mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-10-31 16:27:18 -04:00
01a48d8720
* Fixed LevelTypes load * Update ResourcePaths.go * Added DCC loading support * Added animation data. Fixed bitshift version compile issue. * Fixed another go build error * Initial support for object rendering
519 lines
16 KiB
Go
519 lines
16 KiB
Go
package Common
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import (
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"log"
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)
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type DCCPixelBufferEntry struct {
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Value []byte
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Frame int
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FrameCellIndex int
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}
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type DCCCell struct {
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Width int
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Height int
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XOffset int
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YOffset int
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LastWidth int
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LastHeight int
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LastXOffset int
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LastYOffset int
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}
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type DCCDirectionFrame struct {
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Width int
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Height int
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XOffset int
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YOffset int
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NumberOfOptionalBytes int
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NumberOfCodedBytes int
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FrameIsBottomUp bool
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Box Rectangle
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Cells []DCCCell
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PixelData []byte
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HorizontalCellCount int
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VerticalCellCount int
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}
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type DCCDirection struct {
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OutSizeCoded int
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CompressionFlags int
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Variable0Bits int
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WidthBits int
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HeightBits int
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XOffsetBits int
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YOffsetBits int
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OptionalDataBits int
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CodedBytesBits int
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EqualCellsBitstreamSize int
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PixelMaskBitstreamSize int
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EncodingTypeBitsreamSize int
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RawPixelCodesBitstreamSize int
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Frames []*DCCDirectionFrame
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PaletteEntries []byte
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Box Rectangle
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Cells []*DCCCell
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PixelData []byte
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HorizontalCellCount int
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VerticalCellCount int
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PixelBuffer []*DCCPixelBufferEntry
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}
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type DCC struct {
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Signature int
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Version int
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NumberOfDirections int
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FramesPerDirection int
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Directions []*DCCDirection
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}
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var crazyBitTable = []byte{0, 1, 2, 4, 6, 8, 10, 12, 14, 16, 20, 24, 26, 28, 30, 32}
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var pixelMaskLookup = []int{0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4}
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func CreateDCCDirectionFrame(bits *BitMuncher, direction *DCCDirection) *DCCDirectionFrame {
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result := &DCCDirectionFrame{}
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bits.GetBits(direction.Variable0Bits) // Variable0
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result.Width = int(bits.GetBits(direction.WidthBits))
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result.Height = int(bits.GetBits(direction.HeightBits))
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result.XOffset = bits.GetSignedBits(direction.XOffsetBits)
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result.YOffset = bits.GetSignedBits(direction.YOffsetBits)
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result.NumberOfOptionalBytes = int(bits.GetBits(direction.OptionalDataBits))
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result.NumberOfCodedBytes = int(bits.GetBits(direction.CodedBytesBits))
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result.FrameIsBottomUp = bits.GetBit() == 1
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result.Box = Rectangle{
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result.XOffset,
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result.YOffset - result.Height - 1,
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result.Width,
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result.Height,
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}
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return result
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}
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func (v *DCCDirectionFrame) CalculateCells(direction *DCCDirection) {
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var w = 4 - ((v.Box.Left - direction.Box.Left) % 4) // Width of the first column (in pixels)
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if (v.Width - w) <= 1 {
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v.HorizontalCellCount = 1
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} else {
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tmp := v.Width - w - 1
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v.HorizontalCellCount = 2 + (tmp / 4)
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if (tmp % 4) == 0 {
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v.HorizontalCellCount--
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}
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}
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h := 4 - ((v.Box.Top - direction.Box.Top) % 4) // Height of the first column (in pixels)
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if (v.Height - h) <= 1 {
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v.VerticalCellCount = 1
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} else {
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tmp := v.Height - h - 1
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v.VerticalCellCount = 2 + (tmp / 4)
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if (tmp % 4) == 0 {
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v.VerticalCellCount--
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}
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}
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// Calculate the cell widths and heights
