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nuclear@14
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1 #include <stdarg.h>
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2 #include "goat3d.h"
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3 #include "goat3d_impl.h"
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4 #include "chunk.h"
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5
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6 Scene::Scene()
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7 : name("unnamed"), ambient(0.05, 0.05, 0.05)
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8 {
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9 }
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10
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11 Scene::~Scene()
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12 {
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13 clear();
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14 }
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15
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16 void Scene::clear()
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17 {
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18 for(size_t i=0; i<materials.size(); i++) {
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19 delete materials[i];
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20 }
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21 materials.clear();
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22
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23 for(size_t i=0; i<meshes.size(); i++) {
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24 delete meshes[i];
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25 }
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26 meshes.clear();
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27
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28 for(size_t i=0; i<lights.size(); i++) {
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29 delete lights[i];
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30 }
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31 lights.clear();
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32
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33 for(size_t i=0; i<cameras.size(); i++) {
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34 delete cameras[i];
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35 }
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36 cameras.clear();
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37
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38 for(size_t i=0; i<nodes.size(); i++) {
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39 delete_node_tree(nodes[i]);
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40 }
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41 nodes.clear();
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42
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43 name = "unnamed";
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44 }
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45
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46 void Scene::set_name(const char *name)
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47 {
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48 this->name = name;
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49 }
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50
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51 const char *Scene::get_name() const
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52 {
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53 return name.c_str();
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54 }
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55
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56 void Scene::set_ambient(const Vector3 &amb)
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57 {
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58 ambient = amb;
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59 }
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60
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61 const Vector3 &Scene::get_ambient() const
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62 {
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63 return ambient;
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64 }
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65
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66 void Scene::add_material(Material *mat)
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67 {
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68 if(mat->name.empty()) {
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69 char buf[64];
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70 sprintf(buf, "material%04d", (int)materials.size());
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71 mat->name = std::string(buf);
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72 }
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73 materials.push_back(mat);
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74 }
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75
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76 Material *Scene::get_material(int idx) const
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77 {
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78 return idx >=0 && idx < (int)materials.size() ? materials[idx] : 0;
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79 }
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80
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81 Material *Scene::get_material(const char *name) const
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82 {
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83 for(size_t i=0; i<materials.size(); i++) {
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84 if(materials[i]->name == std::string(name)) {
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85 return materials[i];
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86 }
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87 }
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88 return 0;
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89 }
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90
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91 int Scene::get_material_count() const
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92 {
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93 return (int)materials.size();
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94 }
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95
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96
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97 void Scene::add_mesh(Mesh *mesh)
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98 {
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99 if(mesh->name.empty()) {
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100 char buf[64];
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101 sprintf(buf, "mesh%04d", (int)meshes.size());
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102 mesh->name = std::string(buf);
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103 }
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104 meshes.push_back(mesh);
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105 }
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106
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107 Mesh *Scene::get_mesh(int idx) const
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108 {
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109 return idx >= 0 && idx < (int)meshes.size() ? meshes[idx] : 0;
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110 }
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111
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112 Mesh *Scene::get_mesh(const char *name) const
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113 {
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114 for(size_t i=0; i<meshes.size(); i++) {
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115 if(meshes[i]->name == std::string(name)) {
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116 return meshes[i];
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117 }
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118 }
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119 return 0;
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120 }
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121
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122 int Scene::get_mesh_count() const
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123 {
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124 return (int)meshes.size();
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125 }
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126
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127
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128 void Scene::add_light(Light *light)
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129 {
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130 lights.push_back(light);
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131 }
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132
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133 Light *Scene::get_light(int idx) const
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134 {
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135 return idx >= 0 && idx < (int)lights.size() ? lights[idx] : 0;
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136 }
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137
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138 Light *Scene::get_light(const char *name) const
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139 {
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140 for(size_t i=0; i<lights.size(); i++) {
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141 if(lights[i]->name == std::string(name)) {
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142 return lights[i];
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143 }
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144 }
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145 return 0;
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146 }
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147
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148 int Scene::get_light_count() const
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149 {
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150 return (int)lights.size();
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151 }
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152
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153
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154 void Scene::add_camera(Camera *cam)
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155 {
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156 cameras.push_back(cam);
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157 }
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158
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159 Camera *Scene::get_camera(int idx) const
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160 {
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161 return idx >= 0 && idx < (int)cameras.size() ? cameras[idx] : 0;
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162 }
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163
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164 Camera *Scene::get_camera(const char *name) const
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165 {
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166 for(size_t i=0; i<cameras.size(); i++) {
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167 if(cameras[i]->name == std::string(name)) {
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168 return cameras[i];
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169 }
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170 }
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171 return 0;
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172 }
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173
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174 int Scene::get_camera_count() const
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175 {
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176 return (int)cameras.size();
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177 }
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178
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179
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180 void Scene::add_node(Node *node)
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181 {
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182 nodes.push_back(node);
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183 }
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184
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185 Node *Scene::get_node(int idx) const
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186 {
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187 return idx >= 0 && idx < (int)nodes.size() ? nodes[idx] : 0;
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188 }
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189
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190 Node *Scene::get_node(const char *name) const
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191 {
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192 for(size_t i=0; i<nodes.size(); i++) {
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193 if(strcmp(nodes[i]->get_name(), name) == 0) {
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194 return nodes[i];
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195 }
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196 }
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197 return 0;
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198 }
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199
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200 int Scene::get_node_count() const
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201 {
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202 return (int)nodes.size();
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203 }
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204
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205
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206 bool Scene::load(goat3d_io *io)
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207 {
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208 return false;
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209 }
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210
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211 bool Scene::loadxml(goat3d_io *io)
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212 {
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213 return false;
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214 }
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215
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216 // Scene::save is defined in goat3d_write.cc
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217
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218
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219 void io_fprintf(goat3d_io *io, const char *fmt, ...)
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220 {
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221 va_list ap;
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222
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223 va_start(ap, fmt);
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224 io_vfprintf(io, fmt, ap);
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225 va_end(ap);
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226 }
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227
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228
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229 void io_vfprintf(goat3d_io *io, const char *fmt, va_list ap)
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230 {
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231 char smallbuf[256];
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232 char *buf = smallbuf;
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233 int sz = sizeof smallbuf;
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234
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235 int retsz = vsnprintf(buf, sz - 1, fmt, ap);
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236
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237 if(retsz >= sz) {
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238 /* C99 mandates that snprintf with a short count should return the
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239 * number of characters that *would* be printed.
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240 */
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241 buf = new char[retsz + 1];
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242
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243 vsnprintf(buf, retsz, fmt, ap);
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244
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245 } else if(retsz <= 0) {
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246 /* SUSv2 and microsoft specify that snprintf with a short count
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247 * returns an arbitrary value <= 0. So let's try allocating
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248 * bigger and bigger arrays until we find the correct size.
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249 */
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250 sz = sizeof smallbuf;
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251 do {
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252 sz *= 2;
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253 if(buf != smallbuf) {
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254 delete [] buf;
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255 }
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256 buf = new char[sz + 1];
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257
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258 retsz = vsnprintf(buf, sz, fmt, ap);
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259 } while(retsz <= 0);
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260 }
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261
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262 io->write(buf, retsz, io->cls);
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263
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264 if(buf != smallbuf) {
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265 delete [] buf;
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266 }
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267
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268 }
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