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1 #include "goat3d_impl.h"
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2 #include "chunk.h"
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3
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4 using namespace g3dimpl;
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5
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6 /*
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7 static long save_env(const Scene *scn, long offset, goat3d_io *io);
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8 static long save_materials(const Scene *scn, long offset, goat3d_io *io);
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9 static long save_material(const Material *mat, long offset, goat3d_io *io);
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10 static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io);
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11 static long save_meshes(const Scene *scn, long offset, goat3d_io *io);
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12 static long save_lights(const Scene *scn, long offset, goat3d_io *io);
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13 static long save_cameras(const Scene *scn, long offset, goat3d_io *io);
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14 static long save_nodes(const Scene *scn, long offset, goat3d_io *io);
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15
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16 static long write_chunk_float(int id, float val, long offs, goat3d_io *io);
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17 static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io);
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18 static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io);
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19 */
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20
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21 bool Scene::save(goat3d_io *io) const
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22 {
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23 /*
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24 long res;
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25
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26 ChunkHeader hdr;
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27 hdr.id = CNK_SCENE;
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28 hdr.size = sizeof hdr;
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29
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30 if((res = save_env(this, hdr.size, io)) < 0) {
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31 return false;
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32 }
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33 hdr.size += res;
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34
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35 if((res = save_materials(this, hdr.size, io)) < 0) {
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36 return false;
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37 }
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38 hdr.size += res;
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39
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40 if((res = save_meshes(this, hdr.size, io)) < 0) {
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41 return false;
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42 }
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43 hdr.size += res;
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44
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45 if((res = save_lights(this, hdr.size, io)) < 0) {
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46 return false;
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47 }
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48 hdr.size += res;
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49
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50 if((res = save_cameras(this, hdr.size, io)) < 0) {
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51 return false;
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52 }
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53 hdr.size += res;
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54
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55 if((res = save_nodes(this, hdr.size, io)) < 0) {
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56 return false;
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57 }
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58 hdr.size += res;
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59
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60 // now go back and write the root chunk
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61 io->seek(0, SEEK_SET, io->cls);
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62 if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
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63 return false;
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64 }
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65
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66 return true;
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67 */
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68 return false;
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69 }
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70
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71
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72 #if 0
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73 static long save_env(const Scene *scn, long offset, goat3d_io *io)
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74 {
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75 long res;
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76
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77 ChunkHeader hdr;
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78 hdr.id = CNK_ENV;
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79 hdr.size = sizeof hdr;
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80
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81 if((res = write_chunk_float3(CNK_ENV_AMBIENT, scn->get_ambient(), offset, io)) < 0) {
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82 return -1;
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83 }
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84 hdr.size += res;
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85
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86 // TODO add fog chunk
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87
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88 io->seek(offset, SEEK_SET, io->cls);
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89 if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
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90 return -1;
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91 }
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92 return hdr.size;
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93 }
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94
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95 static long save_materials(const Scene *scn, long offset, goat3d_io *io)
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96 {
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97 long res;
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98
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99 ChunkHeader hdr;
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100 hdr.id = CNK_MTL_LIST;
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101 hdr.size = sizeof hdr;
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102
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103 for(int i=0; i<scn->get_material_count(); i++) {
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104 if((res = save_material(scn->get_material(i), offset + hdr.size, io)) < 0) {
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105 return -1;
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106 }
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107 hdr.size += res;
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108 }
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109
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110 io->seek(offset, SEEK_SET, io->cls);
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111 if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
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112 return -1;
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113 }
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114 return hdr.size;
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115 }
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116
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117 static long save_material(const Material *mat, long offset, goat3d_io *io)
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118 {
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119 long res;
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120
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121 ChunkHeader hdr;
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122 hdr.id = CNK_MTL;
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123 hdr.size = sizeof hdr;
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124
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125 for(int i=0; i<mat->get_attrib_count(); i++) {
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126 const char *name = mat->get_attrib_name(i);
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127 if((res = save_mat_attrib(name, (*mat)[i], offset + hdr.size, io)) < 0) {
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128 return -1;
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129 }
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130 hdr.size += res;
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131 }
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132
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133 io->seek(offset, SEEK_SET, io->cls);
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134 if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
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135 return -1;
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136 }
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137 return hdr.size;
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138 }
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139
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140 static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io)
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141 {
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142 long res;
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143
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144 ChunkHeader hdr;
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145 hdr.id = CNK_MTL_ATTR;
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146 hdr.size = sizeof hdr;
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147
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148 // TODO cont.
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149 return -1;
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150 }
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151
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152 static long save_meshes(const Scene *scn, long offset, goat3d_io *io)
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153 {
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154 return 0;
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155 }
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156
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157 static long save_lights(const Scene *scn, long offset, goat3d_io *io)
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158 {
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159 return 0;
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160 }
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161
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162 static long save_cameras(const Scene *scn, long offset, goat3d_io *io)
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163 {
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164 return 0;
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165 }
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166
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167 static long save_nodes(const Scene *scn, long offset, goat3d_io *io)
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168 {
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169 return 0;
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170 }
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171
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172 static long write_chunk_float(int id, float val, long offs, goat3d_io *io)
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173 {
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174 int size = sizeof(ChunkHeader) + sizeof val;
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175 char *buf = (char*)alloca(size);
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176
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177 Chunk *c = (Chunk*)buf;
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178 c->hdr.id = id;
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179 c->hdr.size = size;
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180 *(float*)c->data = val;
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181
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182 io->seek(offs, SEEK_SET, io->cls);
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183 if(io->write(buf, size, io->cls) < size) {
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184 return -1;
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185 }
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186 return size;
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187 }
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188
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189 static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io)
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190 {
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191 int size = sizeof(ChunkHeader) + sizeof vec;
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192 char *buf = (char*)alloca(size);
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193
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194 Chunk *c = (Chunk*)buf;
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195 c->hdr.id = id;
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196 c->hdr.size = size;
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197 *(Vector3*)c->data = vec;
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198
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199 io->seek(offs, SEEK_SET, io->cls);
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200 if(io->write(buf, size, io->cls) < size) {
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201 return -1;
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202 }
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203 return size;
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204 }
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205
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206 static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io)
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207 {
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208 int size = sizeof(ChunkHeader) + sizeof vec;
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209 char *buf = (char*)alloca(size);
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210
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211 Chunk *c = (Chunk*)buf;
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212 c->hdr.id = id;
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213 c->hdr.size = size;
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214 *(Vector4*)c->data = vec;
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215
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216 io->seek(offs, SEEK_SET, io->cls);
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217 if(io->write(buf, size, io->cls) < size) {
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218 return -1;
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219 }
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220 return size;
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221 }
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222 #endif
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223
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224 bool Scene::save_anim(const XFormNode *node, goat3d_io *io) const
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225 {
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226 return false;
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227 }
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