Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/network/src/lib/graphics/importer/md2/md2Model.cc @ 9920

Last change on this file since 9920 was 9920, checked in by patrick, 18 years ago

debug data

File size: 18.2 KB
RevLine 
[4682]1/*
[4245]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
16
17#include "md2Model.h"
18#include "material.h"
19
[5075]20#include "debug.h"
[9869]21#include "resource_md2.h"
[4246]22
[4245]23
[9869]24ObjectListDefinition(MD2Model);
[4245]25
[4682]26//! the model anorms
[4276]27sVec3D MD2Model::anorms[NUM_VERTEX_NORMALS] = {
[9869]28#include "anorms.h"
29    };
[4245]30
[4459]31//! anormal dots, no idea of how this shall work, but it does
[4276]32float MD2Model::anormsDots[SHADEDOT_QUANT][256] = {
[9869]33#include "anormtab.h"
34    };
[4245]35
36
[4682]37//! the angle under which the model is viewd, used internaly
[4245]38float md2Angle = 0.0f;
39
40
[4459]41//! list of all different animations a std md2model supports
[9235]42sAnim MD2Model::animationList[22] =
[4245]43  {
[9869]44    // begin, end, fps, interruptable
[6222]45    {   0,  39,  9, 1 },   //!< STAND
46    {  40,  45, 10, 1 },   //!< RUN
47    {  46,  53, 10, 0 },   //!< ATTACK
48    {  54,  57,  7, 1 },   //!< PAIN_A
49    {  58,  61,  7, 1 },   //!< PAIN_B
50    {  62,  65,  7, 1 },   //!< PAIN_C
51    {  66,  71,  7, 0 },   //!< JUMP
52    {  72,  83,  7, 1 },   //!< FLIP
53    {  84,  94,  7, 1 },   //!< SALUTE
54    {  95, 111, 10, 1 },   //!< FALLBACK
55    { 112, 122,  7, 1 },   //!< WAVE
56    { 123, 134,  6, 1 },   //!< POINTT
57    { 135, 153, 10, 1 },   //!< CROUCH_STAND
58    { 154, 159,  7, 1 },   //!< CROUCH_WALK
59    { 160, 168, 10, 1 },   //!< CROUCH_ATTACK
60    { 196, 172,  7, 1 },   //!< CROUCH_PAIN
61    { 173, 177,  5, 0 },   //!< CROUCH_DEATH
[7114]62    { 178, 183,  10, 0 },   //!< DEATH_FALLBACK
63    { 184, 189,  10, 0 },   //!< DEATH_FALLFORWARD
64    { 190, 197,  10, 0 },   //!< DEATH_FALLBACKSLOW
[6222]65    { 198, 198,  5, 1 },   //!< BOOM
[9235]66    {  199, 204, 10, 1 },  //!< WALK (only for spectial models)
[4245]67  };
68
69
70
71/********************************************************************************
[4459]72 *   MD2Model                                                                   *
73 ********************************************************************************/
[4245]74
[9869]75MD2Model::MD2Model()
76  : data(new MD2Data())
77{
78  this->init();
79}
80
81#include "resource_md2.h"
[4461]82/**
[4284]83  \brief simple constructor initializing all variables
84*/
[7221]85MD2Model::MD2Model(const std::string& modelFileName, const std::string& skinFileName, float scale)
[9869]86    : data(new MD2Data())
[4245]87{
[9869]88  this->init();
[7059]89  this->scaleFactor = scale;
90
[9869]91  this->data = ResourceMD2(modelFileName, skinFileName, scale).data;
92  rebuildInfo();
[6222]93
[9920]94  this->debug();
[9869]95}
[7068]96
[9869]97MD2Model::MD2Model(const MD2Model& model)
98  : data(model.data)
99{
100  this->init();
101  this->rebuildInfo();
102}
103
104MD2Model& MD2Model::operator=(const MD2Model& md2model)
105{
106  this->data = md2model.data;
107  this->rebuildInfo();
108  return *this;
109}
110
111void MD2Model::rebuildInfo()
112{
113  //write the modelinfo information
[7068]114  this->pModelInfo.numVertices = this->data->numVertices;
115  this->pModelInfo.numTriangles = this->data->numTriangles;
