goat3d

annotate src/goat3d.cc @ 72:36e39632db75

- fixed exporter animation bounds calculation - fixed missing scene name in exported meshes - rewritting goatview as a full GUI app with Qt
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 06 May 2014 03:31:35 +0300
parents 0bb33d04f279
children ab66cdabf6f2
rev   line source
nuclear@54 1 /*
nuclear@54 2 goat3d - 3D scene, character, and animation file format library.
nuclear@54 3 Copyright (C) 2013-2014 John Tsiombikas <nuclear@member.fsf.org>
nuclear@54 4
nuclear@54 5 This program is free software: you can redistribute it and/or modify
nuclear@54 6 it under the terms of the GNU Lesser General Public License as published by
nuclear@54 7 the Free Software Foundation, either version 3 of the License, or
nuclear@54 8 (at your option) any later version.
nuclear@54 9
nuclear@54 10 This program is distributed in the hope that it will be useful,
nuclear@54 11 but WITHOUT ANY WARRANTY; without even the implied warranty of
nuclear@54 12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
nuclear@54 13 GNU Lesser General Public License for more details.
nuclear@54 14
nuclear@54 15 You should have received a copy of the GNU Lesser General Public License
nuclear@54 16 along with this program. If not, see <http://www.gnu.org/licenses/>.
nuclear@54 17 */
nuclear@16 18 #include <string.h>
nuclear@16 19 #include <errno.h>
nuclear@31 20 #include <ctype.h>
nuclear@31 21 #include <string>
nuclear@16 22 #include "goat3d.h"
nuclear@16 23 #include "goat3d_impl.h"
nuclear@16 24 #include "log.h"
nuclear@16 25
nuclear@31 26 #ifndef _MSC_VER
nuclear@31 27 #include <alloca.h>
nuclear@31 28 #else
nuclear@31 29 #include <malloc.h>
nuclear@31 30 #endif
nuclear@31 31
nuclear@47 32 using namespace g3dimpl;
nuclear@47 33
nuclear@16 34 struct goat3d {
nuclear@16 35 Scene *scn;
nuclear@16 36 unsigned int flags;
nuclear@32 37 char *search_path;
nuclear@16 38 };
nuclear@16 39
nuclear@16 40 struct goat3d_material : public Material {};
nuclear@16 41 struct goat3d_mesh : public Mesh {};
nuclear@16 42 struct goat3d_light : public Light {};
nuclear@16 43 struct goat3d_camera : public Camera {};
nuclear@16 44 struct goat3d_node : public Node {};
nuclear@16 45
nuclear@16 46
nuclear@16 47 static long read_file(void *buf, size_t bytes, void *uptr);
nuclear@16 48 static long write_file(const void *buf, size_t bytes, void *uptr);
nuclear@16 49 static long seek_file(long offs, int whence, void *uptr);
nuclear@16 50
nuclear@16 51 extern "C" {
nuclear@16 52
nuclear@41 53 GOAT3DAPI struct goat3d *goat3d_create(void)
nuclear@16 54 {
nuclear@16 55 goat3d *goat = new goat3d;
nuclear@27 56 goat->flags = 0;
nuclear@32 57 goat->search_path = 0;
nuclear@16 58 goat->scn = new Scene;
nuclear@29 59
nuclear@29 60 goat3d_setopt(goat, GOAT3D_OPT_SAVEXML, 1);
nuclear@16 61 return goat;
nuclear@16 62 }
nuclear@16 63
nuclear@41 64 GOAT3DAPI void goat3d_free(struct goat3d *g)
nuclear@16 65 {
nuclear@32 66 delete g->search_path;
nuclear@16 67 delete g->scn;
nuclear@16 68 delete g;
nuclear@16 69 }
nuclear@16 70
nuclear@41 71 GOAT3DAPI void goat3d_setopt(struct goat3d *g, enum goat3d_option opt, int val)
nuclear@16 72 {
nuclear@16 73 if(val) {
nuclear@16 74 g->flags |= (1 << (int)opt);
nuclear@16 75 } else {
nuclear@16 76 g->flags &= ~(1 << (int)opt);
nuclear@16 77 }
nuclear@16 78 }
nuclear@16 79
nuclear@41 80 GOAT3DAPI int goat3d_getopt(const struct goat3d *g, enum goat3d_option opt)
nuclear@16 81 {
nuclear@16 82 return (g->flags >> (int)opt) & 1;
nuclear@16 83 }
nuclear@16 84
nuclear@41 85 GOAT3DAPI int goat3d_load(struct goat3d *g, const char *fname)
nuclear@16 86 {
nuclear@16 87 FILE *fp = fopen(fname, "rb");
nuclear@16 88 if(!fp) {
nuclear@16 89 logmsg(LOG_ERROR, "failed to open file \"%s\" for reading: %s\n", fname, strerror(errno));
nuclear@16 90 return -1;
nuclear@16 91 }
nuclear@16 92
nuclear@32 93 /* if the filename contained any directory components, keep the prefix
nuclear@32 94 * to use it as a search path for external mesh file loading
nuclear@32 95 */
nuclear@32 96 g->search_path = new char[strlen(fname) + 1];
nuclear@32 97 strcpy(g->search_path, fname);
nuclear@32 98
nuclear@32 99 char *slash = strrchr(g->search_path, '/');
nuclear@32 100 if(slash) {
nuclear@32 101 *slash = 0;
nuclear@32 102 } else {
nuclear@32 103 if((slash = strrchr(g->search_path, '\\'))) {
nuclear@32 104 *slash = 0;
nuclear@32 105 } else {
nuclear@32 106 delete [] g->search_path;
nuclear@32 107 g->search_path = 0;
nuclear@32 108 }
nuclear@32 109 }
nuclear@32 110
nuclear@16 111 int res = goat3d_load_file(g, fp);
nuclear@16 112 fclose(fp);
nuclear@16 113 return res;