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cellWidths := make([]int, v.HorizontalCellCount)
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if v.HorizontalCellCount == 1 {
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cellWidths[0] = v.Width
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} else {
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cellWidths[0] = w
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for i := 1; i < (v.HorizontalCellCount - 1); i++ {
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cellWidths[i] = 4
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}
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cellWidths[v.HorizontalCellCount-1] = v.Width - w - (4 * (v.HorizontalCellCount - 2))
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}
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cellHeights := make([]int, v.VerticalCellCount)
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if v.VerticalCellCount == 1 {
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cellHeights[0] = v.Height
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} else {
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cellHeights[0] = h
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for i := 1; i < (v.VerticalCellCount - 1); i++ {
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cellHeights[i] = 4
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}
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cellHeights[v.VerticalCellCount-1] = v.Height - h - (4 * (v.VerticalCellCount - 2))
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}
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v.Cells = make([]DCCCell, v.HorizontalCellCount*v.VerticalCellCount)
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offsetY := v.Box.Top - direction.Box.Top
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for y := 0; y < v.VerticalCellCount; y++ {
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offsetX := v.Box.Left - direction.Box.Left
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for x := 0; x < v.HorizontalCellCount; x++ {
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v.Cells[x+(y*v.HorizontalCellCount)] = DCCCell{
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XOffset: offsetX,
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YOffset: offsetY,
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Width: cellWidths[x],
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Height: cellHeights[y],
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}
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offsetX += cellWidths[x]
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}
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offsetY += cellHeights[y]
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}
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}
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func CreateDCCDirection(bm *BitMuncher, file *DCC) *DCCDirection {
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result := &DCCDirection{}
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result.OutSizeCoded = int(bm.GetUInt32())
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result.CompressionFlags = int(bm.GetBits(2))
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result.Variable0Bits = int(crazyBitTable[bm.GetBits(4)])
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result.WidthBits = int(crazyBitTable[bm.GetBits(4)])
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result.HeightBits = int(crazyBitTable[bm.GetBits(4)])
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result.XOffsetBits = int(crazyBitTable[bm.GetBits(4)])
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result.YOffsetBits = int(crazyBitTable[bm.GetBits(4)])
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result.OptionalDataBits = int(crazyBitTable[bm.GetBits(4)])
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result.CodedBytesBits = int(crazyBitTable[bm.GetBits(4)])
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result.Frames = make([]*DCCDirectionFrame, file.FramesPerDirection)
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minx := 9223372036854775807
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miny := 9223372036854775807
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maxx := -9223372036854775808
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maxy := -9223372036854775808
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// Load the frame headers
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for frameIdx := 0; frameIdx < file.FramesPerDirection; frameIdx++ {
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result.Frames[frameIdx] = CreateDCCDirectionFrame(bm, result)
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minx = int(MinInt32(int32(result.Frames[frameIdx].Box.Left), int32(minx)))
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miny = int(MinInt32(int32(result.Frames[frameIdx].Box.Top), int32(miny)))
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maxx = int(MaxInt32(int32(result.Frames[frameIdx].Box.Right()), int32(maxx)))
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maxy = int(MaxInt32(int32(result.Frames[frameIdx].Box.Bottom()), int32(maxy)))
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}
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result.Box = Rectangle{minx, miny, maxx - minx, maxy - miny}
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if result.OptionalDataBits > 0 {
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log.Panic("Optional bits in DCC data is not currently supported.")
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}
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if (result.CompressionFlags & 0x2) > 0 {
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result.EqualCellsBitstreamSize = int(bm.GetBits(20))
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}
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result.PixelMaskBitstreamSize = int(bm.GetBits(20))
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if (result.CompressionFlags & 0x1) > 0 {
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result.EncodingTypeBitsreamSize = int(bm.GetBits(20))
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result.RawPixelCodesBitstreamSize = int(bm.GetBits(20))
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}
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// PixelValuesKey
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paletteEntries := make([]bool, 0)
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paletteEntryCount := 0
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for i := 0; i < 256; i++ {
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valid := bm.GetBit() != 0
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paletteEntries = append(paletteEntries, valid)
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if valid {
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paletteEntryCount++
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}
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}
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result.PaletteEntries = make([]byte, paletteEntryCount)
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paletteOffset := 0
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for i := 0; i < 256; i++ {
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if !paletteEntries[i] {
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continue
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}
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result.PaletteEntries[paletteOffset] = byte(i)
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paletteOffset++
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}
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// HERE BE GIANTS:
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// Because of the way this thing mashes bits together, BIT offset matters
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// here. For example, if you are on byte offset 3, bit offset 6, and
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// the EqualCellsBitstreamSize is 20 bytes, then the next bit stream
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// will be located at byte 23, bit offset 6!
