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nuclear@54
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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 #include <stdarg.h>
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19 #include "goat3d.h"
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20 #include "goat3d_impl.h"
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21 #include "chunk.h"
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22
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23 using namespace g3dimpl;
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24
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25 Scene::Scene()
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26 : name("unnamed"), ambient(0.05, 0.05, 0.05)
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27 {
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28 goat = 0;
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29 }
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30
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31 Scene::~Scene()
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32 {
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33 clear();
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34 }
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35
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36 void Scene::clear()
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37 {
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38 for(size_t i=0; i<materials.size(); i++) {
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39 delete materials[i];
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40 }
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41 materials.clear();
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42
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43 for(size_t i=0; i<meshes.size(); i++) {
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44 delete meshes[i];
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45 }
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46 meshes.clear();
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47
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48 for(size_t i=0; i<lights.size(); i++) {
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49 delete lights[i];
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50 }
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51 lights.clear();
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52
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53 for(size_t i=0; i<cameras.size(); i++) {
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54 delete cameras[i];
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55 }
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56 cameras.clear();
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57
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58 for(size_t i=0; i<nodes.size(); i++) {
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59 delete nodes[i];
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60 }
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61 nodes.clear();
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62
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63 name = "unnamed";
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64 }
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65
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66 void Scene::set_name(const char *name)
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67 {
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68 this->name = name;
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69 }
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70
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71 const char *Scene::get_name() const
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72 {
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73 return name.c_str();
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74 }
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75
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76 void Scene::set_ambient(const Vector3 &amb)
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77 {
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78 ambient = amb;
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79 }
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80
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81 const Vector3 &Scene::get_ambient() const
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82 {
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83 return ambient;
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84 }
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85
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86 void Scene::add_material(Material *mat)
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87 {
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88 if(mat->name.empty()) {
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89 char buf[64];
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90 sprintf(buf, "material%04d", (int)materials.size());
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91 mat->name = std::string(buf);
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92 }
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93 materials.push_back(mat);
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94 }
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95
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96 Material *Scene::get_material(int idx) const
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97 {
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98 return idx >=0 && idx < (int)materials.size() ? materials[idx] : 0;
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99 }
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100
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101 Material *Scene::get_material(const char *name) const
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102 {
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103 for(size_t i=0; i<materials.size(); i++) {
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104 if(materials[i]->name == std::string(name)) {
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105 return materials[i];
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106 }
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107 }
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108 return 0;
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109 }
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110
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111 int Scene::get_material_count() const
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112 {
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113 return (int)materials.size();
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114 }
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115
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116
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117 void Scene::add_mesh(Mesh *mesh)
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118 {
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119 if(mesh->name.empty()) {
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120 char buf[64];
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121 sprintf(buf, "mesh%04d", (int)meshes.size());
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122 mesh->name = std::string(buf);
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123 }
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124 meshes.push_back(mesh);
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125 }
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126
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127 Mesh *Scene::get_mesh(int idx) const
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128 {
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129 return idx >= 0 && idx < (int)meshes.size() ? meshes[idx] : 0;
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130 }
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131
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132 Mesh *Scene::get_mesh(const char *name) const
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133 {
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134 for(size_t i=0; i<meshes.size(); i++) {
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135 if(meshes[i]->name == std::string(name)) {
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136 return meshes[i];
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137 }
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138 }
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139 return 0;
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140 }
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141
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142 int Scene::get_mesh_count() const
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143 {
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144 return (int)meshes.size();
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145 }
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146
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147
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148 void Scene::add_light(Light *light)
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149 {
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150 lights.push_back(light);
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151 }
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152
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153 Light *Scene::get_light(int idx) const
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154 {
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155 return idx >= 0 && idx < (int)lights.size() ? lights[idx] : 0;
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156 }
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157
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158 Light *Scene::get_light(const char *name) const
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159 {
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160 for(size_t i=0; i<lights.size(); i++) {
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161 if(lights[i]->name == std::string(name)) {
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162 return lights[i];
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163 }
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164 }
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165 return 0;
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166 }
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167
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168 int Scene::get_light_count() const
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169 {
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170 return (int)lights.size();
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171 }
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172
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173
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174 void Scene::add_camera(Camera *cam)
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175 {
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176 cameras.push_back(cam);
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177 }
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178
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179 Camera *Scene::get_camera(int idx) const
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180 {
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181 return idx >= 0 && idx < (int)cameras.size() ? cameras[idx] : 0;
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182 }
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183
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184 Camera *Scene::get_camera(const char *name) const
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185 {
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186 for(size_t i=0; i<cameras.size(); i++) {
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187 if(cameras[i]->name == std::string(name)) {
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188 return cameras[i];
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189 }
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190 }
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191 return 0;
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192 }
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193
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194 int Scene::get_camera_count() const
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195 {
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196 return (int)cameras.size();
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197 }
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198
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199
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200 void Scene::add_node(Node *node)
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201 {
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202 nodes.push_back(node);
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203 }
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204
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205 Node *Scene::get_node(int idx) const
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206 {
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207 return idx >= 0 && idx < (int)nodes.size() ? nodes[idx] : 0;
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208 }
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209
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210 Node *Scene::get_node(const char *name) const
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211 {
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212 for(size_t i=0; i<nodes.size(); i++) {
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213 if(strcmp(nodes[i]->get_name(), name) == 0) {
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214 return nodes[i];
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215 }
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216 }
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217 return 0;
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218 }
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219
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220 int Scene::get_node_count() const
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221 {
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222 return (int)nodes.size();
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223 }
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224
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225 // Scene::load is defined in goat3d_read.cc
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226 // Scene::loadxml is defined in goat3d_readxml.cc
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227 // Scene::save is defined in goat3d_write.cc
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228 // Scene::savexml is defined in goat3d_writexml.cc
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229
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230
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231 void g3dimpl::io_fprintf(goat3d_io *io, const char *fmt, ...)
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232 {
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233 va_list ap;
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234
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235 va_start(ap, fmt);
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236 io_vfprintf(io, fmt, ap);
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237 va_end(ap);
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238 }
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239
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240
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241 void g3dimpl::io_vfprintf(goat3d_io *io, const char *fmt, va_list ap)
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242 {
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243 char smallbuf[256];
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244 char *buf = smallbuf;
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245 int sz = sizeof smallbuf;
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246
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247 int retsz = vsnprintf(buf, sz - 1, fmt, ap);
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248
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249 if(retsz >= sz) {
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250 /* C99 mandates that snprintf with a short count should return the
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251 * number of characters that *would* be printed.
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252 */
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253 buf = new char[retsz + 1];
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254
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255 vsnprintf(buf, retsz, fmt, ap);
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256
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257 } else if(retsz <= 0) {
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258 /* SUSv2 and microsoft specify that snprintf with a short count
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259 * returns an arbitrary value <= 0. So let's try allocating
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260 * bigger and bigger arrays until we find the correct size.
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261 */
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262 sz = sizeof smallbuf;
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263 do {
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264 sz *= 2;
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265 if(buf != smallbuf) {
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266 delete [] buf;
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267 }
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268 buf = new char[sz + 1];
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269
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270 retsz = vsnprintf(buf, sz, fmt, ap);
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271 } while(retsz <= 0);
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272 }
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273
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274 io->write(buf, retsz, io->cls);
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275
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276 if(buf != smallbuf) {
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277 delete [] buf;
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278 }
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279
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280 }
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