetMaterials()[material_index-1];
+ poly.sortval = material_index;
+ }
+ else if (m->NumMaterials()) {
+ poly.material = m->GetMaterials().first();
+ poly.sortval = 1;
+ }
+ else {
+ poly.sortval = 1000;
+ }
+
+ if (poly.nverts == 3)
+ surface->AddIndices(3);
+
+ else if (poly.nverts == 4)
+ surface->AddIndices(6);
+
+ poly.vertex_set = vset;
+ poly.plane = Plane(vset->loc[poly.verts[0]],
+ vset->loc[poly.verts[2]],
+ vset->loc[poly.verts[1]]);
+ }
+
+ // sort the polys by material index:
+ qsort((void*) polys, npolys, sizeof(Poly), mcomp);
+
+ // then assign them to cohesive segments:
+ Segment* segment = 0;
+
+ for (int n = 0; n < npolys; n++) {
+ if (segment && segment->material == polys[n].material) {
+ segment->npolys++;
+ }
+ else {
+ segment = 0;
+ }
+
+ if (!segment) {
+ segment = new Segment;
+
+ segment->npolys = 1;
+ segment->polys = &polys[n];
+ segment->material = segment->polys->material;
+
+ surface->GetSegments().append(segment);
+ }
+ }
+
+ surface->ComputeTangents();
+ surface->BuildHull();
+ m->GetSurfaces().append(surface);
+
+ *pnverts = nverts;
+ *pnpolys = npolys;
+ *pradius = (float) radius;
+
+ result = nverts && npolys;
+ }
+
+ return result;
+}
+