nuclear@16 114 }
nuclear@16 115
nuclear@41 116 GOAT3DAPI int goat3d_save(const struct goat3d *g, const char *fname)
nuclear@16 117 {
nuclear@16 118 FILE *fp = fopen(fname, "wb");
nuclear@16 119 if(!fp) {
nuclear@16 120 logmsg(LOG_ERROR, "failed to open file \"%s\" for writing: %s\n", fname, strerror(errno));
nuclear@16 121 return -1;
nuclear@16 122 }
nuclear@16 123
nuclear@16 124 int res = goat3d_save_file(g, fp);
nuclear@16 125 fclose(fp);
nuclear@16 126 return res;
nuclear@16 127 }
nuclear@16 128
nuclear@41 129 GOAT3DAPI int goat3d_load_file(struct goat3d *g, FILE *fp)
nuclear@16 130 {
nuclear@16 131 goat3d_io io;
nuclear@16 132 io.cls = fp;
nuclear@16 133 io.read = read_file;
nuclear@16 134 io.write = write_file;
nuclear@16 135 io.seek = seek_file;
nuclear@16 136
nuclear@16 137 return goat3d_load_io(g, &io);
nuclear@16 138 }
nuclear@16 139
nuclear@41 140 GOAT3DAPI int goat3d_save_file(const struct goat3d *g, FILE *fp)
nuclear@16 141 {
nuclear@16 142 goat3d_io io;
nuclear@16 143 io.cls = fp;
nuclear@16 144 io.read = read_file;
nuclear@16 145 io.write = write_file;
nuclear@16 146 io.seek = seek_file;
nuclear@16 147
nuclear@16 148 return goat3d_save_io(g, &io);
nuclear@16 149 }
nuclear@16 150
nuclear@41 151 GOAT3DAPI int goat3d_load_io(struct goat3d *g, struct goat3d_io *io)
nuclear@16 152 {
nuclear@16 153 if(!g->scn->load(io)) {
nuclear@45 154 if(!g->scn->loadxml(io)) {
nuclear@16 155 return -1;
nuclear@16 156 }
nuclear@16 157 }
nuclear@16 158 return 0;
nuclear@16 159 }
nuclear@16 160
nuclear@41 161 GOAT3DAPI int goat3d_save_io(const struct goat3d *g, struct goat3d_io *io)
nuclear@16 162 {
nuclear@16 163 if(goat3d_getopt(g, GOAT3D_OPT_SAVEXML)) {
nuclear@16 164 return g->scn->savexml(io) ? 0 : -1;
nuclear@16 165 }
nuclear@16 166 return g->scn->save(io) ? 0 : -1;
nuclear@16 167 }
nuclear@16 168
nuclear@47 169 /* save/load animations */
nuclear@47 170 GOAT3DAPI int goat3d_load_anim(struct goat3d *g, const char *fname)
nuclear@47 171 {
nuclear@47 172 FILE *fp = fopen(fname, "rb");
nuclear@47 173 if(!fp) {
nuclear@47 174 return -1;
nuclear@47 175 }
nuclear@47 176
nuclear@47 177 int res = goat3d_load_anim_file(g, fp);
nuclear@47 178 fclose(fp);
nuclear@47 179 return res;
nuclear@47 180 }
nuclear@47 181
nuclear@55 182 GOAT3DAPI int goat3d_save_anim(const struct goat3d *g, const char *fname)
nuclear@47 183 {
nuclear@47 184 FILE *fp = fopen(fname, "wb");
nuclear@47 185 if(!fp) {
nuclear@47 186 return -1;
nuclear@47 187 }
nuclear@47 188
nuclear@55 189 int res = goat3d_save_anim_file(g, fp);
nuclear@47 190 fclose(fp);
nuclear@47 191 return res;
nuclear@47 192 }
nuclear@47 193
nuclear@47 194 GOAT3DAPI int goat3d_load_anim_file(struct goat3d *g, FILE *fp)
nuclear@47 195 {
nuclear@47 196 goat3d_io io;
nuclear@47 197 io.cls = fp;
nuclear@47 198 io.read = read_file;
nuclear@47 199 io.write = write_file;
nuclear@47 200 io.seek = seek_file;
nuclear@47 201
nuclear@47 202 return goat3d_load_anim_io(g, &io);
nuclear@47 203 }
nuclear@47 204
nuclear@55 205 GOAT3DAPI int goat3d_save_anim_file(const struct goat3d *g, FILE *fp)
nuclear@47 206 {
nuclear@47 207 goat3d_io io;
nuclear@47 208 io.cls = fp;
nuclear@47 209 io.read = read_file;
nuclear@47 210 io.write = write_file;
nuclear@47 211 io.seek = seek_file;
nuclear@47 212
nuclear@55 213 return goat3d_save_anim_io(g, &io);
nuclear@47 214 }
nuclear@47 215
nuclear@47 216 GOAT3DAPI int goat3d_load_anim_io(struct goat3d *g, struct goat3d_io *io)
nuclear@47 217 {
nuclear@47 218 if(!g->scn->load_anim(io)) {
nuclear@47 219 if(!g->scn->load_anim_xml(io)) {
nuclear@47 220 return -1;
nuclear@47 221 }
nuclear@47 222 }
nuclear@47 223 return 0;
nuclear@47 224 }
nuclear@47 225
nuclear@55 226 GOAT3DAPI int goat3d_save_anim_io(const struct goat3d *g, struct goat3d_io *io)
nuclear@47 227 {
nuclear@47 228 if(goat3d_getopt(g, GOAT3D_OPT_SAVEXML)) {
nuclear@55 229 return g->scn->save_anim_xml(io) ? 0 : -1;
nuclear@47 230 }
nuclear@55 231 return g->scn->save_anim(io) ? 0 : -1;
nuclear@47 232 }
nuclear@47 233
nuclear@47 234
nuclear@41 235 GOAT3DAPI int goat3d_set_name(struct goat3d *g, const char *name)
nuclear@16 236 {
nuclear@16 237 g->scn->set_name(name);
nuclear@16 238 return 0;
nuclear@16 239 }
nuclear@16 240
nuclear@41 241 GOAT3DAPI const char *goat3d_get_name(const struct goat3d *g)
nuclear@16 242 {
nuclear@16 243 return g->scn->get_name();
nuclear@16 244 }
nuclear@16 245
nuclear@41 246 GOAT3DAPI void goat3d_set_ambient(struct goat3d *g, const float *amb)
nuclear@16 247 {
nuclear@16 248 g->scn->set_ambient(Vector3(amb[0], amb[1], amb[2]));
nuclear@16 249 }
nuclear@16 250
