goat3d

annotate src/goat3d.cc @ 76:9785847d52d4

bounding boxes calculation (untested) and automatic camera placement in goatview
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 08 May 2014 13:43:45 +0300
parents ab66cdabf6f2
children 70b7c41a4f17
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_material : public Material {};
nuclear@16 35 struct goat3d_mesh : public Mesh {};
nuclear@16 36 struct goat3d_light : public Light {};
nuclear@16 37 struct goat3d_camera : public Camera {};
nuclear@16 38 struct goat3d_node : public Node {};
nuclear@16 39
nuclear@16 40
nuclear@16 41 static long read_file(void *buf, size_t bytes, void *uptr);
nuclear@16 42 static long write_file(const void *buf, size_t bytes, void *uptr);
nuclear@16 43 static long seek_file(long offs, int whence, void *uptr);
nuclear@16 44
nuclear@16 45 extern "C" {
nuclear@16 46
nuclear@41 47 GOAT3DAPI struct goat3d *goat3d_create(void)
nuclear@16 48 {
nuclear@16 49 goat3d *goat = new goat3d;
nuclear@27 50 goat->flags = 0;
nuclear@32 51 goat->search_path = 0;
nuclear@16 52 goat->scn = new Scene;
nuclear@74 53 goat->scn->goat = goat;
nuclear@29 54
nuclear@29 55 goat3d_setopt(goat, GOAT3D_OPT_SAVEXML, 1);
nuclear@16 56 return goat;
nuclear@16 57 }
nuclear@16 58
nuclear@41 59 GOAT3DAPI void goat3d_free(struct goat3d *g)
nuclear@16 60 {
nuclear@32 61 delete g->search_path;
nuclear@16 62 delete g->scn;
nuclear@16 63 delete g;
nuclear@16 64 }
nuclear@16 65
nuclear@41 66 GOAT3DAPI void goat3d_setopt(struct goat3d *g, enum goat3d_option opt, int val)
nuclear@16 67 {
nuclear@16 68 if(val) {
nuclear@16 69 g->flags |= (1 << (int)opt);
nuclear@16 70 } else {
nuclear@16 71 g->flags &= ~(1 << (int)opt);
nuclear@16 72 }
nuclear@16 73 }
nuclear@16 74
nuclear@41 75 GOAT3DAPI int goat3d_getopt(const struct goat3d *g, enum goat3d_option opt)
nuclear@16 76 {
nuclear@16 77 return (g->flags >> (int)opt) & 1;
nuclear@16 78 }
nuclear@16 79
nuclear@41 80 GOAT3DAPI int goat3d_load(struct goat3d *g, const char *fname)
nuclear@16 81 {
nuclear@16 82 FILE *fp = fopen(fname, "rb");
nuclear@16 83 if(!fp) {
nuclear@16 84 logmsg(LOG_ERROR, "failed to open file \"%s\" for reading: %s\n", fname, strerror(errno));
nuclear@16 85 return -1;
nuclear@16 86 }
nuclear@16 87
nuclear@32 88 /* if the filename contained any directory components, keep the prefix
nuclear@32 89 * to use it as a search path for external mesh file loading
nuclear@32 90 */
nuclear@32 91 g->search_path = new char[strlen(fname) + 1];
nuclear@32 92 strcpy(g->search_path, fname);
nuclear@32 93
nuclear@32 94 char *slash = strrchr(g->search_path, '/');
nuclear@32 95 if(slash) {
nuclear@32 96 *slash = 0;
nuclear@32 97 } else {
nuclear@32 98 if((slash = strrchr(g->search_path, '\\'))) {
nuclear@32 99 *slash = 0;
nuclear@32 100 } else {
nuclear@32 101 delete [] g->search_path;
nuclear@32 102 g->search_path = 0;
nuclear@32 103 }
nuclear@32 104 }
nuclear@32 105
nuclear@16 106 int res = goat3d_load_file(g, fp);
nuclear@16 107 fclose(fp);
nuclear@16 108 return res;
nuclear@16 109 }
nuclear@16 110
nuclear@41 111 GOAT3DAPI int goat3d_save(const struct goat3d *g, const char *fname)
nuclear@16 112 {
nuclear@16 113 FILE *fp = fopen(fname, "wb");
nuclear@16 114 if(!fp) {
nuclear@16 115 logmsg(LOG_ERROR, "failed to open file \"%s\" for writing: %s\n", fname, strerror(errno));
nuclear@16 116 return -1;
nuclear@16 117 }
nuclear@16 118
nuclear@16 119 int res = goat3d_save_file(g, fp);
nuclear@16 120 fclose(fp);
nuclear@16 121 return res;
nuclear@16 122 }
nuclear@16 123
nuclear@41 124 GOAT3DAPI int goat3d_load_file(struct goat3d *g, FILE *fp)
nuclear@16 125 {
nuclear@16 126 goat3d_io io;
nuclear@16 127 io.cls = fp;
nuclear@16 128 io.read = read_file;
nuclear@16 129 io.write = write_file;
nuclear@16 130 io.seek = seek_file;
nuclear@16 131
nuclear@16 132 return goat3d_load_io(g, &io);
nuclear@16 133 }
nuclear@16 134
nuclear@41 135 GOAT3DAPI int goat3d_save_file(const struct goat3d *g, FILE *fp)
nuclear@16 136 {
nuclear@16 137 goat3d_io io;
nuclear@16 138 io.cls = fp;
nuclear@16 139 io.read = read_file;
nuclear@16 140 io.write = write_file;
nuclear@16 141 io.seek = seek_file;
nuclear@16 142
nuclear@16 143 return goat3d_save_io(g, &io);
nuclear@16 144 }
nuclear@16 145
nuclear@41 146 GOAT3DAPI int goat3d_load_io(struct goat3d *g, struct goat3d_io *io)
nuclear@16 147 {
nuclear@16 148 if(!g->scn->load(io)) {
nuclear@45 149 if(!g->scn->loadxml(io)) {
nuclear@16 150 return -1;
nuclear@16 151 }
nuclear@16 152 }