116  this->pModelInfo.numNormals = 0;
117  this->pModelInfo.numTexCoor = this->data->numTexCoor;
118  this->pModelInfo.pVertices = (float*)this->data->pVertices;
119  this->pModelInfo.pNormals = NULL;
120  this->pModelInfo.pTexCoor = (float*)this->data->pTexCoor;
121
[8894]122
[7068]123  // triangle conversion
[9869]124  if (this->pModelInfo.pTriangles != NULL)
125    delete[] this->pModelInfo.pTriangles;
[7068]126  this->pModelInfo.pTriangles = new sTriangleExt[this->data->numTriangles];
127  for( int i = 0; i < this->data->numTriangles; i++)
128  {
129    this->pModelInfo.pTriangles[i].indexToVertices[0] = this->data->pTriangles[i].indexToVertices[0];
130    this->pModelInfo.pTriangles[i].indexToVertices[1] = this->data->pTriangles[i].indexToVertices[1];
131    this->pModelInfo.pTriangles[i].indexToVertices[2] = this->data->pTriangles[i].indexToVertices[2];
132
133    this->pModelInfo.pTriangles[i].indexToTexCoor[0] = this->data->pTriangles[i].indexToTexCoor[0];
134    this->pModelInfo.pTriangles[i].indexToTexCoor[1] = this->data->pTriangles[i].indexToTexCoor[1];
135    this->pModelInfo.pTriangles[i].indexToTexCoor[2] = this->data->pTriangles[i].indexToTexCoor[2];
136  }
[4245]137}
138
[9869]139bool MD2Model::load(const std::string& modelFileName, const std::string& skinFileName, float scale)
140{
141  this->data = MD2Data::Pointer(new MD2Data(modelFileName, skinFileName, scale));
142  this->rebuildInfo();
[9917]143
144  return true;
[9869]145}
[7068]146
[9869]147
[4461]148/**
[4284]149  \brief simple destructor, dereferencing all variables
[4245]150
[4284]151  this is where the ressource manager is cleaning the stuff
152*/
[4276]153MD2Model::~MD2Model()
[4245]154{
[7732]155  this->pModelInfo.pVertices = NULL;
156  this->pModelInfo.pNormals = NULL;
157  this->pModelInfo.pTexCoor = NULL;
158  this->pModelInfo.pTriangles = NULL;
[9869]159}
[7732]160
[9869]161
162void MD2Model::init()
163{
164  this->registerObject(this, MD2Model::_objectList);
165  /* this creates the data container via ressource manager */
166  if( unlikely(this->data.isNull()))
167    PRINTF(0)("The model was not found, MD2Model Loader finished abnormaly. Update the data-repos\n");
168
169  this->scaleFactor = 1.0f;
170  this->animationSpeed = 1.0f;
171
172  shadeDots = MD2Model::anormsDots[0];
173  /* set the animation stat mannualy */
174  this->animationState.type = STAND;
175  this->animationState.numPlays = 1;
176  this->setAnimation(STAND);
[4245]177}
178
179/**
[4836]180 *  initializes an array of vert with the current frame scaled vertices
[6222]181 * @param this->verticesList: the list of vertices to interpolate between
[4245]182
183   we won't use the pVertices array directly, since its much easier and we need
184   saving of data anyway
185*/
[6222]186void MD2Model::interpolate(/*sVec3D* this->verticesList*/)
[4245]187{
188  sVec3D* currVec;
189  sVec3D* nextVec;
190
[4281]191  currVec = &this->data->pVertices[this->data->numVertices * this->animationState.currentFrame];
192  nextVec = &this->data->pVertices[this->data->numVertices * this->animationState.nextFrame];
[4245]193
[5086]194  for( int i = 0; i < this->data->numVertices; ++i)
[9869]195  {
196    this->verticesList[i][0] = currVec[i][0] + this->animationState.interpolationState * (nextVec[i][0] - currVec[i][0]);
197    this->verticesList[i][1] = currVec[i][1] + this->animationState.interpolationState * (nextVec[i][1] - currVec[i][1]);
