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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 using namespace g3dimpl;
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7
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8 Scene::Scene()
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9 : name("unnamed"), ambient(0.05, 0.05, 0.05)
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10 {
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11 }
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12
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13 Scene::~Scene()
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14 {
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15 clear();
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16 }
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17
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18 void Scene::clear()
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19 {
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20 for(size_t i=0; i<materials.size(); i++) {
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21 delete materials[i];
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22 }
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23 materials.clear();
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24
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25 for(size_t i=0; i<meshes.size(); i++) {
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26 delete meshes[i];
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27 }
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28 meshes.clear();
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29
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30 for(size_t i=0; i<lights.size(); i++) {
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31 delete lights[i];
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32 }
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33 lights.clear();
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34
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35 for(size_t i=0; i<cameras.size(); i++) {
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36 delete cameras[i];
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37 }
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38 cameras.clear();
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39
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40 for(size_t i=0; i<nodes.size(); i++) {
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41 delete nodes[i];
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42 }
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43 nodes.clear();
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44
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45 name = "unnamed";
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46 }
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47
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48 void Scene::set_name(const char *name)
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49 {
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50 this->name = name;
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51 }
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52
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53 const char *Scene::get_name() const
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54 {
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55 return name.c_str();
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56 }
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57
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58 void Scene::set_ambient(const Vector3 &amb)
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59 {
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60 ambient = amb;
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61 }
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62
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63 const Vector3 &Scene::get_ambient() const
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64 {
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65 return ambient;
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66 }
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67
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68 void Scene::add_material(Material *mat)
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69 {
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70 if(mat->name.empty()) {
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71 char buf[64];
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72 sprintf(buf, "material%04d", (int)materials.size());
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73 mat->name = std::string(buf);
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74 }
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75 materials.push_back(mat);
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76 }
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77
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78 Material *Scene::get_material(int idx) const
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79 {
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80 return idx >=0 && idx < (int)materials.size() ? materials[idx] : 0;
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81 }
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82
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83 Material *Scene::get_material(const char *name) const
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84 {
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85 for(size_t i=0; i<materials.size(); i++) {
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86 if(materials[i]->name == std::string(name)) {
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87 return materials[i];
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88 }
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89 }
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90 return 0;
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91 }
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92
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93 int Scene::get_material_count() const
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94 {
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95 return (int)materials.size();
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96 }
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97
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98
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99 void Scene::add_mesh(Mesh *mesh)
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100 {
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101 if(mesh->name.empty()) {
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102 char buf[64];
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103 sprintf(buf, "mesh%04d", (int)meshes.size());
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104 mesh->name = std::string(buf);
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105 }
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106 meshes.push_back(mesh);
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107 }
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108
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109 Mesh *Scene::get_mesh(int idx) const
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110 {
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111 return idx >= 0 && idx < (int)meshes.size() ? meshes[idx] : 0;
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112 }
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113
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114 Mesh *Scene::get_mesh(const char *name) const
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115 {
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116 for(size_t i=0; i<meshes.size(); i++) {
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117 if(meshes[i]->name == std::string(name)) {
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118 return meshes[i];
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119 }
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120 }
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121 return 0;
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122 }
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123
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124 int Scene::get_mesh_count() const
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125 {
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126 return (int)meshes.size();
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127 }
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128
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129
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130 void Scene::add_light(Light *light)
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131 {
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132 lights.push_back(light);
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133 }
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134
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135 Light *Scene::get_light(int idx) const
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136 {
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137 return idx >= 0 && idx < (int)lights.size() ? lights[idx] : 0;
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138 }
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139
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140 Light *Scene::get_light(const char *name) const
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141 {
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142 for(size_t i=0; i<lights.size(); i++) {
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143 if(lights[i]->name == std::string(name)) {
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144 return lights[i];
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145 }
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146 }
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147 return 0;
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148 }
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149
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150 int Scene::get_light_count() const
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151 {
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152 return (int)lights.size();
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153 }
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154
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155
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156 void Scene::add_camera(Camera *cam)
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157 {
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158 cameras.push_back(cam);
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159 }
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160
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161 Camera *Scene::get_camera(int idx) const
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162 {
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163 return idx >= 0 && idx < (int)cameras.size() ? cameras[idx] : 0;
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164 }
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165
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166 Camera *Scene::get_camera(const char *name) const
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167 {
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168 for(size_t i=0; i<cameras.size(); i++) {
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169 if(cameras[i]->name == std::string(name)) {
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170 return cameras[i];
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171 }
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172 }
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173 return 0;
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174 }
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175
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176 int Scene::get_camera_count() const
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177 {
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178 return (int)cameras.size();
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179 }
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180
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181
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182 void Scene::add_node(Node *node)
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183 {
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184 nodes.push_back(node);
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185 }
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186
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187 Node *Scene::get_node(int idx) const
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188 {
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189 return idx >= 0 && idx < (int)nodes.size() ? nodes[idx] : 0;
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190 }
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191
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192 Node *Scene::get_node(const char *name) const
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193 {
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194 for(size_t i=0; i<nodes.size(); i++) {
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195 if(strcmp(nodes[i]->get_name(), name) == 0) {
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196 return nodes[i];
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197 }
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198 }
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199 return 0;
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200 }
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201
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202 int Scene::get_node_count() const
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203 {
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204 return (int)nodes.size();
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205 }
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206
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207 // Scene::load is defined in goat3d_read.cc
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208 // Scene::loadxml is defined in goat3d_readxml.cc
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209 // Scene::save is defined in goat3d_write.cc
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210 // Scene::savexml is defined in goat3d_writexml.cc
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211
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212
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213 void g3dimpl::io_fprintf(goat3d_io *io, const char *fmt, ...)
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214 {
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215 va_list ap;
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216
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217 va_start(ap, fmt);
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218 io_vfprintf(io, fmt, ap);
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219 va_end(ap);
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220 }
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221
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222
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223 void g3dimpl::io_vfprintf(goat3d_io *io, const char *fmt, va_list ap)
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224 {
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225 char smallbuf[256];
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226 char *buf = smallbuf;
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227 int sz = sizeof smallbuf;
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228
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229 int retsz = vsnprintf(buf, sz - 1, fmt, ap);
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230
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231 if(retsz >= sz) {
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232 /* C99 mandates that snprintf with a short count should return the
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233 * number of characters that *would* be printed.
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234 */
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235 buf = new char[retsz + 1];
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236
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237 vsnprintf(buf, retsz, fmt, ap);
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238
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239 } else if(retsz <= 0) {
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240 /* SUSv2 and microsoft specify that snprintf with a short count
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241 * returns an arbitrary value <= 0. So let's try allocating
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242 * bigger and bigger arrays until we find the correct size.
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243 */
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244 sz = sizeof smallbuf;
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245 do {
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246 sz *= 2;
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247 if(buf != smallbuf) {
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248 delete [] buf;
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249 }
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250 buf = new char[sz + 1];
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251
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252 retsz = vsnprintf(buf, sz, fmt, ap);
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253 } while(retsz <= 0);
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254 }
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255
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256 io->write(buf, retsz, io->cls);
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257
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258 if(buf != smallbuf) {
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259 delete [] buf;
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260 }
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261
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262 }
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