nuclear@16 153 return 0;
nuclear@16 154 }
nuclear@16 155
nuclear@41 156 GOAT3DAPI int goat3d_save_io(const struct goat3d *g, struct goat3d_io *io)
nuclear@16 157 {
nuclear@16 158 if(goat3d_getopt(g, GOAT3D_OPT_SAVEXML)) {
nuclear@16 159 return g->scn->savexml(io) ? 0 : -1;
nuclear@16 160 }
nuclear@16 161 return g->scn->save(io) ? 0 : -1;
nuclear@16 162 }
nuclear@16 163
nuclear@47 164 /* save/load animations */
nuclear@47 165 GOAT3DAPI int goat3d_load_anim(struct goat3d *g, const char *fname)
nuclear@47 166 {
nuclear@47 167 FILE *fp = fopen(fname, "rb");
nuclear@47 168 if(!fp) {
nuclear@47 169 return -1;
nuclear@47 170 }
nuclear@47 171
nuclear@47 172 int res = goat3d_load_anim_file(g, fp);
nuclear@47 173 fclose(fp);
nuclear@47 174 return res;
nuclear@47 175 }
nuclear@47 176
nuclear@55 177 GOAT3DAPI int goat3d_save_anim(const struct goat3d *g, const char *fname)
nuclear@47 178 {
nuclear@47 179 FILE *fp = fopen(fname, "wb");
nuclear@47 180 if(!fp) {
nuclear@47 181 return -1;
nuclear@47 182 }
nuclear@47 183
nuclear@55 184 int res = goat3d_save_anim_file(g, fp);
nuclear@47 185 fclose(fp);
nuclear@47 186 return res;
nuclear@47 187 }
nuclear@47 188
nuclear@47 189 GOAT3DAPI int goat3d_load_anim_file(struct goat3d *g, FILE *fp)
nuclear@47 190 {
nuclear@47 191 goat3d_io io;
nuclear@47 192 io.cls = fp;
nuclear@47 193 io.read = read_file;
nuclear@47 194 io.write = write_file;
nuclear@47 195 io.seek = seek_file;
nuclear@47 196
nuclear@47 197 return goat3d_load_anim_io(g, &io);
nuclear@47 198 }
nuclear@47 199
nuclear@55 200 GOAT3DAPI int goat3d_save_anim_file(const struct goat3d *g, FILE *fp)
nuclear@47 201 {
nuclear@47 202 goat3d_io io;
nuclear@47 203 io.cls = fp;
nuclear@47 204 io.read = read_file;
nuclear@47 205 io.write = write_file;
nuclear@47 206 io.seek = seek_file;
nuclear@47 207
nuclear@55 208 return goat3d_save_anim_io(g, &io);
nuclear@47 209 }
nuclear@47 210
nuclear@47 211 GOAT3DAPI int goat3d_load_anim_io(struct goat3d *g, struct goat3d_io *io)
nuclear@47 212 {
nuclear@47 213 if(!g->scn->load_anim(io)) {
nuclear@47 214 if(!g->scn->load_anim_xml(io)) {
nuclear@47 215 return -1;
nuclear@47 216 }
nuclear@47 217 }
nuclear@47 218 return 0;
nuclear@47 219 }
nuclear@47 220
nuclear@55 221 GOAT3DAPI int goat3d_save_anim_io(const struct goat3d *g, struct goat3d_io *io)
nuclear@47 222 {
nuclear@47 223 if(goat3d_getopt(g, GOAT3D_OPT_SAVEXML)) {
nuclear@55 224 return g->scn->save_anim_xml(io) ? 0 : -1;
nuclear@47 225 }
nuclear@55 226 return g->scn->save_anim(io) ? 0 : -1;
nuclear@47 227 }
nuclear@47 228
nuclear@47 229
nuclear@41 230 GOAT3DAPI int goat3d_set_name(struct goat3d *g, const char *name)
nuclear@16 231 {
nuclear@16 232 g->scn->set_name(name);
nuclear@16 233 return 0;
nuclear@16 234 }
nuclear@16 235
nuclear@41 236 GOAT3DAPI const char *goat3d_get_name(const struct goat3d *g)
nuclear@16 237 {
nuclear@16 238 return g->scn->get_name();
nuclear@16 239 }
nuclear@16 240
nuclear@41 241 GOAT3DAPI void goat3d_set_ambient(struct goat3d *g, const float *amb)
nuclear@16 242 {
nuclear@16 243 g->scn->set_ambient(Vector3(amb[0], amb[1], amb[2]));
nuclear@16 244 }
nuclear@16 245
nuclear@41 246 GOAT3DAPI void goat3d_set_ambient3f(struct goat3d *g, float ar, float ag, float ab)
nuclear@16 247 {
nuclear@16 248 g->scn->set_ambient(Vector3(ar, ag, ab));
nuclear@16 249 }
nuclear@16 250
nuclear@41 251 GOAT3DAPI const float *goat3d_get_ambient(const struct goat3d *g)
nuclear@16 252 {
nuclear@16 253 return &g->scn->get_ambient().x;
nuclear@16 254 }
nuclear@16 255
nuclear@76 256 GOAT3DAPI void goat3d_get_bounds(const struct goat3d *g, float *bmin, float *bmax)
nuclear@76 257 {
nuclear@76 258 AABox bbox = g->scn->get_bounds();
nuclear@76 259 for(int i=0; i<3; i++) {
nuclear@76 260 bmin[i] = bbox.bmin[i];
nuclear@76 261 bmax[i] = bbox.bmax[i];
nuclear@76 262 }
nuclear@76 263 }
nuclear@76 264
nuclear@16 265 // ---- materials ----
nuclear@41 266 GOAT3DAPI void goat3d_add_mtl(struct goat3d *g, struct goat3d_material *mtl)
nuclear@27 267 {
nuclear@27 268 g->scn->add_material(mtl);
nuclear@27 269 }
nuclear@27 270
nuclear@57 271 GOAT3DAPI int goat3d_get_mtl_count(struct goat3d *g)
nuclear@57 272 {
nuclear@57 273 return g->scn->get_material_count();
nuclear@57 274 }
nuclear@57 275
nuclear@57 276 GOAT3DAPI struct goat3d_material *goat3d_get_mtl(struct goat3d *g, int idx)
nuclear@57 277 {
nuclear@57 278 return (goat3d_material*)g->scn->get_material(idx);
nuclear@57 279 }
nuclear@57 280