nuclear@41 251 GOAT3DAPI void goat3d_set_ambient3f(struct goat3d *g, float ar, float ag, float ab)
nuclear@16 252 {
nuclear@16 253 g->scn->set_ambient(Vector3(ar, ag, ab));
nuclear@16 254 }
nuclear@16 255
nuclear@41 256 GOAT3DAPI const float *goat3d_get_ambient(const struct goat3d *g)
nuclear@16 257 {
nuclear@16 258 return &g->scn->get_ambient().x;
nuclear@16 259 }
nuclear@16 260
nuclear@16 261 // ---- materials ----
nuclear@41 262 GOAT3DAPI void goat3d_add_mtl(struct goat3d *g, struct goat3d_material *mtl)
nuclear@27 263 {
nuclear@27 264 g->scn->add_material(mtl);
nuclear@27 265 }
nuclear@27 266
nuclear@57 267 GOAT3DAPI int goat3d_get_mtl_count(struct goat3d *g)
nuclear@57 268 {
nuclear@57 269 return g->scn->get_material_count();
nuclear@57 270 }
nuclear@57 271
nuclear@57 272 GOAT3DAPI struct goat3d_material *goat3d_get_mtl(struct goat3d *g, int idx)
nuclear@57 273 {
nuclear@57 274 return (goat3d_material*)g->scn->get_material(idx);
nuclear@57 275 }
nuclear@57 276
nuclear@57 277 GOAT3DAPI struct goat3d_material *goat3d_get_mtl_by_name(struct goat3d *g, const char *name)
nuclear@57 278 {
nuclear@57 279 return (goat3d_material*)g->scn->get_material(name);
nuclear@57 280 }
nuclear@57 281
nuclear@41 282 GOAT3DAPI struct goat3d_material *goat3d_create_mtl(void)
nuclear@16 283 {
nuclear@16 284 return new goat3d_material;
nuclear@16 285 }
nuclear@16 286
nuclear@41 287 GOAT3DAPI void goat3d_destroy_mtl(struct goat3d_material *mtl)
nuclear@16 288 {
nuclear@16 289 delete mtl;
nuclear@16 290 }
nuclear@16 291
nuclear@41 292 GOAT3DAPI void goat3d_set_mtl_name(struct goat3d_material *mtl, const char *name)
nuclear@16 293 {
nuclear@16 294 mtl->name = std::string(name);
nuclear@16 295 }
nuclear@16 296
nuclear@41 297 GOAT3DAPI const char *goat3d_get_mtl_name(const struct goat3d_material *mtl)
nuclear@16 298 {
nuclear@16 299 return mtl->name.c_str();
nuclear@16 300 }
nuclear@16 301
nuclear@41 302 GOAT3DAPI void goat3d_set_mtl_attrib(struct goat3d_material *mtl, const char *attrib, const float *val)
nuclear@16 303 {
nuclear@16 304 (*mtl)[attrib].value = Vector4(val[0], val[1], val[2], val[3]);
nuclear@16 305 }
nuclear@16 306
nuclear@41 307 GOAT3DAPI void goat3d_set_mtl_attrib1f(struct goat3d_material *mtl, const char *attrib, float val)
nuclear@16 308 {
nuclear@16 309 goat3d_set_mtl_attrib4f(mtl, attrib, val, 0, 0, 1);
nuclear@16 310 }
nuclear@16 311
nuclear@41 312 GOAT3DAPI void goat3d_set_mtl_attrib3f(struct goat3d_material *mtl, const char *attrib, float r, float g, float b)
nuclear@16 313 {
nuclear@16 314 goat3d_set_mtl_attrib4f(mtl, attrib, r, g, b, 1);
nuclear@16 315 }
nuclear@16 316
nuclear@41 317 GOAT3DAPI void goat3d_set_mtl_attrib4f(struct goat3d_material *mtl, const char *attrib, float r, float g, float b, float a)
nuclear@16 318 {
nuclear@16 319 (*mtl)[attrib].value = Vector4(r, g, b, a);
nuclear@16 320 }
nuclear@16 321
nuclear@41 322 GOAT3DAPI const float *goat3d_get_mtl_attrib(struct goat3d_material *mtl, const char *attrib)
nuclear@16 323 {
nuclear@16 324 return &(*mtl)[attrib].value.x;
nuclear@16 325 }
nuclear@16 326
nuclear@41 327 GOAT3DAPI void goat3d_set_mtl_attrib_map(struct goat3d_material *mtl, const char *attrib, const char *mapname)
nuclear@16 328 {
nuclear@51 329 (*mtl)[attrib].map = clean_filename(mapname);
nuclear@16 330 }
nuclear@16 331
nuclear@41 332 GOAT3DAPI const char *goat3d_get_mtl_attrib_map(struct goat3d_material *mtl, const char *attrib)
nuclear@16 333 {
nuclear@16 334 return (*mtl)[attrib].map.c_str();
nuclear@16 335 }
nuclear@16 336
nuclear@27 337 // ---- meshes ----
nuclear@41 338 GOAT3DAPI void goat3d_add_mesh(struct goat3d *g, struct goat3d_mesh *mesh)
nuclear@16 339 {
nuclear@27 340 g->scn->add_mesh(mesh);
nuclear@16 341 }
nuclear@16 342
nuclear@41 343 GOAT3DAPI int goat3d_get_mesh_count(struct goat3d *g)
nuclear@27 344 {
nuclear@27 345 return g->scn->get_mesh_count();
nuclear@27 346 }
nuclear@27 347
nuclear@41 348 GOAT3DAPI struct goat3d_mesh *goat3d_get_mesh(struct goat3d *g, int idx)
nuclear@27 349 {
nuclear@27 350 return (goat3d_mesh*)g->scn->get_mesh(idx);
nuclear@27 351 }
nuclear@27 352
nuclear@41 353 GOAT3DAPI struct goat3d_mesh *goat3d_get_mesh_by_name(struct goat3d *g, const char *name)
nuclear@27 354 {
nuclear@27 355 return (goat3d_mesh*)g->scn->get_mesh(name);
nuclear@27 356 }
nuclear@27 357
nuclear@41 358 GOAT3DAPI struct goat3d_mesh *goat3d_create_mesh(void)
nuclear@16 359 {
nuclear@16 360 return new goat3d_mesh;
nuclear@16 361 }
nuclear@16 362
nuclear@41 363 GOAT3DAPI void goat3d_destroy_mesh(struct goat3d_mesh *mesh)
nuclear@16 364 {
nuclear@16 365 delete mesh;
nuclear@16 366 }
nuclear@16 367
