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1 /*
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2 goat3d - 3D scene, character, and animation file format library.
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3 Copyright (C) 2013-2014 John Tsiombikas <nuclear@member.fsf.org>
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4
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5 This program is free software: you can redistribute it and/or modify
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6 it under the terms of the GNU Lesser General Public License as published by
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7 the Free Software Foundation, either version 3 of the License, or
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8 (at your option) any later version.
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9
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU Lesser General Public License for more details.
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14
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15 You should have received a copy of the GNU Lesser General Public License
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16 along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18 #ifndef GOAT3D_IMPL_H_
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19 #define GOAT3D_IMPL_H_
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20
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21 #include <string>
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22 #include <vmath/vmath.h>
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23 #include "goat3d.h"
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24 #include "mesh.h"
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25 #include "light.h"
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26 #include "camera.h"
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27 #include "material.h"
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28 #include "node.h"
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29
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30 namespace g3dimpl {
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31 class Scene;
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32 }
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33
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34 struct goat3d {
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35 g3dimpl::Scene *scn;
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36 unsigned int flags;
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37 char *search_path;
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38 };
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39
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40
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41 namespace g3dimpl {
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42
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43 extern int goat_log_level;
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44
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45 #if __cplusplus >= 201103L
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46 #define MOVE(x) std::move(x)
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47 #else
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48 #define MOVE(x) x
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49 #endif
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50
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51 #define VECDATA(type, data, num) \
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52 MOVE(std::vector<type>((type*)(data), (type*)(data) + (num)))
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53
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54 std::string clean_filename(const char *str);
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55
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56
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57 class Scene {
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58 private:
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59 std::string name;
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60 Vector3 ambient;
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61
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62 std::vector<Material*> materials;
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63 std::vector<Mesh*> meshes;
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64 std::vector<Light*> lights;
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65 std::vector<Camera*> cameras;
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66 std::vector<Node*> nodes;
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67
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68 public:
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69 goat3d *goat;
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70
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71 Scene();
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72 ~Scene();
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73
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74 void clear();
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75
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76 void set_name(const char *name);
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77 const char *get_name() const;
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78
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79 void set_ambient(const Vector3 &amb);
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80 const Vector3 &get_ambient() const;
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81
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82 void add_material(Material *mat);
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83 Material *get_material(int idx) const;
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84 Material *get_material(const char *name) const;
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85 int get_material_count() const;
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86
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87 void add_mesh(Mesh *mesh);
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88 Mesh *get_mesh(int idx) const;
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89 Mesh *get_mesh(const char *name) const;
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90 int get_mesh_count() const;
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91
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92 void add_light(Light *light);
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93 Light *get_light(int idx) const;
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94 Light *get_light(const char *name) const;
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95 int get_light_count() const;
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96
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97 void add_camera(Camera *cam);
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98 Camera *get_camera(int idx) const;
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99 Camera *get_camera(const char *name) const;
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100 int get_camera_count() const;
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101
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102 void add_node(Node *node);
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103 Node *get_node(int idx) const;
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104 Node *get_node(const char *name) const;
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105 int get_node_count() const;
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106
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107 bool load(goat3d_io *io);
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108 bool save(goat3d_io *io) const;
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109
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110 bool loadxml(goat3d_io *io);
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111 bool savexml(goat3d_io *io) const;
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112
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113 bool load_anim(goat3d_io *io);
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114 bool save_anim(goat3d_io *io) const;
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115
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116 bool load_anim_xml(goat3d_io *io);
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117 bool save_anim_xml(goat3d_io *io) const;
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118 };
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119
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120 void io_fprintf(goat3d_io *io, const char *fmt, ...);
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121 void io_vfprintf(goat3d_io *io, const char *fmt, va_list ap);
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122
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123 } // namespace g3dimpl
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124
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125 #endif // GOAT3D_IMPL_H_
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