nuclear@57 281 GOAT3DAPI struct goat3d_material *goat3d_get_mtl_by_name(struct goat3d *g, const char *name)
nuclear@57 282 {
nuclear@57 283 return (goat3d_material*)g->scn->get_material(name);
nuclear@57 284 }
nuclear@57 285
nuclear@41 286 GOAT3DAPI struct goat3d_material *goat3d_create_mtl(void)
nuclear@16 287 {
nuclear@16 288 return new goat3d_material;
nuclear@16 289 }
nuclear@16 290
nuclear@41 291 GOAT3DAPI void goat3d_destroy_mtl(struct goat3d_material *mtl)
nuclear@16 292 {
nuclear@16 293 delete mtl;
nuclear@16 294 }
nuclear@16 295
nuclear@41 296 GOAT3DAPI void goat3d_set_mtl_name(struct goat3d_material *mtl, const char *name)
nuclear@16 297 {
nuclear@16 298 mtl->name = std::string(name);
nuclear@16 299 }
nuclear@16 300
nuclear@41 301 GOAT3DAPI const char *goat3d_get_mtl_name(const struct goat3d_material *mtl)
nuclear@16 302 {
nuclear@16 303 return mtl->name.c_str();
nuclear@16 304 }
nuclear@16 305
nuclear@41 306 GOAT3DAPI void goat3d_set_mtl_attrib(struct goat3d_material *mtl, const char *attrib, const float *val)
nuclear@16 307 {
nuclear@16 308 (*mtl)[attrib].value = Vector4(val[0], val[1], val[2], val[3]);
nuclear@16 309 }
nuclear@16 310
nuclear@41 311 GOAT3DAPI void goat3d_set_mtl_attrib1f(struct goat3d_material *mtl, const char *attrib, float val)
nuclear@16 312 {
nuclear@16 313 goat3d_set_mtl_attrib4f(mtl, attrib, val, 0, 0, 1);
nuclear@16 314 }
nuclear@16 315
nuclear@41 316 GOAT3DAPI void goat3d_set_mtl_attrib3f(struct goat3d_material *mtl, const char *attrib, float r, float g, float b)
nuclear@16 317 {
nuclear@16 318 goat3d_set_mtl_attrib4f(mtl, attrib, r, g, b, 1);
nuclear@16 319 }
nuclear@16 320
nuclear@41 321 GOAT3DAPI void goat3d_set_mtl_attrib4f(struct goat3d_material *mtl, const char *attrib, float r, float g, float b, float a)
nuclear@16 322 {
nuclear@16 323 (*mtl)[attrib].value = Vector4(r, g, b, a);
nuclear@16 324 }
nuclear@16 325
nuclear@41 326 GOAT3DAPI const float *goat3d_get_mtl_attrib(struct goat3d_material *mtl, const char *attrib)
nuclear@16 327 {
nuclear@16 328 return &(*mtl)[attrib].value.x;
nuclear@16 329 }
nuclear@16 330
nuclear@41 331 GOAT3DAPI void goat3d_set_mtl_attrib_map(struct goat3d_material *mtl, const char *attrib, const char *mapname)
nuclear@16 332 {
nuclear@51 333 (*mtl)[attrib].map = clean_filename(mapname);
nuclear@16 334 }
nuclear@16 335
nuclear@41 336 GOAT3DAPI const char *goat3d_get_mtl_attrib_map(struct goat3d_material *mtl, const char *attrib)
nuclear@16 337 {
nuclear@16 338 return (*mtl)[attrib].map.c_str();
nuclear@16 339 }
nuclear@16 340
nuclear@27 341 // ---- meshes ----
nuclear@41 342 GOAT3DAPI void goat3d_add_mesh(struct goat3d *g, struct goat3d_mesh *mesh)
nuclear@16 343 {
nuclear@27 344 g->scn->add_mesh(mesh);
nuclear@16 345 }
nuclear@16 346
nuclear@41 347 GOAT3DAPI int goat3d_get_mesh_count(struct goat3d *g)
nuclear@27 348 {
nuclear@27 349 return g->scn->get_mesh_count();
nuclear@27 350 }
nuclear@27 351
nuclear@41 352 GOAT3DAPI struct goat3d_mesh *goat3d_get_mesh(struct goat3d *g, int idx)
nuclear@27 353 {
nuclear@27 354 return (goat3d_mesh*)g->scn->get_mesh(idx);
nuclear@27 355 }
nuclear@27 356
nuclear@41 357 GOAT3DAPI struct goat3d_mesh *goat3d_get_mesh_by_name(struct goat3d *g, const char *name)
nuclear@27 358 {
nuclear@27 359 return (goat3d_mesh*)g->scn->get_mesh(name);
nuclear@27 360 }
nuclear@27 361
nuclear@41 362 GOAT3DAPI struct goat3d_mesh *goat3d_create_mesh(void)
nuclear@16 363 {
nuclear@16 364 return new goat3d_mesh;
nuclear@16 365 }
nuclear@16 366
nuclear@41 367 GOAT3DAPI void goat3d_destroy_mesh(struct goat3d_mesh *mesh)
nuclear@16 368 {
nuclear@16 369 delete mesh;
nuclear@16 370 }
nuclear@16 371
nuclear@41 372 GOAT3DAPI void goat3d_set_mesh_name(struct goat3d_mesh *mesh, const char *name)
nuclear@16 373 {
nuclear@16 374 mesh->name = std::string(name);
nuclear@16 375 }
nuclear@16 376
nuclear@41 377 GOAT3DAPI const char *goat3d_get_mesh_name(const struct goat3d_mesh *mesh)
nuclear@16 378 {
nuclear@16 379 return mesh->name.c_str();
nuclear@16 380 }
nuclear@16 381
nuclear@41 382 GOAT3DAPI void goat3d_set_mesh_mtl(struct goat3d_mesh *mesh, struct goat3d_material *mtl)
nuclear@16 383 {
nuclear@16 384 mesh->material = mtl;
nuclear@16 385 }
nuclear@16 386
nuclear@41 387 GOAT3DAPI struct goat3d_material *goat3d_get_mesh_mtl(struct goat3d_mesh *mesh)
nuclear@16 388 {
nuclear@16 389 return (goat3d_material*)mesh->material;
nuclear@16 390 }
nuclear@16 391
nuclear@41 392 GOAT3DAPI int goat3d_get_mesh_attrib_count(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib)