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equalCellsBitstream := CopyBitMuncher(bm)
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bm.SkipBits(result.EqualCellsBitstreamSize)
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pixelMaskBitstream := CopyBitMuncher(bm)
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bm.SkipBits(result.PixelMaskBitstreamSize)
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encodingTypeBitsream := CopyBitMuncher(bm)
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bm.SkipBits(result.EncodingTypeBitsreamSize)
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rawPixelCodesBitstream := CopyBitMuncher(bm)
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bm.SkipBits(result.RawPixelCodesBitstreamSize)
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pixelCodeandDisplacement := CopyBitMuncher(bm)
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// Calculate the cells for the direction
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result.CalculateCells()
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// Calculate the cells for each of the frames
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for _, frame := range result.Frames {
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frame.CalculateCells(result)
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}
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// Fill in the pixel buffer
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result.FillPixelBuffer(pixelCodeandDisplacement, equalCellsBitstream, pixelMaskBitstream, encodingTypeBitsream, rawPixelCodesBitstream)
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// Generate the actual frame pixel data
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result.GenerateFrames(pixelCodeandDisplacement)
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// Verify that everything we expected to read was actually read (sanity check)...
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if equalCellsBitstream.BitsRead != result.EqualCellsBitstreamSize {
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log.Panic("Did not read the correct number of bits!")
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}
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if pixelMaskBitstream.BitsRead != result.PixelMaskBitstreamSize {
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log.Panic("Did not read the correct number of bits!")
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}
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if encodingTypeBitsream.BitsRead != result.EncodingTypeBitsreamSize {
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log.Panic("Did not read the correct number of bits!")
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}
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if rawPixelCodesBitstream.BitsRead != result.RawPixelCodesBitstreamSize {
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log.Panic("Did not read the correct number of bits!")
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}
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bm.SkipBits(pixelCodeandDisplacement.BitsRead)
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return result
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}
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func (v *DCCDirection) GenerateFrames(pcd *BitMuncher) {
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pbIdx := 0
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for _, cell := range v.Cells {
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cell.LastWidth = -1
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cell.LastHeight = -1
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}
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v.PixelData = make([]byte, v.Box.Width*v.Box.Height)
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frameIndex := -1
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for _, frame := range v.Frames {
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frameIndex++
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frame.PixelData = make([]byte, v.Box.Width*v.Box.Height)
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c := -1
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for _, cell := range frame.Cells {
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c++
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cellX := cell.XOffset / 4
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cellY := cell.YOffset / 4
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cellIndex := cellX + (cellY * v.HorizontalCellCount)
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bufferCell := v.Cells[cellIndex]
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pbe := v.PixelBuffer[pbIdx]
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if (pbe.Frame != frameIndex) || (pbe.FrameCellIndex != c) {
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// This buffer cell has an EqualCell bit set to 1, so copy the frame cell or clear it
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if (cell.Width != bufferCell.LastWidth) || (cell.Height != bufferCell.LastHeight) {
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// Different sizes
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/// TODO: Clear the pixels of the frame cell
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for y := 0; y < cell.Height; y++ {
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for x := 0; x < cell.Width; x++ {
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v.PixelData[x+cell.XOffset+((y+cell.YOffset)*frame.Width)] = 0
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}
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}
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} else {
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// Same sizes
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// Copy the old frame cell into the new position
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for fy := 0; fy < cell.Height; fy++ {
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for fx := 0; fx < cell.Width; fx++ {
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// Frame (buff.lastx, buff.lasty) -> Frame (cell.offx, cell.offy)
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// Cell (0, 0,) ->
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// blit(dir->bmp, dir->bmp, buff_cell->last_x0, buff_cell->last_y0, cell->x0, cell->y0, cell->w, cell->h );
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v.PixelData[fx+cell.XOffset+((fy+cell.YOffset)*v.Box.Width)] = v.PixelData[fx+bufferCell.LastXOffset+((fy+bufferCell.LastYOffset)*v.Box.Width)]
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}
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}
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// Copy it again into the final frame image
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for fy := 0; fy < cell.Height; fy++ {
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for fx := 0; fx < cell.Width; fx++ {
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// blit(cell->bmp, frm_bmp, 0, 0, cell->x0, cell->y0, cell->w, cell->h );
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frame.PixelData[fx+cell.XOffset+((fy+cell.YOffset)*v.Box.Width)] = v.PixelData[cell.XOffset+fx+((cell.YOffset+fy)*v.Box.Width)]
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}
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}
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}
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} else {
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if pbe.Value[0] == pbe.Value[1] {
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// Clear the frame
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//cell.PixelData = new byte[cell.Width * cell.Height];
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for y := 0; y < cell.Height; y++ {
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for x := 0; x < cell.Width; x++ {
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v.PixelData[x+cell.XOffset+((y+cell.YOffset)*v.Box.Width)] = pbe.Value[0]
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}
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}
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} else {