nuclear@41 368 GOAT3DAPI void goat3d_set_mesh_name(struct goat3d_mesh *mesh, const char *name)
nuclear@16 369 {
nuclear@16 370 mesh->name = std::string(name);
nuclear@16 371 }
nuclear@16 372
nuclear@41 373 GOAT3DAPI const char *goat3d_get_mesh_name(const struct goat3d_mesh *mesh)
nuclear@16 374 {
nuclear@16 375 return mesh->name.c_str();
nuclear@16 376 }
nuclear@16 377
nuclear@41 378 GOAT3DAPI void goat3d_set_mesh_mtl(struct goat3d_mesh *mesh, struct goat3d_material *mtl)
nuclear@16 379 {
nuclear@16 380 mesh->material = mtl;
nuclear@16 381 }
nuclear@16 382
nuclear@41 383 GOAT3DAPI struct goat3d_material *goat3d_get_mesh_mtl(struct goat3d_mesh *mesh)
nuclear@16 384 {
nuclear@16 385 return (goat3d_material*)mesh->material;
nuclear@16 386 }
nuclear@16 387
nuclear@41 388 GOAT3DAPI int goat3d_get_mesh_attrib_count(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib)
nuclear@16 389 {
nuclear@16 390 return (int)mesh->vertices.size();
nuclear@16 391 }
nuclear@16 392
nuclear@41 393 GOAT3DAPI int goat3d_get_mesh_face_count(struct goat3d_mesh *mesh)
nuclear@16 394 {
nuclear@16 395 return (int)mesh->faces.size();
nuclear@16 396 }
nuclear@16 397
nuclear@19 398 // VECDATA is in goat3d_impl.h
nuclear@41 399 GOAT3DAPI void goat3d_set_mesh_attribs(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib, const void *data, int vnum)
nuclear@16 400 {
nuclear@16 401 if(attrib == GOAT3D_MESH_ATTR_VERTEX) {
nuclear@16 402 mesh->vertices = VECDATA(Vector3, data, vnum);
nuclear@16 403 return;
nuclear@16 404 }
nuclear@16 405
nuclear@16 406 if(vnum != (int)mesh->vertices.size()) {
nuclear@16 407 logmsg(LOG_ERROR, "trying to set mesh attrib data with number of elements different than the vertex array\n");
nuclear@16 408 return;
nuclear@16 409 }
nuclear@16 410
nuclear@16 411 switch(attrib) {
nuclear@16 412 case GOAT3D_MESH_ATTR_NORMAL:
nuclear@16 413 mesh->normals = VECDATA(Vector3, data, vnum);
nuclear@16 414 break;
nuclear@16 415 case GOAT3D_MESH_ATTR_TANGENT:
nuclear@16 416 mesh->tangents = VECDATA(Vector3, data, vnum);
nuclear@16 417 break;
nuclear@16 418 case GOAT3D_MESH_ATTR_TEXCOORD:
nuclear@16 419 mesh->texcoords = VECDATA(Vector2, data, vnum);
nuclear@16 420 break;
nuclear@16 421 case GOAT3D_MESH_ATTR_SKIN_WEIGHT:
nuclear@16 422 mesh->skin_weights = VECDATA(Vector4, data, vnum);
nuclear@16 423 break;
nuclear@16 424 case GOAT3D_MESH_ATTR_SKIN_MATRIX:
nuclear@16 425 mesh->skin_matrices = VECDATA(Int4, data, vnum);
nuclear@16 426 break;
nuclear@16 427 case GOAT3D_MESH_ATTR_COLOR:
nuclear@16 428 mesh->colors = VECDATA(Vector4, data, vnum);
nuclear@16 429 default:
nuclear@16 430 break;
nuclear@16 431 }
nuclear@16 432 }
nuclear@16 433
nuclear@41 434 GOAT3DAPI void goat3d_add_mesh_attrib1f(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib,
nuclear@40 435 float val)
nuclear@40 436 {
nuclear@40 437 goat3d_add_mesh_attrib4f(mesh, attrib, val, 0, 0, 1);
nuclear@40 438 }
nuclear@40 439
nuclear@57 440 GOAT3DAPI void goat3d_add_mesh_attrib2f(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib,
nuclear@57 441 float x, float y)
nuclear@57 442 {
nuclear@57 443 goat3d_add_mesh_attrib4f(mesh, attrib, x, y, 0, 1);
nuclear@57 444 }
nuclear@57 445
nuclear@41 446 GOAT3DAPI void goat3d_add_mesh_attrib3f(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib,
nuclear@40 447 float x, float y, float z)
nuclear@40 448 {
nuclear@40 449 goat3d_add_mesh_attrib4f(mesh, attrib, x, y, z, 1);
nuclear@40 450 }
nuclear@40 451
nuclear@41 452 GOAT3DAPI void goat3d_add_mesh_attrib4f(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib,
nuclear@40 453 float x, float y, float z, float w)
nuclear@40 454 {
nuclear@40 455 switch(attrib) {
nuclear@40 456 case GOAT3D_MESH_ATTR_VERTEX:
nuclear@40 457 mesh->vertices.push_back(Vector3(x, y, z));
nuclear@40 458 break;
nuclear@40 459 case GOAT3D_MESH_ATTR_NORMAL:
nuclear@40 460 mesh->normals.push_back(Vector3(x, y, z));
nuclear@40 461 break;
nuclear@40 462 case GOAT3D_MESH_ATTR_TANGENT:
nuclear@40 463 mesh->tangents.push_back(Vector3(x, y, z));
nuclear@40 464 break;
nuclear@40 465 case GOAT3D_MESH_ATTR_TEXCOORD:
nuclear@40 466 mesh->texcoords.push_back(Vector2(x, y));
nuclear@40 467 break;
nuclear@40 468 case GOAT3D_MESH_ATTR_SKIN_WEIGHT:
nuclear@40 469 mesh->skin_weights.push_back(Vector4(x, y, z, w));
nuclear@40 470 break;
nuclear@40 471 case GOAT3D_MESH_ATTR_SKIN_MATRIX:
nuclear@40 472 mesh->skin_matrices.push_back(Int4(x, y, z, w));
nuclear@40 473 break;
nuclear@40 474 case GOAT3D_MESH_ATTR_COLOR:
nuclear@40 475 mesh->colors.push_back(Vector4(x, y, z, w));
nuclear@40 476 default:
nuclear@40 477 break;
nuclear@40 478 }
nuclear@40 479 }
nuclear@40 480