nuclear@16 393 {
nuclear@16 394 return (int)mesh->vertices.size();
nuclear@16 395 }
nuclear@16 396
nuclear@41 397 GOAT3DAPI int goat3d_get_mesh_face_count(struct goat3d_mesh *mesh)
nuclear@16 398 {
nuclear@16 399 return (int)mesh->faces.size();
nuclear@16 400 }
nuclear@16 401
nuclear@19 402 // VECDATA is in goat3d_impl.h
nuclear@41 403 GOAT3DAPI void goat3d_set_mesh_attribs(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib, const void *data, int vnum)
nuclear@16 404 {
nuclear@16 405 if(attrib == GOAT3D_MESH_ATTR_VERTEX) {
nuclear@16 406 mesh->vertices = VECDATA(Vector3, data, vnum);
nuclear@16 407 return;
nuclear@16 408 }
nuclear@16 409
nuclear@16 410 if(vnum != (int)mesh->vertices.size()) {
nuclear@16 411 logmsg(LOG_ERROR, "trying to set mesh attrib data with number of elements different than the vertex array\n");
nuclear@16 412 return;
nuclear@16 413 }
nuclear@16 414
nuclear@16 415 switch(attrib) {
nuclear@16 416 case GOAT3D_MESH_ATTR_NORMAL:
nuclear@16 417 mesh->normals = VECDATA(Vector3, data, vnum);
nuclear@16 418 break;
nuclear@16 419 case GOAT3D_MESH_ATTR_TANGENT:
nuclear@16 420 mesh->tangents = VECDATA(Vector3, data, vnum);
nuclear@16 421 break;
nuclear@16 422 case GOAT3D_MESH_ATTR_TEXCOORD:
nuclear@16 423 mesh->texcoords = VECDATA(Vector2, data, vnum);
nuclear@16 424 break;
nuclear@16 425 case GOAT3D_MESH_ATTR_SKIN_WEIGHT:
nuclear@16 426 mesh->skin_weights = VECDATA(Vector4, data, vnum);
nuclear@16 427 break;
nuclear@16 428 case GOAT3D_MESH_ATTR_SKIN_MATRIX:
nuclear@16 429 mesh->skin_matrices = VECDATA(Int4, data, vnum);
nuclear@16 430 break;
nuclear@16 431 case GOAT3D_MESH_ATTR_COLOR:
nuclear@16 432 mesh->colors = VECDATA(Vector4, data, vnum);
nuclear@16 433 default:
nuclear@16 434 break;
nuclear@16 435 }
nuclear@16 436 }
nuclear@16 437
nuclear@41 438 GOAT3DAPI void goat3d_add_mesh_attrib1f(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib,
nuclear@40 439 float val)
nuclear@40 440 {
nuclear@40 441 goat3d_add_mesh_attrib4f(mesh, attrib, val, 0, 0, 1);
nuclear@40 442 }
nuclear@40 443
nuclear@57 444 GOAT3DAPI void goat3d_add_mesh_attrib2f(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib,
nuclear@57 445 float x, float y)
nuclear@57 446 {
nuclear@57 447 goat3d_add_mesh_attrib4f(mesh, attrib, x, y, 0, 1);
nuclear@57 448 }
nuclear@57 449
nuclear@41 450 GOAT3DAPI void goat3d_add_mesh_attrib3f(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib,
nuclear@40 451 float x, float y, float z)
nuclear@40 452 {
nuclear@40 453 goat3d_add_mesh_attrib4f(mesh, attrib, x, y, z, 1);
nuclear@40 454 }
nuclear@40 455
nuclear@41 456 GOAT3DAPI void goat3d_add_mesh_attrib4f(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib,
nuclear@40 457 float x, float y, float z, float w)
nuclear@40 458 {
nuclear@40 459 switch(attrib) {
nuclear@40 460 case GOAT3D_MESH_ATTR_VERTEX:
nuclear@40 461 mesh->vertices.push_back(Vector3(x, y, z));
nuclear@40 462 break;
nuclear@40 463 case GOAT3D_MESH_ATTR_NORMAL:
nuclear@40 464 mesh->normals.push_back(Vector3(x, y, z));
nuclear@40 465 break;
nuclear@40 466 case GOAT3D_MESH_ATTR_TANGENT:
nuclear@40 467 mesh->tangents.push_back(Vector3(x, y, z));
nuclear@40 468 break;
nuclear@40 469 case GOAT3D_MESH_ATTR_TEXCOORD:
nuclear@40 470 mesh->texcoords.push_back(Vector2(x, y));
nuclear@40 471 break;
nuclear@40 472 case GOAT3D_MESH_ATTR_SKIN_WEIGHT:
nuclear@40 473 mesh->skin_weights.push_back(Vector4(x, y, z, w));
nuclear@40 474 break;
nuclear@40 475 case GOAT3D_MESH_ATTR_SKIN_MATRIX:
nuclear@40 476 mesh->skin_matrices.push_back(Int4(x, y, z, w));
nuclear@40 477 break;
nuclear@40 478 case GOAT3D_MESH_ATTR_COLOR:
nuclear@40 479 mesh->colors.push_back(Vector4(x, y, z, w));
nuclear@40 480 default:
nuclear@40 481 break;
nuclear@40 482 }
nuclear@40 483 }
nuclear@40 484
nuclear@41 485 GOAT3DAPI void *goat3d_get_mesh_attribs(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib)
nuclear@16 486 {
nuclear@16 487 return goat3d_get_mesh_attrib(mesh, attrib, 0);
nuclear@16 488 }
nuclear@16 489
nuclear@41 490 GOAT3DAPI void *goat3d_get_mesh_attrib(struct goat3d_mesh *mesh, enum goat3d_mesh_attrib attrib, int idx)
nuclear@16 491 {
nuclear@16 492 switch(attrib) {
nuclear@16 493 case GOAT3D_MESH_ATTR_VERTEX:
nuclear@16 494 return mesh->vertices.empty() ? 0 : (void*)&mesh->vertices[idx];
nuclear@16 495 case GOAT3D_MESH_ATTR_NORMAL:
nuclear@16 496 return mesh->normals.empty() ? 0 : (void*)&mesh->normals[idx];