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// Fill the frame cell with the pixels
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bitsToRead := 1
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if pbe.Value[1] != pbe.Value[2] {
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bitsToRead = 2
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}
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for y := 0; y < cell.Height; y++ {
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for x := 0; x < cell.Width; x++ {
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paletteIndex := pcd.GetBits(bitsToRead)
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v.PixelData[x+cell.XOffset+((y+cell.YOffset)*v.Box.Width)] = pbe.Value[paletteIndex]
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}
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}
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}
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// Copy the frame cell into the frame
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for fy := 0; fy < cell.Height; fy++ {
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for fx := 0; fx < cell.Width; fx++ {
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//blit(cell->bmp, frm_bmp, 0, 0, cell->x0, cell->y0, cell->w, cell->h );
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frame.PixelData[fx+cell.XOffset+((fy+cell.YOffset)*v.Box.Width)] = v.PixelData[fx+cell.XOffset+((fy+cell.YOffset)*v.Box.Width)]
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}
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}
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pbIdx++
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}
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bufferCell.LastWidth = cell.Width
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bufferCell.LastHeight = cell.Height
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bufferCell.LastXOffset = cell.XOffset
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bufferCell.LastYOffset = cell.YOffset
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}
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// Free up the stuff we no longer need
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frame.Cells = nil
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}
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v.Cells = nil
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v.PixelData = nil
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}
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func (v *DCCDirection) FillPixelBuffer(pcd, ec, pm, et, rp *BitMuncher) {
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lastPixel := uint32(0)
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maxCellX := 0
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maxCellY := 0
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for _, frame := range v.Frames {
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maxCellX += frame.HorizontalCellCount
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maxCellY += frame.VerticalCellCount
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}
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v.PixelBuffer = make([]*DCCPixelBufferEntry, maxCellX*maxCellY)
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for i := 0; i < maxCellX*maxCellY; i++ {
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v.PixelBuffer[i] = &DCCPixelBufferEntry{
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Value: make([]byte, 4),
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Frame: -1,
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FrameCellIndex: -1,
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}
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}
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cellBuffer := make([]*DCCPixelBufferEntry, v.HorizontalCellCount*v.VerticalCellCount)
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frameIndex := -1
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pbIndex := -1
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pixelMask := uint32(0x00)
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for _, frame := range v.Frames {
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frameIndex++
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originCellX := (frame.Box.Left - v.Box.Left) / 4
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originCellY := (frame.Box.Top - v.Box.Top) / 4
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frameCellIndex := 0
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for cellY := 0; cellY < frame.VerticalCellCount; cellY++ {
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currentCellY := cellY + originCellY
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for cellX := 0; cellX < frame.HorizontalCellCount; cellX++ {
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frameCellIndex++
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currentCell := originCellX + cellX + (currentCellY * v.HorizontalCellCount)
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nextCell := false
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tmp := 0
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if cellBuffer[currentCell] != nil {
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if v.EqualCellsBitstreamSize > 0 {
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tmp = int(ec.GetBit())
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} else {
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tmp = 0
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}
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if tmp == 0 {
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pixelMask = pm.GetBits(4)
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} else {
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nextCell = true
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}
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} else {
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pixelMask = 0x0F
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}
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if nextCell {
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continue
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}
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// Decode the pixels
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pixelStack := make([]uint32, 4)
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lastPixel = 0
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numberOfPixelBits := pixelMaskLookup[pixelMask]
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encodingType := 0
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if (numberOfPixelBits != 0) && (v.EncodingTypeBitsreamSize > 0) {
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encodingType = int(et.GetBit())
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} else {
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encodingType = 0
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}
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decodedPixel := 0
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for i := 0; i < numberOfPixelBits; i++ {
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if encodingType != 0 {
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pixelStack[i] = rp.GetBits(8)
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} else {
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pixelStack[i] = lastPixel
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pixelDisplacement := pcd.GetBits(4)
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pixelStack[i] += pixelDisplacement
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for pixelDisplacement == 15 {
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pixelDisplacement = pcd.GetBits(4)
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pixelStack[i] += pixelDisplacement
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}
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}
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if pixelStack[i] == lastPixel {
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pixelStack[i] = 0
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i = numberOfPixelBits // Just break here....