198    this->verticesList[i][2] = currVec[i][2] + this->animationState.interpolationState * (nextVec[i][2] - currVec[i][2]);
199  }
[4245]200}
201
202
[4461]203/**
[8894]204 * sets the animation type
205 * @param firstFrame: index of the first frame
206 * @param lastFrame: index of the last frame
207 * @param fps: frames per second
208 * @param bStoppable: is 1 if so, 0 else
209 */
210void MD2Model::setAnimation(int firstFrame, int lastFrame, int fps, int bStoppable, int animPlayback)
211{
212  this->animationState.startFrame = firstFrame;
213  this->animationState.endFrame = lastFrame;
214  this->animationState.nextFrame = firstFrame + 1;
215  this->animationState.fps = fps;
216  this->animationState.type = 0;
217  this->animationState.numPlays = 0;
218  this->animationState.animPlaybackMode = animPlayback;
219
220  this->animationState.interpolationState = 0.0f;
221  this->animationState.localTime = 0.0f;
222  this->animationState.lastTime = 0.0f;
223  this->animationState.currentFrame = firstFrame;
224}
225
226/**
[4284]227  \brief sets the animation type
[4836]228* @param type: animation type
[4284]229
230  the animation types can be looked up in the animationType table
231*/
[8439]232void MD2Model::setAnimation(int type, int animPlayback)
[4245]233{
234  if( (type < 0) || (type > MAX_ANIMATIONS) )
[5087]235    type = STAND;
[4245]236
[6222]237  if( MD2Model::animationList[this->animationState.type].bStoppable == 0)
238  {
239    if( this->animationState.numPlays == 0 )
240      return;
241  }
242
[4245]243  this->animationState.startFrame = animationList[type].firstFrame;
244  this->animationState.endFrame = animationList[type].lastFrame;
245  this->animationState.nextFrame = animationList[type].firstFrame + 1;
246  this->animationState.fps = animationList[type].fps;
247  this->animationState.type = type;
[6222]248  this->animationState.numPlays = 0;
[7071]249  this->animationState.animPlaybackMode = animPlayback;
[4682]250
[5087]251  this->animationState.interpolationState = 0.0f;
252  this->animationState.localTime = 0.0f;
253  this->animationState.lastTime = 0.0f;
[4245]254  this->animationState.currentFrame = animationList[type].firstFrame;
255}
256
257
[4461]258/**
[4284]259  \brief sets the time in seconds passed since the last tick
[4836]260* @param time: in sec
[4284]261*/
[4276]262void MD2Model::tick(float time)
[4245]263{
[8894]264  this->animate(time * this->animationSpeed);
[6222]265  this->processLighting();
266  this->interpolate(/*this->verticesList*/);
[4245]267}
268
269
[4461]270/**
[6022]271 * @brief draws the model: interface for all other classes out in the world
272 */
[6222]273void MD2Model::draw() const
[4245]274{
275  glPushMatrix();
[5087]276  this->renderFrame();
[6222]277  // renderFrameTriangles();
[4245]278  glPopMatrix();
[4682]279}
[4245]280
281
[4461]282/**
[4284]283  \brief this is an internal function to render this special frame selected by animate()
284*/
[6222]285void MD2Model::renderFrame() const
[4245]286{
[4281]287  int* pCommands = this->data->pGLCommands;
[4245]288
289  /* some face culling stuff */
290  glPushAttrib(GL_POLYGON_BIT);
291  glFrontFace(GL_CW);
292  glEnable(GL_CULL_FACE);
293  glCullFace(GL_BACK);
[4682]294
[7123]295  this->data->material.select();
[4245]296
297  /* draw the triangles */
298  while( int i = *(pCommands++)) /* strange looking while loop for maximum performance */
[9869]299  {
300    if( i < 0)
[4245]301    {
