goat3d
annotate src/goat3d_impl.h @ 40:a5c5cec3cb88
- added mesh attribute and face append functions
- added Int4 constructor
- continued the blender exporter
- fixed a bug in clean_filename which made it produce unterminated strings
- renamed clean_filename to goat3d_clean_filename and made it extern
- added call to goat3d_clean_filename in the mesh XML export code to cleanup ctm filenames
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sun, 13 Oct 2013 10:14:19 +0300 |
parents | b35427826b60 |
children | 498ca7ac7047 |
rev | line source |
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nuclear@0 | 1 #ifndef GOAT3D_IMPL_H_ |
nuclear@0 | 2 #define GOAT3D_IMPL_H_ |
nuclear@0 | 3 |
nuclear@0 | 4 #include <string> |
nuclear@1 | 5 #include <vmath/vmath.h> |
nuclear@0 | 6 #include "goat3d.h" |
nuclear@0 | 7 #include "mesh.h" |
nuclear@0 | 8 #include "light.h" |
nuclear@0 | 9 #include "camera.h" |
nuclear@0 | 10 #include "material.h" |
nuclear@12 | 11 #include "node.h" |
nuclear@0 | 12 |
nuclear@15 | 13 extern int goat_log_level; |
nuclear@15 | 14 |
nuclear@19 | 15 #if __cplusplus >= 201103L |
nuclear@19 | 16 #define MOVE(x) std::move(x) |
nuclear@19 | 17 #else |
nuclear@19 | 18 #define MOVE(x) x |
nuclear@19 | 19 #endif |
nuclear@19 | 20 |
nuclear@19 | 21 #define VECDATA(type, data, num) \ |
nuclear@19 | 22 MOVE(std::vector<type>((type*)(data), (type*)(data) + (num))) |
nuclear@19 | 23 |
nuclear@40 | 24 std::string goat3d_clean_filename(const char *str); |
nuclear@40 | 25 |
nuclear@19 | 26 |
nuclear@0 | 27 class Scene { |
nuclear@0 | 28 private: |
nuclear@0 | 29 std::string name; |
nuclear@0 | 30 Vector3 ambient; |
nuclear@0 | 31 |
nuclear@0 | 32 std::vector<Material*> materials; |
nuclear@0 | 33 std::vector<Mesh*> meshes; |
nuclear@0 | 34 std::vector<Light*> lights; |
nuclear@0 | 35 std::vector<Camera*> cameras; |
nuclear@12 | 36 std::vector<Node*> nodes; |
nuclear@0 | 37 |
nuclear@0 | 38 public: |
nuclear@0 | 39 Scene(); |
nuclear@0 | 40 ~Scene(); |
nuclear@0 | 41 |
nuclear@0 | 42 void clear(); |
nuclear@0 | 43 |
nuclear@0 | 44 void set_name(const char *name); |
nuclear@0 | 45 const char *get_name() const; |
nuclear@0 | 46 |
nuclear@0 | 47 void set_ambient(const Vector3 &amb); |
nuclear@0 | 48 const Vector3 &get_ambient() const; |
nuclear@0 | 49 |
nuclear@0 | 50 void add_material(Material *mat); |
nuclear@0 | 51 Material *get_material(int idx) const; |
nuclear@0 | 52 Material *get_material(const char *name) const; |
nuclear@9 | 53 int get_material_count() const; |
nuclear@0 | 54 |
nuclear@0 | 55 void add_mesh(Mesh *mesh); |
nuclear@0 | 56 Mesh *get_mesh(int idx) const; |
nuclear@0 | 57 Mesh *get_mesh(const char *name) const; |
nuclear@9 | 58 int get_mesh_count() const; |
nuclear@0 | 59 |
nuclear@0 | 60 void add_light(Light *light); |
nuclear@0 | 61 Light *get_light(int idx) const; |
nuclear@0 | 62 Light *get_light(const char *name) const; |
nuclear@9 | 63 int get_light_count() const; |
nuclear@0 | 64 |
nuclear@0 | 65 void add_camera(Camera *cam); |
nuclear@0 | 66 Camera *get_camera(int idx) const; |
nuclear@0 | 67 Camera *get_camera(const char *name) const; |
nuclear@9 | 68 int get_camera_count() const; |
nuclear@0 | 69 |
nuclear@0 | 70 void add_node(Node *node); |
nuclear@0 | 71 Node *get_node(int idx) const; |
nuclear@0 | 72 Node *get_node(const char *name) const; |
nuclear@9 | 73 int get_node_count() const; |
nuclear@0 | 74 |
nuclear@0 | 75 bool load(goat3d_io *io); |
nuclear@0 | 76 bool save(goat3d_io *io) const; |
nuclear@14 | 77 |
nuclear@14 | 78 bool loadxml(goat3d_io *io); |
nuclear@14 | 79 bool savexml(goat3d_io *io) const; |
nuclear@0 | 80 }; |
nuclear@0 | 81 |
nuclear@14 | 82 void io_fprintf(goat3d_io *io, const char *fmt, ...); |
nuclear@14 | 83 void io_vfprintf(goat3d_io *io, const char *fmt, va_list ap); |
nuclear@0 | 84 |
nuclear@0 | 85 #endif // GOAT3D_IMPL_H_ |