goat3d

annotate src/scene.cc @ 66:3751aabbc5b3

igame animation api is weird...
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 19 Apr 2014 07:56:43 +0300
parents 0be413ac2e0a
children 8970ca3d55e0
rev   line source
nuclear@14 1 #include <stdarg.h>
nuclear@0 2 #include "goat3d.h"
nuclear@0 3 #include "goat3d_impl.h"
nuclear@9 4 #include "chunk.h"
nuclear@0 5
nuclear@47 6 using namespace g3dimpl;
nuclear@47 7
nuclear@0 8 Scene::Scene()
nuclear@0 9 : name("unnamed"), ambient(0.05, 0.05, 0.05)
nuclear@0 10 {
nuclear@0 11 }
nuclear@0 12
nuclear@0 13 Scene::~Scene()
nuclear@0 14 {
nuclear@0 15 clear();
nuclear@0 16 }
nuclear@0 17
nuclear@0 18 void Scene::clear()
nuclear@0 19 {
nuclear@0 20 for(size_t i=0; i<materials.size(); i++) {
nuclear@0 21 delete materials[i];
nuclear@0 22 }
nuclear@0 23 materials.clear();
nuclear@0 24
nuclear@0 25 for(size_t i=0; i<meshes.size(); i++) {
nuclear@0 26 delete meshes[i];
nuclear@0 27 }
nuclear@0 28 meshes.clear();
nuclear@0 29
nuclear@0 30 for(size_t i=0; i<lights.size(); i++) {
nuclear@0 31 delete lights[i];
nuclear@0 32 }
nuclear@0 33 lights.clear();
nuclear@0 34
nuclear@0 35 for(size_t i=0; i<cameras.size(); i++) {
nuclear@0 36 delete cameras[i];
nuclear@0 37 }
nuclear@0 38 cameras.clear();
nuclear@0 39
nuclear@12 40 for(size_t i=0; i<nodes.size(); i++) {
nuclear@66 41 delete nodes[i];
nuclear@0 42 }
nuclear@12 43 nodes.clear();
nuclear@0 44
nuclear@0 45 name = "unnamed";
nuclear@0 46 }
nuclear@0 47
nuclear@0 48 void Scene::set_name(const char *name)
nuclear@0 49 {
nuclear@0 50 this->name = name;
nuclear@0 51 }
nuclear@0 52
nuclear@0 53 const char *Scene::get_name() const
nuclear@0 54 {
nuclear@0 55 return name.c_str();
nuclear@0 56 }
nuclear@8 57
nuclear@8 58 void Scene::set_ambient(const Vector3 &amb)
nuclear@8 59 {
nuclear@8 60 ambient = amb;
nuclear@8 61 }
nuclear@8 62
nuclear@8 63 const Vector3 &Scene::get_ambient() const
nuclear@8 64 {
nuclear@8 65 return ambient;
nuclear@8 66 }
nuclear@8 67
nuclear@8 68 void Scene::add_material(Material *mat)
nuclear@8 69 {
nuclear@17 70 if(mat->name.empty()) {
nuclear@17 71 char buf[64];
nuclear@17 72 sprintf(buf, "material%04d", (int)materials.size());
nuclear@17 73 mat->name = std::string(buf);
nuclear@17 74 }
nuclear@8 75 materials.push_back(mat);
nuclear@8 76 }
nuclear@8 77
nuclear@8 78 Material *Scene::get_material(int idx) const
nuclear@8 79 {
nuclear@8 80 return idx >=0 && idx < (int)materials.size() ? materials[idx] : 0;
nuclear@8 81 }
nuclear@8 82
nuclear@8 83 Material *Scene::get_material(const char *name) const
nuclear@8 84 {
nuclear@8 85 for(size_t i=0; i<materials.size(); i++) {
nuclear@8 86 if(materials[i]->name == std::string(name)) {
nuclear@8 87 return materials[i];