nuclear@41 481 GOAT3DAPI void *goat3d_get_mesh_attribs(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib)
nuclear@16 482 {
nuclear@16 483 return goat3d_get_mesh_attrib(mesh, attrib, 0);
nuclear@16 484 }
nuclear@16 485
nuclear@41 486 GOAT3DAPI void *goat3d_get_mesh_attrib(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib, int idx)
nuclear@16 487 {
nuclear@16 488 switch(attrib) {
nuclear@16 489 case GOAT3D_MESH_ATTR_VERTEX:
nuclear@16 490 return mesh->vertices.empty() ? 0 : (void*)&mesh->vertices[idx];
nuclear@16 491 case GOAT3D_MESH_ATTR_NORMAL:
nuclear@16 492 return mesh->normals.empty() ? 0 : (void*)&mesh->normals[idx];
nuclear@16 493 case GOAT3D_MESH_ATTR_TANGENT:
nuclear@16 494 return mesh->tangents.empty() ? 0 : (void*)&mesh->tangents[idx];
nuclear@16 495 case GOAT3D_MESH_ATTR_TEXCOORD:
nuclear@16 496 return mesh->texcoords.empty() ? 0 : (void*)&mesh->texcoords[idx];
nuclear@16 497 case GOAT3D_MESH_ATTR_SKIN_WEIGHT:
nuclear@16 498 return mesh->skin_weights.empty() ? 0 : (void*)&mesh->skin_weights[idx];
nuclear@16 499 case GOAT3D_MESH_ATTR_SKIN_MATRIX:
nuclear@16 500 return mesh->skin_matrices.empty() ? 0 : (void*)&mesh->skin_matrices[idx];
nuclear@16 501 case GOAT3D_MESH_ATTR_COLOR:
nuclear@16 502 return mesh->colors.empty() ? 0 : (void*)&mesh->colors[idx];
nuclear@16 503 default:
nuclear@16 504 break;
nuclear@16 505 }
nuclear@16 506 return 0;
nuclear@16 507 }
nuclear@16 508
nuclear@16 509
nuclear@41 510 GOAT3DAPI void goat3d_set_mesh_faces(struct goat3d_mesh *mesh, const int *data, int num)
nuclear@16 511 {
nuclear@16 512 mesh->faces = VECDATA(Face, data, num);
nuclear@16 513 }
nuclear@16 514
nuclear@41 515 GOAT3DAPI void goat3d_add_mesh_face(struct goat3d_mesh *mesh, int a, int b, int c)
nuclear@40 516 {
nuclear@40 517 Face face;
nuclear@40 518 face.v[0] = a;
nuclear@40 519 face.v[1] = b;
nuclear@40 520 face.v[2] = c;
nuclear@40 521 mesh->faces.push_back(face);
nuclear@40 522 }
nuclear@40 523
nuclear@41 524 GOAT3DAPI int *goat3d_get_mesh_faces(struct goat3d_mesh *mesh)
nuclear@16 525 {
nuclear@16 526 return goat3d_get_mesh_face(mesh, 0);
nuclear@16 527 }
nuclear@16 528
nuclear@41 529 GOAT3DAPI int *goat3d_get_mesh_face(struct goat3d_mesh *mesh, int idx)
nuclear@16 530 {
nuclear@16 531 return mesh->faces.empty() ? 0 : mesh->faces[idx].v;
nuclear@16 532 }
nuclear@16 533
nuclear@16 534 // immedate mode state
nuclear@16 535 static enum goat3d_im_primitive im_prim;
nuclear@16 536 static struct goat3d_mesh *im_mesh;
nuclear@16 537 static Vector3 im_norm, im_tang;
nuclear@16 538 static Vector2 im_texcoord;
nuclear@16 539 static Vector4 im_skinw, im_color = Vector4(1, 1, 1, 1);
nuclear@16 540 static Int4 im_skinmat;
nuclear@16 541 static bool im_use[NUM_GOAT3D_MESH_ATTRIBS];
nuclear@16 542
nuclear@16 543
nuclear@41 544 GOAT3DAPI void goat3d_begin(struct goat3d_mesh *mesh, enum goat3d_im_primitive prim)
nuclear@16 545 {
nuclear@16 546 mesh->vertices.clear();
nuclear@16 547 mesh->normals.clear();
nuclear@16 548 mesh->tangents.clear();
nuclear@16 549 mesh->texcoords.clear();
nuclear@16 550 mesh->skin_weights.clear();
nuclear@16 551 mesh->skin_matrices.clear();
nuclear@16 552 mesh->colors.clear();
nuclear@16 553 mesh->faces.clear();
nuclear@16 554
nuclear@16 555 im_mesh = mesh;
nuclear@16 556 memset(im_use, 0, sizeof im_use);
nuclear@16 557
nuclear@16 558 im_prim = prim;
nuclear@16 559 }
nuclear@16 560
nuclear@41 561 GOAT3DAPI void goat3d_end(void)
nuclear@16 562 {
nuclear@16 563 switch(im_prim) {
nuclear@16 564 case GOAT3D_TRIANGLES:
nuclear@17 565 {
nuclear@17 566 int num_faces = (int)im_mesh->vertices.size() / 3;
nuclear@17 567 im_mesh->faces.resize(num_faces);
nuclear@17 568
nuclear@17 569 int vidx = 0;
nuclear@17 570 for(int i=0; i<num_faces; i++) {
nuclear@17 571 im_mesh->faces[i].v[0] = vidx++;
nuclear@17 572 im_mesh->faces[i].v[1] = vidx++;
nuclear@17 573 im_mesh->faces[i].v[2] = vidx++;
nuclear@17 574 }
nuclear@17 575 }
nuclear@16 576 break;
nuclear@16 577
nuclear@16 578 case GOAT3D_QUADS:
nuclear@17 579 {
nuclear@17 580 int num_quads = (int)im_mesh->vertices.size() / 4;
nuclear@17 581 im_mesh->faces.resize(num_quads * 2);
nuclear@17 582
nuclear@17 583 int vidx = 0;
nuclear@17 584 for(int i=0; i<num_quads; i++) {
nuclear@17 585 im_mesh->faces[i * 2].v[0] = vidx;
nuclear@17 586 im_mesh->faces[i * 2].v[1] = vidx + 1;
nuclear@17 587 im_mesh->faces[i * 2].v[2] = vidx + 2;
nuclear@17 588
nuclear@17 589 im_mesh->faces[i * 2 + 1].v[0] = vidx;
nuclear@17 590 im_mesh->faces[i * 2 + 1].v[1] = vidx + 2;
nuclear@17 591 im_mesh->faces[i * 2 + 1].v[2] = vidx + 3;
nuclear@17 592
nuclear@17 593 vidx += 4;
nuclear@17 594 }
nuclear@17 595 }
nuclear@16 596 break;