[9869]302      glBegin(GL_TRIANGLE_FAN);
303      i = -i;
304    }
305    else
306    {
307      glBegin(GL_TRIANGLE_STRIP);
308    }
[4245]309
[9869]310    for(; i > 0; i--, pCommands += 3) /* down counting for loop, next 3 gl commands */
311    {
312      glTexCoord2f( ((float *)pCommands)[0], ((float *)pCommands)[1] );
313      glNormal3fv(anorms[this->data->pLightNormals[pCommands[2]]]);
314      glVertex3fv(this->verticesList[pCommands[2]]);
[9918]315//       printf("vertex: %f, %f, %f\n", this->verticesList[pCommands[2]][0], this->verticesList[pCommands[2]][1], this->verticesList[pCommands[2]][2]);
[9869]316    }
317    glEnd();
[4717]318
[9869]319  }
[4245]320  glDisable(GL_CULL_FACE);
321  glPopAttrib();
322}
323
324
[6222]325void MD2Model::renderFrameTriangles() const
326{
327  //static sVec3D this->verticesList[MD2_MAX_VERTICES]; /* performance: created only once in a lifetime */
[9917]328  //  int* pCommands = this->data->pGLCommands;
[6222]329  /* some face culling stuff */
[9869]330  //   glPushAttrib(GL_POLYGON_BIT);
331  //   glFrontFace(GL_CW);
332  //   glEnable(GL_CULL_FACE);
333  //   glCullFace(GL_BACK);
334  //
335  //   this->processLighting();
336  //   this->interpolate(/*this->verticesList*/);
[7123]337  this->data->material.select();
[6222]338
339  /* draw the triangles */
340  glBegin(GL_TRIANGLES);
341
342  for( int i = 0, k = 0; i < this->data->numTriangles; ++i, k += 3)
343  {
344    float* v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]];
345
346    printf("triangle: %i\n", i);
347    printf("     v0: (%f, %f, %f)\n", v[0], v[1], v[2]);
348    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]];
349    printf("     v1: (%f, %f, %f)\n", v[0], v[1], v[2]);
350    v = this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]];
351    printf("     v2: (%f, %f, %f)\n", v[0], v[1], v[2]);
352
353
354    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
355    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[0]]);
356
357    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
358    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[1]]);
359
360    glNormal3f(anorms[i][0], anorms[i][1], anorms[i][2]);
361    glVertex3fv(this->data->pVertices[this->data->pTriangles[i].indexToVertices[2]]);
362  }
363
364  glEnd();
365}
366
367
[4461]368/**
[4284]369  \brief animates the current model
370
371  depending on the time passed (tick function), the player will select another model
372*/
[6222]373void MD2Model::animate(float time)
[4280]374{
[6222]375  this->animationState.localTime += time;
376
[4280]377  if( this->animationState.localTime - this->animationState.lastTime > (1.0f / this->animationState.fps))
[9869]378  {
379    this->animationState.currentFrame = this->animationState.nextFrame;
380    this->animationState.nextFrame++;
381
382    if( this->animationState.nextFrame > this->animationState.endFrame )
[4280]383    {
[9869]384      if( this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
[6222]385      {
[9869]386        this->animationState.nextFrame = this->animationState.startFrame;
387        this->animationState.numPlays++;
[6222]388      }
[9869]389      else
390      {
391        this->animationState.nextFrame = this->animationState.endFrame;
392      }
[4280]393    }
[9869]394    this->animationState.lastTime = this->animationState.localTime;
395  }
[4280]396
