#include #include #include // TODO remove #include #include #include "level.h" #include "tga.h" const Block BLOCK_EMPTY = 0; const Block BLOCK_WALL01 = 1; TGAimage* level_image = NULL; Block get_block(GLushort x, GLushort y) { if (level_image == NULL) { return BLOCK_EMPTY; } return ((Block*) (*level_image).bytes)[x * (*level_image).header.image_width + y]; } void set_image(TGAimage* image) { level_image = image; } void import_model(const char* path) { const struct aiScene* scene = aiImportFile(path, 0u); if (scene == NULL) { printf("We have nothing.\n"); return; } printf("mFlags = %u\nmRootNode = %p\nmNumMeshes = %u\nmMeshes = %p\nmNumMaterials = %u\nmMaterials = %p\nmNumAnimations = %u\nmAnimations = %p\nmNumTextures = %u\nmTextures = %p\nmNumLights = %u\nmLights = %p\n", (*scene).mFlags, (*scene).mRootNode, (*scene).mNumMeshes, (*scene).mMeshes, (*scene).mNumMaterials, (*scene).mMaterials, (*scene).mNumAnimations, (*scene).mAnimations, (*scene).mNumTextures, (*scene).mTextures, (*scene).mNumLights, (*scene).mLights); aiReleaseImport(scene); }