nuclear@16 497 case GOAT3D_MESH_ATTR_TANGENT:
nuclear@16 498 return mesh->tangents.empty() ? 0 : (void*)&mesh->tangents[idx];
nuclear@16 499 case GOAT3D_MESH_ATTR_TEXCOORD:
nuclear@16 500 return mesh->texcoords.empty() ? 0 : (void*)&mesh->texcoords[idx];
nuclear@16 501 case GOAT3D_MESH_ATTR_SKIN_WEIGHT:
nuclear@16 502 return mesh->skin_weights.empty() ? 0 : (void*)&mesh->skin_weights[idx];
nuclear@16 503 case GOAT3D_MESH_ATTR_SKIN_MATRIX:
nuclear@16 504 return mesh->skin_matrices.empty() ? 0 : (void*)&mesh->skin_matrices[idx];
nuclear@16 505 case GOAT3D_MESH_ATTR_COLOR:
nuclear@16 506 return mesh->colors.empty() ? 0 : (void*)&mesh->colors[idx];
nuclear@16 507 default:
nuclear@16 508 break;
nuclear@16 509 }
nuclear@16 510 return 0;
nuclear@16 511 }
nuclear@16 512
nuclear@16 513
nuclear@41 514 GOAT3DAPI void goat3d_set_mesh_faces(struct goat3d_mesh *mesh, const int *data, int num)
nuclear@16 515 {
nuclear@16 516 mesh->faces = VECDATA(Face, data, num);
nuclear@16 517 }
nuclear@16 518
nuclear@41 519 GOAT3DAPI void goat3d_add_mesh_face(struct goat3d_mesh *mesh, int a, int b, int c)
nuclear@40 520 {
nuclear@40 521 Face face;
nuclear@40 522 face.v[0] = a;
nuclear@40 523 face.v[1] = b;
nuclear@40 524 face.v[2] = c;
nuclear@40 525 mesh->faces.push_back(face);
nuclear@40 526 }
nuclear@40 527
nuclear@41 528 GOAT3DAPI int *goat3d_get_mesh_faces(struct goat3d_mesh *mesh)
nuclear@16 529 {
nuclear@16 530 return goat3d_get_mesh_face(mesh, 0);
nuclear@16 531 }
nuclear@16 532
nuclear@41 533 GOAT3DAPI int *goat3d_get_mesh_face(struct goat3d_mesh *mesh, int idx)
nuclear@16 534 {
nuclear@16 535 return mesh->faces.empty() ? 0 : mesh->faces[idx].v;
nuclear@16 536 }
nuclear@16 537
nuclear@16 538 // immedate mode state
nuclear@16 539 static enum goat3d_im_primitive im_prim;
nuclear@16 540 static struct goat3d_mesh *im_mesh;
nuclear@16 541 static Vector3 im_norm, im_tang;
nuclear@16 542 static Vector2 im_texcoord;
nuclear@16 543 static Vector4 im_skinw, im_color = Vector4(1, 1, 1, 1);
nuclear@16 544 static Int4 im_skinmat;
nuclear@16 545 static bool im_use[NUM_GOAT3D_MESH_ATTRIBS];
nuclear@16 546
nuclear@16 547
nuclear@41 548 GOAT3DAPI void goat3d_begin(struct goat3d_mesh *mesh, enum goat3d_im_primitive prim)
nuclear@16 549 {
nuclear@16 550 mesh->vertices.clear();
nuclear@16 551 mesh->normals.clear();
nuclear@16 552 mesh->tangents.clear();
nuclear@16 553 mesh->texcoords.clear();
nuclear@16 554 mesh->skin_weights.clear();
nuclear@16 555 mesh->skin_matrices.clear();
nuclear@16 556 mesh->colors.clear();
nuclear@16 557 mesh->faces.clear();
nuclear@16 558
nuclear@16 559 im_mesh = mesh;
nuclear@16 560 memset(im_use, 0, sizeof im_use);
nuclear@16 561
nuclear@16 562 im_prim = prim;
nuclear@16 563 }
nuclear@16 564
nuclear@41 565 GOAT3DAPI void goat3d_end(void)
nuclear@16 566 {
nuclear@16 567 switch(im_prim) {
nuclear@16 568 case GOAT3D_TRIANGLES:
nuclear@17 569 {
nuclear@17 570 int num_faces = (int)im_mesh->vertices.size() / 3;
nuclear@17 571 im_mesh->faces.resize(num_faces);
nuclear@17 572
nuclear@17 573 int vidx = 0;
nuclear@17 574 for(int i=0; i<num_faces; i++) {
nuclear@17 575 im_mesh->faces[i].v[0] = vidx++;
nuclear@17 576 im_mesh->faces[i].v[1] = vidx++;
nuclear@17 577 im_mesh->faces[i].v[2] = vidx++;
nuclear@17 578 }
nuclear@17 579 }
nuclear@16 580 break;
nuclear@16 581
nuclear@16 582 case GOAT3D_QUADS:
nuclear@17 583 {
nuclear@17 584 int num_quads = (int)im_mesh->vertices.size() / 4;
nuclear@17 585 im_mesh->faces.resize(num_quads * 2);
nuclear@17 586
nuclear@17 587 int vidx = 0;
nuclear@17 588 for(int i=0; i<num_quads; i++) {
nuclear@17 589 im_mesh->faces[i * 2].v[0] = vidx;
nuclear@17 590 im_mesh->faces[i * 2].v[1] = vidx + 1;
nuclear@17 591 im_mesh->faces[i * 2].v[2] = vidx + 2;
nuclear@17 592
nuclear@17 593 im_mesh->faces[i * 2 + 1].v[0] = vidx;
nuclear@17 594 im_mesh->faces[i * 2 + 1].v[1] = vidx + 2;
nuclear@17 595 im_mesh->faces[i * 2 + 1].v[2] = vidx + 3;
nuclear@17 596
nuclear@17 597 vidx += 4;
nuclear@17 598 }
nuclear@17 599 }
nuclear@16 600 break;
nuclear@16 601
nuclear@16 602 default:
nuclear@16 603 return;
nuclear@16 604 };
nuclear@16 605 }
nuclear@16 606
nuclear@41 607 GOAT3DAPI void goat3d_vertex3f(float x, float y, float z)
nuclear@16 608 {
nuclear@16 609 im_mesh->vertices.push_back(Vector3(x, y, z));
nuclear@16 610 if(im_use[GOAT3D_MESH_ATTR_NORMAL]) {
nuclear@16 611 im_mesh->normals.push_back(im_norm);
nuclear@16 612 }
nuclear@16 613 if(im_use[GOAT3D_MESH_ATTR_TANGENT]) {
nuclear@16 614 im_mesh->tangents.push_back(im_tang);