nuclear@8 88 }
nuclear@8 89 }
nuclear@8 90 return 0;
nuclear@8 91 }
nuclear@8 92
nuclear@9 93 int Scene::get_material_count() const
nuclear@9 94 {
nuclear@9 95 return (int)materials.size();
nuclear@9 96 }
nuclear@9 97
nuclear@9 98
nuclear@8 99 void Scene::add_mesh(Mesh *mesh)
nuclear@8 100 {
nuclear@17 101 if(mesh->name.empty()) {
nuclear@17 102 char buf[64];
nuclear@17 103 sprintf(buf, "mesh%04d", (int)meshes.size());
nuclear@17 104 mesh->name = std::string(buf);
nuclear@17 105 }
nuclear@8 106 meshes.push_back(mesh);
nuclear@8 107 }
nuclear@8 108
nuclear@8 109 Mesh *Scene::get_mesh(int idx) const
nuclear@8 110 {
nuclear@8 111 return idx >= 0 && idx < (int)meshes.size() ? meshes[idx] : 0;
nuclear@8 112 }
nuclear@8 113
nuclear@8 114 Mesh *Scene::get_mesh(const char *name) const
nuclear@8 115 {
nuclear@8 116 for(size_t i=0; i<meshes.size(); i++) {
nuclear@8 117 if(meshes[i]->name == std::string(name)) {
nuclear@8 118 return meshes[i];
nuclear@8 119 }
nuclear@8 120 }
nuclear@8 121 return 0;
nuclear@8 122 }
nuclear@8 123
nuclear@9 124 int Scene::get_mesh_count() const
nuclear@9 125 {
nuclear@9 126 return (int)meshes.size();
nuclear@9 127 }
nuclear@9 128
nuclear@9 129
nuclear@8 130 void Scene::add_light(Light *light)
nuclear@8 131 {
nuclear@8 132 lights.push_back(light);
nuclear@8 133 }
nuclear@8 134
nuclear@8 135 Light *Scene::get_light(int idx) const
nuclear@8 136 {
nuclear@8 137 return idx >= 0 && idx < (int)lights.size() ? lights[idx] : 0;
nuclear@8 138 }
nuclear@8 139
nuclear@8 140 Light *Scene::get_light(const char *name) const
nuclear@8 141 {
nuclear@8 142 for(size_t i=0; i<lights.size(); i++) {
nuclear@8 143 if(lights[i]->name == std::string(name)) {
nuclear@8 144 return lights[i];
nuclear@8 145 }
nuclear@8 146 }
nuclear@8 147 return 0;
nuclear@8 148 }
nuclear@8 149
nuclear@9 150 int Scene::get_light_count() const
nuclear@9 151 {
nuclear@9 152 return (int)lights.size();
nuclear@9 153 }
nuclear@9 154
nuclear@9 155
nuclear@8 156 void Scene::add_camera(Camera *cam)
nuclear@8 157 {
nuclear@8 158 cameras.push_back(cam);
nuclear@8 159 }
nuclear@8 160
nuclear@8 161 Camera *Scene::get_camera(int idx) const
nuclear@8 162 {
nuclear@8 163 return idx >= 0 && idx < (int)cameras.size() ? cameras[idx] : 0;
nuclear@8 164 }
nuclear@8 165
nuclear@8 166 Camera *Scene::get_camera(const char *name) const
nuclear@8 167 {
nuclear@8 168 for(size_t i=0; i<cameras.size(); i++) {
nuclear@8 169 if(cameras[i]->name == std::string(name)) {
nuclear@8 170 return cameras[i];
nuclear@8 171 }
nuclear@8 172 }
nuclear@8 173 return 0;
nuclear@8 174 }
nuclear@8 175
nuclear@9 176 int Scene::get_camera_count() const
nuclear@9 177 {
nuclear@9 178 return (int)cameras.size();
nuclear@9 179 }
nuclear@9 180