nuclear@16 597
nuclear@16 598 default:
nuclear@16 599 return;
nuclear@16 600 };
nuclear@16 601 }
nuclear@16 602
nuclear@41 603 GOAT3DAPI void goat3d_vertex3f(float x, float y, float z)
nuclear@16 604 {
nuclear@16 605 im_mesh->vertices.push_back(Vector3(x, y, z));
nuclear@16 606 if(im_use[GOAT3D_MESH_ATTR_NORMAL]) {
nuclear@16 607 im_mesh->normals.push_back(im_norm);
nuclear@16 608 }
nuclear@16 609 if(im_use[GOAT3D_MESH_ATTR_TANGENT]) {
nuclear@16 610 im_mesh->tangents.push_back(im_tang);
nuclear@16 611 }
nuclear@16 612 if(im_use[GOAT3D_MESH_ATTR_TEXCOORD]) {
nuclear@16 613 im_mesh->texcoords.push_back(im_texcoord);
nuclear@16 614 }
nuclear@16 615 if(im_use[GOAT3D_MESH_ATTR_SKIN_WEIGHT]) {
nuclear@16 616 im_mesh->skin_weights.push_back(im_skinw);
nuclear@16 617 }
nuclear@16 618 if(im_use[GOAT3D_MESH_ATTR_SKIN_MATRIX]) {
nuclear@16 619 im_mesh->skin_matrices.push_back(im_skinmat);
nuclear@16 620 }
nuclear@16 621 if(im_use[GOAT3D_MESH_ATTR_COLOR]) {
nuclear@16 622 im_mesh->colors.push_back(im_color);
nuclear@16 623 }
nuclear@16 624 }
nuclear@16 625
nuclear@41 626 GOAT3DAPI void goat3d_normal3f(float x, float y, float z)
nuclear@16 627 {
nuclear@16 628 im_norm = Vector3(x, y, z);
nuclear@17 629 im_use[GOAT3D_MESH_ATTR_NORMAL] = true;
nuclear@16 630 }
nuclear@16 631
nuclear@41 632 GOAT3DAPI void goat3d_tangent3f(float x, float y, float z)
nuclear@16 633 {
nuclear@16 634 im_tang = Vector3(x, y, z);
nuclear@17 635 im_use[GOAT3D_MESH_ATTR_TANGENT] = true;
nuclear@16 636 }
nuclear@16 637
nuclear@41 638 GOAT3DAPI void goat3d_texcoord2f(float x, float y)
nuclear@16 639 {
nuclear@16 640 im_texcoord = Vector2(x, y);
nuclear@17 641 im_use[GOAT3D_MESH_ATTR_TEXCOORD] = true;
nuclear@16 642 }
nuclear@16 643
nuclear@41 644 GOAT3DAPI void goat3d_skin_weight4f(float x, float y, float z, float w)
nuclear@16 645 {
nuclear@16 646 im_skinw = Vector4(x, y, z, w);
nuclear@17 647 im_use[GOAT3D_MESH_ATTR_SKIN_WEIGHT] = true;
nuclear@16 648 }
nuclear@16 649
nuclear@41 650 GOAT3DAPI void goat3d_skin_matrix4i(int x, int y, int z, int w)
nuclear@16 651 {
nuclear@16 652 im_skinmat.x = x;
nuclear@16 653 im_skinmat.y = y;
nuclear@16 654 im_skinmat.z = z;
nuclear@16 655 im_skinmat.w = w;
nuclear@17 656 im_use[GOAT3D_MESH_ATTR_SKIN_MATRIX] = true;
nuclear@16 657 }
nuclear@16 658
nuclear@41 659 GOAT3DAPI void goat3d_color3f(float x, float y, float z)
nuclear@16 660 {
nuclear@17 661 goat3d_color4f(x, y, z, 1.0f);
nuclear@16 662 }
nuclear@16 663
nuclear@41 664 GOAT3DAPI void goat3d_color4f(float x, float y, float z, float w)
nuclear@16 665 {
nuclear@16 666 im_color = Vector4(x, y, z, w);
nuclear@17 667 im_use[GOAT3D_MESH_ATTR_COLOR] = true;
nuclear@16 668 }
nuclear@16 669
nuclear@27 670 /* lights */
nuclear@41 671 GOAT3DAPI void goat3d_add_light(struct goat3d *g, struct goat3d_light *lt)
nuclear@16 672 {
nuclear@27 673 g->scn->add_light(lt);
nuclear@16 674 }
nuclear@16 675
nuclear@41 676 GOAT3DAPI int goat3d_get_light_count(struct goat3d *g)
nuclear@19 677 {
nuclear@27 678 return g->scn->get_light_count();
nuclear@19 679 }
nuclear@19 680
nuclear@41 681 GOAT3DAPI struct goat3d_light *goat3d_get_light(struct goat3d *g, int idx)
nuclear@19 682 {
nuclear@27 683 return (goat3d_light*)g->scn->get_light(idx);
nuclear@19 684 }
nuclear@19 685
nuclear@41 686 GOAT3DAPI struct goat3d_light *goat3d_get_light_by_name(struct goat3d *g, const char *name)
nuclear@27 687 {
nuclear@27 688 return (goat3d_light*)g->scn->get_light(name);
nuclear@27 689 }
nuclear@27 690
nuclear@27 691
nuclear@41 692 GOAT3DAPI struct goat3d_light *goat3d_create_light(void)
nuclear@27 693 {
nuclear@27 694 return new goat3d_light;
nuclear@27 695 }
nuclear@27 696
nuclear@41 697 GOAT3DAPI void goat3d_destroy_light(struct goat3d_light *lt)
nuclear@27 698 {
nuclear@27 699 delete lt;
nuclear@27 700 }
nuclear@27 701
nuclear@27 702
nuclear@27 703 /* cameras */
nuclear@41 704 GOAT3DAPI void goat3d_add_camera(struct goat3d *g, struct goat3d_camera *cam)
nuclear@27 705 {
nuclear@27 706 g->scn->add_camera(cam);
nuclear@27 707 }
nuclear@27 708
nuclear@41 709 GOAT3DAPI int goat3d_get_camera_count(struct goat3d *g)
nuclear@27 710 {
nuclear@27 711 return g->scn->get_camera_count();
nuclear@27 712 }
nuclear@27 713
nuclear@41 714 GOAT3DAPI struct goat3d_camera *goat3d_get_camera(struct goat3d *g, int idx)
nuclear@27 715 {
nuclear@27 716 return (goat3d_camera*)g->scn->get_camera(idx);
nuclear@27 717 }
nuclear@27 718
nuclear@41 719 GOAT3DAPI struct goat3d_camera *goat3d_get_camera_by_name(struct goat3d *g, const char *name)
nuclear@27 720 {
nuclear@27 721 return (goat3d_camera*)g->scn->get_camera(name);
nuclear@27 722 }