[9869]397  //     if( this->animationState.currentFrame > (this->data->numFrames - 1) )
398  //       this->animationState.currentFrame = 0;
[4280]399
[9869]400  //     if( (this->animationState.nextFrame > (this->data->numFrames - 1)) && this->animationState.animPlaybackMode == MD2_ANIM_LOOP)
401  //     this->animationState.nextFrame = 0;
[7075]402
[4682]403  this->animationState.interpolationState = this->animationState.fps *
[9869]404      (this->animationState.localTime - this->animationState.lastTime);
[4280]405}
406
407
[4461]408/**
[4284]409  \brief this is how id is precessing their lightning
410
411  the details of how the whole lighting process is beeing handled - i have no idea... :)
412*/
[4280]413void MD2Model::processLighting()
414{
415  shadeDots = anormsDots[((int)(md2Angle*(SHADEDOT_QUANT / 360.0)))&(SHADEDOT_QUANT - 1)];
416}
417
[4461]418
419/**
[4284]420  \brief prints out debug informations
421*/
[4276]422void MD2Model::debug()
[4245]423{
[4282]424  PRINT(0)("\n==========================| MD2Model::debug() |===\n");
[7221]425  PRINT(0)("=  Model FileName:\t%s\n", this->data->fileName.c_str());
426  PRINT(0)("=  Skin FileName:\t%s\n", this->data->skinFileName.c_str());
[4281]427  PRINT(0)("=  Size in Memory:\t%i Bytes\n", this->data->header->frameSize * this->data->header->numFrames + 64); // 64bytes is the header size
428  PRINT(0)("=  Number of Vertices:\t%i\n", this->data->header->numVertices);
429  PRINT(0)("=  Number of Frames: \t%i\n", this->data->header->numFrames);
[4282]430  PRINT(0)("=  Height, Width:\t%i, %i\n", this->data->header->skinHeight, this->data->header->skinWidth);
[9920]431  PRINT(0)("=  DATA:\n");
432  PRINT(0)("=  Number of references to data: %i\n", this->data.count());
[4245]433  PRINT(0)("===================================================\n\n");
434}
[4280]435
436
[4282]437/********************************************************************************
438 *   MD2Data                                                                    *
439 ********************************************************************************/
[4280]440
[9869]441MD2Data::MD2Data()
442{
443  this->init();
444}
445
[4461]446/**
[4284]447  \brief simple constructor
448*/
[7221]449MD2Data::MD2Data(const std::string& modelFileName, const std::string& skinFileName, float scale)
[4280]450{
[9869]451  this->init();
452  this->scaleFactor = scale * .1;
[7059]453
[9869]454  this->loadModel(modelFileName);
455  this->loadSkin(skinFileName);
[9917]456
[9912]457  PRINTF(0)("model %s, skin %s\n", modelFileName.c_str(), skinFileName.c_str());
[9869]458}
459
460void MD2Data::init()
461{
462  this->scaleFactor = 1.0;
[4280]463  this->pVertices = NULL;
464  this->pGLCommands = NULL;
[4682]465  this->pLightNormals = NULL;
[5085]466  this->pTexCoor = NULL;
[9869]467  this->header = NULL;
[4280]468
469  this->numFrames = 0;
470  this->numVertices = 0;
471  this->numGLCommands = 0;
[5085]472  this->numTexCoor = 0;
[4280]473}
474
[4461]475/**
[4284]476  \brief simple destructor
477
478  this will clean out all the necessary data for a specific md2model
479*/
[4280]480MD2Data::~MD2Data()
481{
[5235]482  delete this->header;
[4460]483
[4280]484  delete [] this->pVertices;
485  delete [] this->pGLCommands;
486  delete [] this->pLightNormals;
[5085]487  delete [] this->pTexCoor;
[4280]488}
489
490
491
[4461]492/**
[4284]493  \brief this will load the whole model data (vertices, opengl command list, ...)