nuclear@9 181
nuclear@8 182 void Scene::add_node(Node *node)
nuclear@8 183 {
nuclear@8 184 nodes.push_back(node);
nuclear@8 185 }
nuclear@8 186
nuclear@8 187 Node *Scene::get_node(int idx) const
nuclear@8 188 {
nuclear@8 189 return idx >= 0 && idx < (int)nodes.size() ? nodes[idx] : 0;
nuclear@8 190 }
nuclear@8 191
nuclear@8 192 Node *Scene::get_node(const char *name) const
nuclear@8 193 {
nuclear@8 194 for(size_t i=0; i<nodes.size(); i++) {
nuclear@8 195 if(strcmp(nodes[i]->get_name(), name) == 0) {
nuclear@8 196 return nodes[i];
nuclear@8 197 }
nuclear@8 198 }
nuclear@8 199 return 0;
nuclear@8 200 }
nuclear@8 201
nuclear@9 202 int Scene::get_node_count() const
nuclear@9 203 {
nuclear@9 204 return (int)nodes.size();
nuclear@9 205 }
nuclear@9 206
nuclear@50 207 // Scene::load is defined in goat3d_read.cc
nuclear@19 208 // Scene::loadxml is defined in goat3d_readxml.cc
nuclear@14 209 // Scene::save is defined in goat3d_write.cc
nuclear@19 210 // Scene::savexml is defined in goat3d_writexml.cc
nuclear@9 211
nuclear@9 212
nuclear@47 213 void g3dimpl::io_fprintf(goat3d_io *io, const char *fmt, ...)
nuclear@8 214 {
nuclear@14 215 va_list ap;
nuclear@9 216
nuclear@14 217 va_start(ap, fmt);
nuclear@14 218 io_vfprintf(io, fmt, ap);
nuclear@14 219 va_end(ap);
nuclear@14 220 }
nuclear@9 221
nuclear@9 222
nuclear@47 223 void g3dimpl::io_vfprintf(goat3d_io *io, const char *fmt, va_list ap)
nuclear@14 224 {
nuclear@14 225 char smallbuf[256];
nuclear@14 226 char *buf = smallbuf;
nuclear@14 227 int sz = sizeof smallbuf;
nuclear@9 228
nuclear@14 229 int retsz = vsnprintf(buf, sz - 1, fmt, ap);
nuclear@9 230
nuclear@14 231 if(retsz >= sz) {
nuclear@14 232 /* C99 mandates that snprintf with a short count should return the
nuclear@14 233 * number of characters that *would* be printed.
nuclear@14 234 */
nuclear@14 235 buf = new char[retsz + 1];
nuclear@9 236
nuclear@14 237 vsnprintf(buf, retsz, fmt, ap);
nuclear@9 238
nuclear@14 239 } else if(retsz <= 0) {
nuclear@14 240 /* SUSv2 and microsoft specify that snprintf with a short count
nuclear@14 241 * returns an arbitrary value <= 0. So let's try allocating
nuclear@14 242 * bigger and bigger arrays until we find the correct size.
nuclear@14 243 */
nuclear@14 244 sz = sizeof smallbuf;
nuclear@14 245 do {
nuclear@14 246 sz *= 2;
nuclear@14 247 if(buf != smallbuf) {
nuclear@14 248 delete [] buf;
nuclear@14 249 }
nuclear@14 250 buf = new char[sz + 1];
nuclear@9 251
nuclear@14 252 retsz = vsnprintf(buf, sz, fmt, ap);
nuclear@14 253 } while(retsz <= 0);
nuclear@9 254 }
nuclear@9 255
nuclear@15 256 io->write(buf, retsz, io->cls);
nuclear@9 257
nuclear@14 258 if(buf != smallbuf) {
nuclear@14 259 delete [] buf;
nuclear@9 260 }
nuclear@9 261
nuclear@9 262 }