nuclear@27 723
nuclear@41 724 GOAT3DAPI struct goat3d_camera *goat3d_create_camera(void)
nuclear@27 725 {
nuclear@27 726 return new goat3d_camera;
nuclear@27 727 }
nuclear@27 728
nuclear@41 729 GOAT3DAPI void goat3d_destroy_camera(struct goat3d_camera *cam)
nuclear@27 730 {
nuclear@27 731 delete cam;
nuclear@27 732 }
nuclear@27 733
nuclear@27 734
nuclear@16 735
nuclear@25 736 // node
nuclear@41 737 GOAT3DAPI void goat3d_add_node(struct goat3d *g, struct goat3d_node *node)
nuclear@27 738 {
nuclear@27 739 g->scn->add_node(node);
nuclear@27 740 }
nuclear@27 741
nuclear@41 742 GOAT3DAPI int goat3d_get_node_count(struct goat3d *g)
nuclear@27 743 {
nuclear@27 744 return g->scn->get_node_count();
nuclear@27 745 }
nuclear@27 746
nuclear@41 747 GOAT3DAPI struct goat3d_node *goat3d_get_node(struct goat3d *g, int idx)
nuclear@27 748 {
nuclear@27 749 return (goat3d_node*)g->scn->get_node(idx);
nuclear@27 750 }
nuclear@27 751
nuclear@41 752 GOAT3DAPI struct goat3d_node *goat3d_get_node_by_name(struct goat3d *g, const char *name)
nuclear@27 753 {
nuclear@27 754 return (goat3d_node*)g->scn->get_node(name);
nuclear@27 755 }
nuclear@25 756
nuclear@41 757 GOAT3DAPI struct goat3d_node *goat3d_create_node(void)
nuclear@25 758 {
nuclear@25 759 return new goat3d_node;
nuclear@25 760 }
nuclear@25 761
nuclear@41 762 GOAT3DAPI void goat3d_set_node_name(struct goat3d_node *node, const char *name)
nuclear@25 763 {
nuclear@25 764 node->set_name(name);
nuclear@25 765 }
nuclear@25 766
nuclear@41 767 GOAT3DAPI const char *goat3d_get_node_name(const struct goat3d_node *node)
nuclear@25 768 {
nuclear@25 769 return node->get_name();
nuclear@25 770 }
nuclear@25 771
nuclear@41 772 GOAT3DAPI void goat3d_set_node_object(struct goat3d_node *node, enum goat3d_node_type type, void *obj)
nuclear@25 773 {
nuclear@25 774 node->set_object((Object*)obj);
nuclear@25 775 }
nuclear@25 776
nuclear@41 777 GOAT3DAPI void *goat3d_get_node_object(const struct goat3d_node *node)
nuclear@25 778 {
nuclear@26 779 return (void*)node->get_object();
nuclear@25 780 }
nuclear@25 781
nuclear@41 782 GOAT3DAPI enum goat3d_node_type goat3d_get_node_type(const struct goat3d_node *node)
nuclear@25 783 {
nuclear@26 784 const Object *obj = node->get_object();
nuclear@26 785 if(dynamic_cast<const Mesh*>(obj)) {
nuclear@26 786 return GOAT3D_NODE_MESH;
nuclear@26 787 }
nuclear@26 788 if(dynamic_cast<const Light*>(obj)) {
nuclear@26 789 return GOAT3D_NODE_LIGHT;
nuclear@26 790 }
nuclear@26 791 if(dynamic_cast<const Camera*>(obj)) {
nuclear@26 792 return GOAT3D_NODE_CAMERA;
nuclear@26 793 }
nuclear@26 794
nuclear@26 795 return GOAT3D_NODE_NULL;
nuclear@25 796 }
nuclear@25 797
nuclear@41 798 GOAT3DAPI void goat3d_add_node_child(struct goat3d_node *node, struct goat3d_node *child)
nuclear@25 799 {
nuclear@66 800 node->add_child(child);
nuclear@25 801 }
nuclear@25 802
nuclear@41 803 GOAT3DAPI int goat3d_get_node_child_count(const struct goat3d_node *node)
nuclear@25 804 {
nuclear@26 805 return node->get_children_count();
nuclear@25 806 }
nuclear@25 807
nuclear@41 808 GOAT3DAPI struct goat3d_node *goat3d_get_node_child(const struct goat3d_node *node, int idx)
nuclear@25 809 {
nuclear@26 810 return (goat3d_node*)node->get_child(idx);
nuclear@25 811 }
nuclear@25 812
nuclear@47 813 GOAT3DAPI struct goat3d_node *goat3d_get_node_parent(const struct goat3d_node *node)
nuclear@47 814 {
nuclear@47 815 return (goat3d_node*)node->get_parent();
nuclear@47 816 }
nuclear@47 817
nuclear@47 818 GOAT3DAPI void goat3d_use_anim(struct goat3d_node *node, int idx)
nuclear@47 819 {
nuclear@47 820 node->use_animation(idx);
nuclear@47 821 }
nuclear@47 822
nuclear@47 823 GOAT3DAPI void goat3d_use_anims(struct goat3d_node *node, int aidx, int bidx, float t)
nuclear@47 824 {
nuclear@47 825 node->use_animation(aidx, bidx, t);
nuclear@47 826 }
nuclear@47 827
nuclear@47 828 GOAT3DAPI void goat3d_use_anim_by_name(struct goat3d_node *node, const char *name)
nuclear@47 829 {
nuclear@47 830 node->use_animation(name);
nuclear@47 831 }
nuclear@47 832
nuclear@47 833 GOAT3DAPI void goat3d_use_anims_by_name(struct goat3d_node *node, const char *aname, const char *bname, float t)
nuclear@47 834 {
nuclear@47 835 node->use_animation(aname, bname, t);
nuclear@47 836 }
nuclear@47 837
nuclear@47 838 GOAT3DAPI int goat3d_get_active_anim(struct goat3d_node *node, int which)
nuclear@47 839 {
nuclear@47 840 return node->get_active_animation_index(which);
nuclear@47 841 }
nuclear@47 842
nuclear@47 843 GOAT3DAPI float goat3d_get_active_anim_mix(struct goat3d_node *node)
nuclear@47 844 {
nuclear@47 845 return node->get_active_animation_mix();
nuclear@47 846 }
