Use RadianToDegree().
Cleanup braces. #defines should never end with a semicolon since STATEMENT doesn't look like a complete statement (not to mention it fools editors that attempt to keep code indented correctly) and STATEMENT; can lead to annoying problems with things like if (cond) STATEMENT; else do_something(); since there are now two semicolons.
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+19
-25
@@ -62,7 +62,7 @@ void Model::Load( CString sFile )
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LoadFromModelFile( sFile );
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}
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#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: '%s'", sPath.c_str(), iLineNum, sLine.c_str() );
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#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: '%s'", sPath.c_str(), iLineNum, sLine.c_str() )
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void Model::LoadFromModelFile( CString sPath )
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{
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@@ -161,63 +161,63 @@ void Model::LoadMaterialsFromMilkshapeAscii( CString sPath )
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// name
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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if (sscanf (sLine, "\"%[^\"]\"", szName) != 1)
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THROW
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THROW;
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Material.sName = szName;
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// ambient
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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RageVector4 Ambient;
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if (sscanf (sLine, "%f %f %f %f", &Ambient[0], &Ambient[1], &Ambient[2], &Ambient[3]) != 4)
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THROW
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THROW;
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memcpy( &Material.Ambient, &Ambient, sizeof(Material.Ambient) );
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// diffuse
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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RageVector4 Diffuse;
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if (sscanf (sLine, "%f %f %f %f", &Diffuse[0], &Diffuse[1], &Diffuse[2], &Diffuse[3]) != 4)
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THROW
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THROW;
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memcpy( &Material.Diffuse, &Diffuse, sizeof(Material.Diffuse) );
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// specular
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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RageVector4 Specular;
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if (sscanf (sLine, "%f %f %f %f", &Specular[0], &Specular[1], &Specular[2], &Specular[3]) != 4)
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THROW
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THROW;
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memcpy( &Material.Specular, &Specular, sizeof(Material.Specular) );
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// emissive
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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RageVector4 Emissive;
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if (sscanf (sLine, "%f %f %f %f", &Emissive[0], &Emissive[1], &Emissive[2], &Emissive[3]) != 4)
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THROW
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THROW;
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memcpy( &Material.Emissive, &Emissive, sizeof(Material.Emissive) );
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// shininess
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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char *p;
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float fShininess = strtof( sLine, &p );
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if ( p == sLine )
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THROW
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THROW;
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Material.fShininess = fShininess;
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// transparency
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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float fTransparency = strtof( sLine, &p );
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if ( p == sLine )
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THROW
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THROW;
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Material.fTransparency = fTransparency;
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// diffuse texture
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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strcpy (szName, "");
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sscanf (sLine, "\"%[^\"]\"", szName);
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CString sDiffuseTexture = szName;
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@@ -238,7 +238,7 @@ void Model::LoadMaterialsFromMilkshapeAscii( CString sPath )
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// alpha texture
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if( f.GetLine( sLine ) <= 0 )
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THROW
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THROW;
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strcpy (szName, "");
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sscanf (sLine, "\"%[^\"]\"", szName);
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CString sAlphaTexture = szName;
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@@ -301,20 +301,14 @@ void Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
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// name
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if( f.GetLine( sLine ) <= 0 )
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{
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THROW;
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}
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if (sscanf (sLine, "\"%[^\"]\"", szName) != 1)
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{
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THROW;
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}
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strcpy( Bone.szName, szName );
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// parent
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if( f.GetLine( sLine ) <= 0 )
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{
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THROW;
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}
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strcpy (szName, "");
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sscanf (sLine, "\"%[^\"]\"", szName);
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@@ -333,7 +327,7 @@ void Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
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{
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THROW;
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}
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Rotation *= 180.0f / PI; /* rad -> deg */
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Rotation = RadianToDegree(Rotation);
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Bone.nFlags = nFlags;
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memcpy( &Bone.Position, &Position, sizeof(Bone.Position) );
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@@ -380,7 +374,7 @@ void Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
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float fTime;
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if (sscanf (sLine, "%f %f %f %f", &fTime, &Rotation[0], &Rotation[1], &Rotation[2]) != 4)
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THROW;
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Rotation *= 180.0f / PI; /* rad -> deg */
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Rotation = RadianToDegree(Rotation);
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msRotationKey key;
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key.fTime = fTime;
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