nuclear@16 615 }
nuclear@16 616 if(im_use[GOAT3D_MESH_ATTR_TEXCOORD]) {
nuclear@16 617 im_mesh->texcoords.push_back(im_texcoord);
nuclear@16 618 }
nuclear@16 619 if(im_use[GOAT3D_MESH_ATTR_SKIN_WEIGHT]) {
nuclear@16 620 im_mesh->skin_weights.push_back(im_skinw);
nuclear@16 621 }
nuclear@16 622 if(im_use[GOAT3D_MESH_ATTR_SKIN_MATRIX]) {
nuclear@16 623 im_mesh->skin_matrices.push_back(im_skinmat);
nuclear@16 624 }
nuclear@16 625 if(im_use[GOAT3D_MESH_ATTR_COLOR]) {
nuclear@16 626 im_mesh->colors.push_back(im_color);
nuclear@16 627 }
nuclear@16 628 }
nuclear@16 629
nuclear@41 630 GOAT3DAPI void goat3d_normal3f(float x, float y, float z)
nuclear@16 631 {
nuclear@16 632 im_norm = Vector3(x, y, z);
nuclear@17 633 im_use[GOAT3D_MESH_ATTR_NORMAL] = true;
nuclear@16 634 }
nuclear@16 635
nuclear@41 636 GOAT3DAPI void goat3d_tangent3f(float x, float y, float z)
nuclear@16 637 {
nuclear@16 638 im_tang = Vector3(x, y, z);
nuclear@17 639 im_use[GOAT3D_MESH_ATTR_TANGENT] = true;
nuclear@16 640 }
nuclear@16 641
nuclear@41 642 GOAT3DAPI void goat3d_texcoord2f(float x, float y)
nuclear@16 643 {
nuclear@16 644 im_texcoord = Vector2(x, y);
nuclear@17 645 im_use[GOAT3D_MESH_ATTR_TEXCOORD] = true;
nuclear@16 646 }
nuclear@16 647
nuclear@41 648 GOAT3DAPI void goat3d_skin_weight4f(float x, float y, float z, float w)
nuclear@16 649 {
nuclear@16 650 im_skinw = Vector4(x, y, z, w);
nuclear@17 651 im_use[GOAT3D_MESH_ATTR_SKIN_WEIGHT] = true;
nuclear@16 652 }
nuclear@16 653
nuclear@41 654 GOAT3DAPI void goat3d_skin_matrix4i(int x, int y, int z, int w)
nuclear@16 655 {
nuclear@16 656 im_skinmat.x = x;
nuclear@16 657 im_skinmat.y = y;
nuclear@16 658 im_skinmat.z = z;
nuclear@16 659 im_skinmat.w = w;
nuclear@17 660 im_use[GOAT3D_MESH_ATTR_SKIN_MATRIX] = true;
nuclear@16 661 }
nuclear@16 662
nuclear@41 663 GOAT3DAPI void goat3d_color3f(float x, float y, float z)
nuclear@16 664 {
nuclear@17 665 goat3d_color4f(x, y, z, 1.0f);
nuclear@16 666 }
nuclear@16 667
nuclear@41 668 GOAT3DAPI void goat3d_color4f(float x, float y, float z, float w)
nuclear@16 669 {
nuclear@16 670 im_color = Vector4(x, y, z, w);
nuclear@17 671 im_use[GOAT3D_MESH_ATTR_COLOR] = true;
nuclear@16 672 }
nuclear@16 673
nuclear@27 674 /* lights */
nuclear@41 675 GOAT3DAPI void goat3d_add_light(struct goat3d *g, struct goat3d_light *lt)
nuclear@16 676 {
nuclear@27 677 g->scn->add_light(lt);
nuclear@16 678 }
nuclear@16 679
nuclear@41 680 GOAT3DAPI int goat3d_get_light_count(struct goat3d *g)
nuclear@19 681 {
nuclear@27 682 return g->scn->get_light_count();
nuclear@19 683 }
nuclear@19 684
nuclear@41 685 GOAT3DAPI struct goat3d_light *goat3d_get_light(struct goat3d *g, int idx)
nuclear@19 686 {
nuclear@27 687 return (goat3d_light*)g->scn->get_light(idx);
nuclear@19 688 }
nuclear@19 689
nuclear@41 690 GOAT3DAPI struct goat3d_light *goat3d_get_light_by_name(struct goat3d *g, const char *name)
nuclear@27 691 {
nuclear@27 692 return (goat3d_light*)g->scn->get_light(name);
nuclear@27 693 }
nuclear@27 694
nuclear@27 695
nuclear@41 696 GOAT3DAPI struct goat3d_light *goat3d_create_light(void)
nuclear@27 697 {
nuclear@27 698 return new goat3d_light;
nuclear@27 699 }
nuclear@27 700
nuclear@41 701 GOAT3DAPI void goat3d_destroy_light(struct goat3d_light *lt)
nuclear@27 702 {
nuclear@27 703 delete lt;
nuclear@27 704 }
nuclear@27 705
nuclear@27 706
nuclear@27 707 /* cameras */
nuclear@41 708 GOAT3DAPI void goat3d_add_camera(struct goat3d *g, struct goat3d_camera *cam)
nuclear@27 709 {
nuclear@27 710 g->scn->add_camera(cam);
nuclear@27 711 }
nuclear@27 712
nuclear@41 713 GOAT3DAPI int goat3d_get_camera_count(struct goat3d *g)
nuclear@27 714 {
nuclear@27 715 return g->scn->get_camera_count();
nuclear@27 716 }
nuclear@27 717
nuclear@41 718 GOAT3DAPI struct goat3d_camera *goat3d_get_camera(struct goat3d *g, int idx)
nuclear@27 719 {
nuclear@27 720 return (goat3d_camera*)g->scn->get_camera(idx);
nuclear@27 721 }
nuclear@27 722
nuclear@41 723 GOAT3DAPI struct goat3d_camera *goat3d_get_camera_by_name(struct goat3d *g, const char *name)
nuclear@27 724 {
nuclear@27 725 return (goat3d_camera*)g->scn->get_camera(name);
nuclear@27 726 }
nuclear@27 727
nuclear@41 728 GOAT3DAPI struct goat3d_camera *goat3d_create_camera(void)
nuclear@27 729 {
nuclear@27 730 return new goat3d_camera;
nuclear@27 731 }
nuclear@27 732
nuclear@41 733 GOAT3DAPI void goat3d_destroy_camera(struct goat3d_camera *cam)
nuclear@27 734 {
nuclear@27 735 delete cam;
nuclear@27 736 }