nuclear@47 847
nuclear@47 848 GOAT3DAPI int goat3d_get_anim_count(struct goat3d_node *node)
nuclear@47 849 {
nuclear@47 850 return node->get_animation_count();
nuclear@47 851 }
nuclear@47 852
nuclear@47 853 GOAT3DAPI void goat3d_add_anim(struct goat3d_node *root)
nuclear@47 854 {
nuclear@47 855 root->add_animation();
nuclear@47 856 }
nuclear@47 857
nuclear@47 858 GOAT3DAPI void goat3d_set_anim_name(struct goat3d_node *root, const char *name)
nuclear@47 859 {
nuclear@47 860 root->set_animation_name(name);
nuclear@47 861 }
nuclear@47 862
nuclear@47 863 GOAT3DAPI const char *goat3d_get_anim_name(struct goat3d_node *node)
nuclear@47 864 {
nuclear@47 865 return node->get_animation_name();
nuclear@47 866 }
nuclear@47 867
nuclear@41 868 GOAT3DAPI void goat3d_set_node_position(struct goat3d_node *node, float x, float y, float z, long tmsec)
nuclear@25 869 {
nuclear@26 870 node->set_position(Vector3(x, y, z), tmsec);
nuclear@25 871 }
nuclear@25 872
nuclear@41 873 GOAT3DAPI void goat3d_set_node_rotation(struct goat3d_node *node, float qx, float qy, float qz, float qw, long tmsec)
nuclear@25 874 {
nuclear@26 875 node->set_rotation(Quaternion(qw, qx, qy, qz), tmsec);
nuclear@25 876 }
nuclear@25 877
nuclear@41 878 GOAT3DAPI void goat3d_set_node_scaling(struct goat3d_node *node, float sx, float sy, float sz, long tmsec)
nuclear@25 879 {
nuclear@26 880 node->set_scaling(Vector3(sx, sy, sz), tmsec);
nuclear@25 881 }
nuclear@25 882
nuclear@41 883 GOAT3DAPI void goat3d_set_node_pivot(struct goat3d_node *node, float px, float py, float pz)
nuclear@25 884 {
nuclear@26 885 node->set_pivot(Vector3(px, py, pz));
nuclear@25 886 }
nuclear@25 887
nuclear@25 888
nuclear@41 889 GOAT3DAPI void goat3d_get_node_position(const struct goat3d_node *node, float *xptr, float *yptr, float *zptr, long tmsec)
nuclear@25 890 {
nuclear@26 891 Vector3 pos = node->get_position(tmsec);
nuclear@26 892 *xptr = pos.x;
nuclear@26 893 *yptr = pos.y;
nuclear@26 894 *zptr = pos.z;
nuclear@25 895 }
nuclear@25 896
nuclear@41 897 GOAT3DAPI void goat3d_get_node_rotation(const struct goat3d_node *node, float *xptr, float *yptr, float *zptr, float *wptr, long tmsec)
nuclear@25 898 {
nuclear@26 899 Quaternion q = node->get_rotation(tmsec);
nuclear@26 900 *xptr = q.v.x;
nuclear@26 901 *yptr = q.v.y;
nuclear@26 902 *zptr = q.v.z;
nuclear@26 903 *wptr = q.s;
nuclear@25 904 }
nuclear@25 905
nuclear@41 906 GOAT3DAPI void goat3d_get_node_scaling(const struct goat3d_node *node, float *xptr, float *yptr, float *zptr, long tmsec)
nuclear@25 907 {
nuclear@26 908 Vector3 scale = node->get_scaling(tmsec);
nuclear@26 909 *xptr = scale.x;
nuclear@26 910 *yptr = scale.y;
nuclear@26 911 *zptr = scale.z;
nuclear@25 912 }
nuclear@25 913
nuclear@41 914 GOAT3DAPI void goat3d_get_node_pivot(const struct goat3d_node *node, float *xptr, float *yptr, float *zptr)
nuclear@25 915 {
nuclear@26 916 Vector3 pivot = node->get_pivot();
nuclear@26 917 *xptr = pivot.x;
nuclear@26 918 *yptr = pivot.y;
nuclear@26 919 *zptr = pivot.z;
nuclear@25 920 }
nuclear@25 921
nuclear@25 922
nuclear@41 923 GOAT3DAPI void goat3d_get_node_matrix(const struct goat3d_node *node, float *matrix, long tmsec)
nuclear@25 924 {
nuclear@26 925 node->get_xform(tmsec, (Matrix4x4*)matrix);
nuclear@25 926 }
nuclear@25 927
nuclear@25 928
nuclear@16 929 } // extern "C"
nuclear@16 930
nuclear@16 931
nuclear@16 932 static long read_file(void *buf, size_t bytes, void *uptr)
nuclear@16 933 {
nuclear@16 934 return (long)fread(buf, 1, bytes, (FILE*)uptr);
nuclear@16 935 }
nuclear@16 936
nuclear@16 937 static long write_file(const void *buf, size_t bytes, void *uptr)
nuclear@16 938 {
nuclear@16 939 return (long)fwrite(buf, 1, bytes, (FILE*)uptr);
nuclear@16 940 }
nuclear@16 941
nuclear@16 942 static long seek_file(long offs, int whence, void *uptr)
nuclear@16 943 {
nuclear@16 944 if(fseek((FILE*)uptr, offs, whence) == -1) {
nuclear@16 945 return -1;
nuclear@16 946 }
nuclear@16 947 return ftell((FILE*)uptr);
nuclear@16 948 }
nuclear@31 949
nuclear@51 950 std::string g3dimpl::clean_filename(const char *str)
nuclear@31 951 {
nuclear@31 952 const char *last_slash = strrchr(str, '/');
nuclear@31 953 if(!last_slash) {
nuclear@31 954 last_slash = strrchr(str, '\\');
nuclear@31 955 }
nuclear@31 956
nuclear@31 957 if(last_slash) {
nuclear@31 958 str = last_slash + 1;
nuclear@31 959 }
nuclear@31 960
nuclear@31 961 char *buf = (char*)alloca(strlen(str) + 1);
nuclear@31 962 char *dest = buf;
nuclear@31 963 while(*str) {
nuclear@31 964 char c = *str++;
nuclear@31 965 *dest++ = tolower(c);
nuclear@31 966 }
nuclear@40 967 *dest = 0;
nuclear@31 968 return buf;
nuclear@31 969 }