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} else {
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lastPixel = pixelStack[i]
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decodedPixel++
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}
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}
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oldEntry := cellBuffer[currentCell]
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pbIndex++
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newEntry := v.PixelBuffer[pbIndex]
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curIdx := decodedPixel - 1
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for i := 0; i < 4; i++ {
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if (pixelMask & (1 << uint(i))) != 0 {
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if curIdx >= 0 {
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newEntry.Value[i] = byte(pixelStack[curIdx])
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curIdx--
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} else {
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newEntry.Value[i] = 0
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}
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} else {
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newEntry.Value[i] = oldEntry.Value[i]
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}
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}
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cellBuffer[currentCell] = newEntry
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newEntry.Frame = frameIndex
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newEntry.FrameCellIndex = cellX + (cellY * frame.HorizontalCellCount)
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}
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}
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}
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// Convert the palette entry index into actual palette entries
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for i := 0; i <= pbIndex; i++ {
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for x := 0; x < 4; x++ {
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v.PixelBuffer[i].Value[x] = v.PaletteEntries[v.PixelBuffer[i].Value[x]]
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}
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}
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}
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func (v *DCCDirection) CalculateCells() {
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// Calculate the number of vertical and horizontal cells we need
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v.HorizontalCellCount = 1 + (v.Box.Width-1)/4
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v.VerticalCellCount = 1 + (v.Box.Height-1)/4
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// Calculate the cell widths
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cellWidths := make([]int, v.HorizontalCellCount)
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if v.HorizontalCellCount == 1 {
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cellWidths[0] = v.Box.Width
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} else {
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for i := 0; i < v.HorizontalCellCount-1; i++ {
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cellWidths[i] = 4
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}
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cellWidths[v.HorizontalCellCount-1] = v.Box.Width - (4 * (v.HorizontalCellCount - 1))
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}
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// Calculate the cell heights
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cellHeights := make([]int, v.VerticalCellCount)
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if v.VerticalCellCount == 1 {
|
|
cellHeights[0] = v.Box.Height
|
|
} else {
|
|
for i := 0; i < v.VerticalCellCount-1; i++ {
|
|
cellHeights[i] = 4
|
|
}
|
|
cellHeights[v.VerticalCellCount-1] = v.Box.Height - (4 * (v.VerticalCellCount - 1))
|
|
}
|
|
// Set the cell widths and heights in the cell buffer
|
|
v.Cells = make([]*DCCCell, v.VerticalCellCount*v.HorizontalCellCount)
|
|
yOffset := 0
|
|
for y := 0; y < v.VerticalCellCount; y++ {
|
|
xOffset := 0
|
|
for x := 0; x < v.HorizontalCellCount; x++ {
|
|
v.Cells[x+(y*v.HorizontalCellCount)] = &DCCCell{
|
|
Width: cellWidths[x],
|
|
Height: cellHeights[y],
|
|
XOffset: xOffset,
|
|
YOffset: yOffset,
|
|
}
|
|
xOffset += 4
|
|
}
|
|
yOffset += 4
|
|
}
|
|
}
|
|
|
|
func LoadDCC(path string, fileProvider FileProvider) *DCC {
|
|
result := &DCC{}
|
|
fileData := fileProvider.LoadFile(path)
|
|
var bm = CreateBitMuncher(fileData, 0)
|
|
result.Signature = int(bm.GetByte())
|
|
if result.Signature != 0x74 {
|
|
log.Fatal("Signature expected to be 0x74 but it is not.")
|
|
}
|
|
result.Version = int(bm.GetByte())
|
|
result.NumberOfDirections = int(bm.GetByte())
|
|
result.FramesPerDirection = int(bm.GetInt32())
|
|
if bm.GetInt32() != 1 {
|
|
log.Fatal("This value isn't 1. It has to be 1.")
|
|
}
|
|
bm.GetInt32() // TotalSizeCoded
|
|
directionOffsets := make([]int, result.NumberOfDirections)
|
|
for i := 0; i < result.NumberOfDirections; i++ {
|
|
directionOffsets[i] = int(bm.GetInt32())
|
|
}
|
|
result.Directions = make([]*DCCDirection, result.NumberOfDirections)
|
|
for i := 0; i < result.NumberOfDirections; i++ {
|
|
result.Directions[i] = CreateDCCDirection(CreateBitMuncher(fileData, directionOffsets[i]*8), result)
|
|
}
|
|
|
|
return result
|
|
}
|