[4836]494* @param fileName: the name of the model file
[4284]495  \return true if success
496*/
[7221]497bool MD2Data::loadModel(const std::string& fileName)
[4280]498{
499  FILE *pFile;                            //file stream
500  char* buffer;                           //buffer for frame data
501  sFrame* frame;                          //temp frame
502  sVec3D *pVertex;
503  int* pNormals;
504
[5284]505  //! @todo this chek should include deleting a loaded model (eventually)
[7221]506  if (fileName.empty())
[5284]507    return false;
508
[7221]509  pFile = fopen(fileName.c_str(), "rb");
[4682]510  if( unlikely(!pFile))
[9869]511  {
512    PRINTF(1)("Couldn't open the MD2 File for loading. Exiting.\n");
513    return false;
514  }
[4280]515  this->header = new MD2Header;
516  fread(this->header, 1, sizeof(MD2Header), pFile);
517  /* check for the header version: make sure its a md2 file :) */
518  if( unlikely(this->header->version != MD2_VERSION) && unlikely(this->header->ident != MD2_IDENT))
[9869]519  {
520    PRINTF(1)("Couldn't load file %s: invalid file format: stop loading\n", fileName.c_str());
521    return false;
522  }
[4280]523
[7221]524  this->fileName =fileName;
[4280]525  /* got the data: map it to locals */
526  this->numFrames = this->header->numFrames;
527  this->numVertices = this->header->numVertices;
528  this->numTriangles = this->header->numTriangles;
529  this->numGLCommands = this->header->numGlCommands;
[5085]530  this->numTexCoor = this->header->numTexCoords;
[4280]531  /* allocate memory for the data storage */
532  this->pVertices = new sVec3D[this->numVertices * this->numFrames];
533  this->pGLCommands = new int[this->numGLCommands];
534  this->pLightNormals = new int[this->numVertices * this->numFrames];
[4787]535  this->pTriangles = new sTriangle[this->numTriangles];
[5085]536  this->pTexCoor = new sTexCoor[this->numTexCoor];
[4280]537  buffer = new char[this->numFrames * this->header->frameSize];
538
[4787]539
[4280]540  /* read frame data from the file to a temp buffer */
541  fseek(pFile, this->header->offsetFrames, SEEK_SET);
542  fread(buffer, this->header->frameSize, this->numFrames, pFile);
543  /* read opengl commands */
544  fseek(pFile, this->header->offsetGlCommands, SEEK_SET);
545  fread(this->pGLCommands, sizeof(int), this->numGLCommands, pFile);
[4787]546  /* triangle list */
547  fseek(pFile, this->header->offsetTriangles, SEEK_SET);
548  fread(this->pTriangles, sizeof(sTriangle), this->numTriangles, pFile);
[5085]549  /*  read in texture coordinates */
550  fseek(pFile, this->header->offsetTexCoords, SEEK_SET);
551  fread(this->pTexCoor, sizeof(sTexCoor), this->numTexCoor, pFile);
[4280]552
[5087]553
[4280]554  for(int i = 0; i < this->numFrames; ++i)
[9869]555  {
556    frame = (sFrame*)(buffer + this->header->frameSize * i);
557    pVertex = this->pVertices + this->numVertices  * i;
558    pNormals = this->pLightNormals + this->numVertices * i;
559
560    for(int j = 0; j < this->numVertices; ++j)
[4280]561    {
[9869]562      /* SPEEDUP: *(pVerts + i + 0) = (*(frame->pVertices + i + 0)...  */
563      pVertex[j][0] = ((frame->pVertices[j].v[0] * frame->scale[0] ) + frame->translate[0] )* this->scaleFactor;
564      pVertex[j][1] = ((frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2]) * this->scaleFactor;
565      pVertex[j][2] = (-1.0 * (frame->pVertices[j].v[1] * frame->scale[1] + frame->translate[1])) * this->scaleFactor;
[4280]566
[9869]567      //printf("vertex %i/%i: (%f, %f, %f)\n", j, this->numVertices, pVertex[j][0], pVertex[j][1], pVertex[j][2]);
[4682]568
[9869]569      pNormals[j] = frame->pVertices[j].lightNormalIndex;
[4280]570    }
[9869]571  }
572  PRINTF(4)("Finished loading the md2 file\n");
[4280]573
574  delete [] buffer;
575  fclose(pFile);
[9917]576
577  return true;
[4280]578}
579
580
[4461]581/**
[4284]582  \brief loads the skin/material stuff
[4836]583* @param fileName: name of the skin file
[4284]584  \return true if success
585*/
[7221]586bool MD2Data::loadSkin(const std::string& fileName)
[4280]587{
[7221]588  if( fileName.empty())
[9869]589  {
590    this->skinFileName = "";
591    return false;
592  }
[4459]593
[7221]594  this->skinFileName = fileName;
[4281]595
[7123]596  this->material.setName("md2ModelMaterial");
597  this->material.setDiffuseMap(fileName);
598  this->material.setIllum(3);
599  this->material.setAmbient(1.0, 1.0, 1.0);
[9917]600
601  return true;
[4280]602}
Note: See TracBrowser for help on using the repository browser.