nuclear@27 737
nuclear@27 738
nuclear@16 739
nuclear@25 740 // node
nuclear@41 741 GOAT3DAPI void goat3d_add_node(struct goat3d *g, struct goat3d_node *node)
nuclear@27 742 {
nuclear@27 743 g->scn->add_node(node);
nuclear@27 744 }
nuclear@27 745
nuclear@41 746 GOAT3DAPI int goat3d_get_node_count(struct goat3d *g)
nuclear@27 747 {
nuclear@27 748 return g->scn->get_node_count();
nuclear@27 749 }
nuclear@27 750
nuclear@41 751 GOAT3DAPI struct goat3d_node *goat3d_get_node(struct goat3d *g, int idx)
nuclear@27 752 {
nuclear@27 753 return (goat3d_node*)g->scn->get_node(idx);
nuclear@27 754 }
nuclear@27 755
nuclear@41 756 GOAT3DAPI struct goat3d_node *goat3d_get_node_by_name(struct goat3d *g, const char *name)
nuclear@27 757 {
nuclear@27 758 return (goat3d_node*)g->scn->get_node(name);
nuclear@27 759 }
nuclear@25 760
nuclear@41 761 GOAT3DAPI struct goat3d_node *goat3d_create_node(void)
nuclear@25 762 {
nuclear@25 763 return new goat3d_node;
nuclear@25 764 }
nuclear@25 765
nuclear@41 766 GOAT3DAPI void goat3d_set_node_name(struct goat3d_node *node, const char *name)
nuclear@25 767 {
nuclear@25 768 node->set_name(name);
nuclear@25 769 }
nuclear@25 770
nuclear@41 771 GOAT3DAPI const char *goat3d_get_node_name(const struct goat3d_node *node)
nuclear@25 772 {
nuclear@25 773 return node->get_name();
nuclear@25 774 }
nuclear@25 775
nuclear@41 776 GOAT3DAPI void goat3d_set_node_object(struct goat3d_node *node, enum goat3d_node_type type, void *obj)
nuclear@25 777 {
nuclear@25 778 node->set_object((Object*)obj);
nuclear@25 779 }
nuclear@25 780
nuclear@41 781 GOAT3DAPI void *goat3d_get_node_object(const struct goat3d_node *node)
nuclear@25 782 {
nuclear@26 783 return (void*)node->get_object();
nuclear@25 784 }
nuclear@25 785
nuclear@41 786 GOAT3DAPI enum goat3d_node_type goat3d_get_node_type(const struct goat3d_node *node)
nuclear@25 787 {
nuclear@26 788 const Object *obj = node->get_object();
nuclear@26 789 if(dynamic_cast<const Mesh*>(obj)) {
nuclear@26 790 return GOAT3D_NODE_MESH;
nuclear@26 791 }
nuclear@26 792 if(dynamic_cast<const Light*>(obj)) {
nuclear@26 793 return GOAT3D_NODE_LIGHT;
nuclear@26 794 }
nuclear@26 795 if(dynamic_cast<const Camera*>(obj)) {
nuclear@26 796 return GOAT3D_NODE_CAMERA;
nuclear@26 797 }
nuclear@26 798
nuclear@26 799 return GOAT3D_NODE_NULL;
nuclear@25 800 }
nuclear@25 801
nuclear@41 802 GOAT3DAPI void goat3d_add_node_child(struct goat3d_node *node, struct goat3d_node *child)
nuclear@25 803 {
nuclear@66 804 node->add_child(child);
nuclear@25 805 }
nuclear@25 806
nuclear@41 807 GOAT3DAPI int goat3d_get_node_child_count(const struct goat3d_node *node)
nuclear@25 808 {
nuclear@26 809 return node->get_children_count();
nuclear@25 810 }
nuclear@25 811
nuclear@41 812 GOAT3DAPI struct goat3d_node *goat3d_get_node_child(const struct goat3d_node *node, int idx)
nuclear@25 813 {
nuclear@26 814 return (goat3d_node*)node->get_child(idx);
nuclear@25 815 }
nuclear@25 816
nuclear@47 817 GOAT3DAPI struct goat3d_node *goat3d_get_node_parent(const struct goat3d_node *node)
nuclear@47 818 {
nuclear@47 819 return (goat3d_node*)node->get_parent();
nuclear@47 820 }
nuclear@47 821
nuclear@47 822 GOAT3DAPI void goat3d_use_anim(struct goat3d_node *node, int idx)
nuclear@47 823 {
nuclear@47 824 node->use_animation(idx);
nuclear@47 825 }
nuclear@47 826
nuclear@47 827 GOAT3DAPI void goat3d_use_anims(struct goat3d_node *node, int aidx, int bidx, float t)
nuclear@47 828 {
nuclear@47 829 node->use_animation(aidx, bidx, t);
nuclear@47 830 }
nuclear@47 831
nuclear@47 832 GOAT3DAPI void goat3d_use_anim_by_name(struct goat3d_node *node, const char *name)
nuclear@47 833 {
nuclear@47 834 node->use_animation(name);
nuclear@47 835 }
nuclear@47 836
nuclear@47 837 GOAT3DAPI void goat3d_use_anims_by_name(struct goat3d_node *node, const char *aname, const char *bname, float t)
nuclear@47 838 {
nuclear@47 839 node->use_animation(aname, bname, t);
nuclear@47 840 }
nuclear@47 841
nuclear@47 842 GOAT3DAPI int goat3d_get_active_anim(struct goat3d_node *node, int which)
nuclear@47 843 {
nuclear@47 844 return node->get_active_animation_index(which);
nuclear@47 845 }
nuclear@47 846
nuclear@47 847 GOAT3DAPI float goat3d_get_active_anim_mix(struct goat3d_node *node)
nuclear@47 848 {
nuclear@47 849 return node->get_active_animation_mix();
nuclear@47 850 }
nuclear@47 851
nuclear@47 852 GOAT3DAPI int goat3d_get_anim_count(struct goat3d_node *node)
nuclear@47 853 {
nuclear@47 854 return node->get_animation_count();
nuclear@47 855 }
nuclear@47 856
nuclear@47 857 GOAT3DAPI void goat3d_add_anim(struct goat3d_node *root)
nuclear@47 858 {
nuclear@47 859 root->add_animation();
nuclear@47 860 }
nuclear@47 861
nuclear@47 862 GOAT3DAPI void goat3d_set_anim_name(struct goat3d_node *root, const char *name)
nuclear@47 863 {
nuclear@47 864 root->set_animation_name(name);
nuclear@47 865 }
nuclear@47 866
nuclear@47 867 GOAT3DAPI const char *goat3d_get_anim_name(struct goat3d_node *node)
nuclear@47 868 {
nuclear@47 869 return node->get_animation_name();
nuclear@47 870 }
nuclear@47 871
nuclear@41 872 GOAT3DAPI void goat3d_set_node_position(struct goat3d_node *node, float x, float y, float z, long tmsec)
nuclear@25 873 {
nuclear@26 874 node->set_position(Vector3(x, y, z), tmsec);
nuclear@25 875 }
nuclear@25 876
nuclear@41 877 GOAT3DAPI void goat3d_set_node_rotation(struct goat3d_node *node, float qx, float qy, float qz, float qw, long tmsec)
nuclear@25 878 {
nuclear@26 879 node->set_rotation(Quaternion(qw, qx, qy, qz), tmsec);
nuclear@25 880 }
nuclear@25 881
nuclear@41 882 GOAT3DAPI void goat3d_set_node_scaling(struct goat3d_node *node, float sx, float sy, float sz, long tmsec)
nuclear@25 883 {
nuclear@26 884 node->set_scaling(Vector3(sx, sy, sz), tmsec);
nuclear@25 885 }
nuclear@25 886
nuclear@41 887 GOAT3DAPI void goat3d_set_node_pivot(struct goat3d_node *node, float px, float py, float pz)
nuclear@25 888 {
nuclear@26 889 node->set_pivot(Vector3(px, py, pz));
nuclear@25 890 }
nuclear@25 891
nuclear@25 892
nuclear@41 893 GOAT3DAPI void goat3d_get_node_position(const struct goat3d_node *node, float *xptr, float *yptr, float *zptr, long tmsec)
nuclear@25 894 {
nuclear@26 895 Vector3 pos = node->get_position(tmsec);
nuclear@26 896 *xptr = pos.x;
nuclear@26 897 *yptr = pos.y;
nuclear@26 898 *zptr = pos.z;
nuclear@25 899 }
nuclear@25 900
nuclear@41 901 GOAT3DAPI void goat3d_get_node_rotation(const struct goat3d_node *node, float *xptr, float *yptr, float *zptr, float *wptr, long tmsec)
nuclear@25 902 {
nuclear@26 903 Quaternion q = node->get_rotation(tmsec);
nuclear@26 904 *xptr = q.v.x;
nuclear@26 905 *yptr = q.v.y;
nuclear@26 906 *zptr = q.v.z;
nuclear@26 907 *wptr = q.s;
nuclear@25 908 }
nuclear@25 909
nuclear@41 910 GOAT3DAPI void goat3d_get_node_scaling(const struct goat3d_node *node, float *xptr, float *yptr, float *zptr, long tmsec)
nuclear@25 911 {
nuclear@26 912 Vector3 scale = node->get_scaling(tmsec);
nuclear@26 913 *xptr = scale.x;
nuclear@26 914 *yptr = scale.y;
nuclear@26 915 *zptr = scale.z;
nuclear@25 916 }
nuclear@25 917
nuclear@41 918 GOAT3DAPI void goat3d_get_node_pivot(const struct goat3d_node *node, float *xptr, float *yptr, float *zptr)
nuclear@25 919 {
nuclear@26 920 Vector3 pivot = node->get_pivot();
nuclear@26 921 *xptr = pivot.x;
nuclear@26 922 *yptr = pivot.y;
nuclear@26 923 *zptr = pivot.z;
nuclear@25 924 }
nuclear@25 925
nuclear@25 926
nuclear@41 927 GOAT3DAPI void goat3d_get_node_matrix(const struct goat3d_node *node, float *matrix, long tmsec)
nuclear@25 928 {
nuclear@26 929 node->get_xform(tmsec, (Matrix4x4*)matrix);
nuclear@25 930 }
nuclear@25 931
nuclear@25 932
nuclear@16 933 } // extern "C"
nuclear@16 934
nuclear@16 935
nuclear@16 936 static long read_file(void *buf, size_t bytes, void *uptr)
nuclear@16 937 {
nuclear@16 938 return (long)fread(buf, 1, bytes, (FILE*)uptr);
nuclear@16 939 }
nuclear@16 940
nuclear@16 941 static long write_file(const void *buf, size_t bytes, void *uptr)
nuclear@16 942 {
nuclear@16 943 return (long)fwrite(buf, 1, bytes, (FILE*)uptr);
nuclear@16 944 }
nuclear@16 945
nuclear@16 946 static long seek_file(long offs, int whence, void *uptr)
nuclear@16 947 {
nuclear@16 948 if(fseek((FILE*)uptr, offs, whence) == -1) {
nuclear@16 949 return -1;
nuclear@16 950 }
nuclear@16 951 return ftell((FILE*)uptr);
nuclear@16 952 }
nuclear@31 953
nuclear@51 954 std::string g3dimpl::clean_filename(const char *str)
nuclear@31 955 {
nuclear@31 956 const char *last_slash = strrchr(str, '/');
nuclear@31 957 if(!last_slash) {
nuclear@31 958 last_slash = strrchr(str, '\\');
nuclear@31 959 }
nuclear@31 960
nuclear@31 961 if(last_slash) {
nuclear@31 962 str = last_slash + 1;
nuclear@31 963 }
nuclear@31 964
nuclear@31 965 char *buf = (char*)alloca(strlen(str) + 1);
nuclear@31 966 char *dest = buf;
nuclear@31 967 while(*str) {
nuclear@31 968 char c = *str++;
nuclear@31 969 *dest++ = tolower(c);
nuclear@31 970 }
nuclear@40 971 *dest = 0;
nuclear@31 972 return buf;
nuclear@31 973 }