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1 #include "goat3d.h"
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2 #include "goat3d_impl.h"
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3 #include "chunk.h"
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4
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5 Scene::Scene()
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6 : name("unnamed"), ambient(0.05, 0.05, 0.05)
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7 {
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8 }
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9
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10 Scene::~Scene()
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11 {
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12 clear();
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13 }
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14
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15 void Scene::clear()
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16 {
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17 for(size_t i=0; i<materials.size(); i++) {
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18 delete materials[i];
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19 }
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20 materials.clear();
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21
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22 for(size_t i=0; i<meshes.size(); i++) {
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23 delete meshes[i];
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24 }
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25 meshes.clear();
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26
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27 for(size_t i=0; i<lights.size(); i++) {
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28 delete lights[i];
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29 }
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30 lights.clear();
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31
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32 for(size_t i=0; i<cameras.size(); i++) {
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33 delete cameras[i];
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34 }
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35 cameras.clear();
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36
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37 for(size_t i=0; i<nodes.size(); i++) {
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38 delete_node_tree(nodes[i]);
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39 }
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40 nodes.clear();
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41
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42 name = "unnamed";
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43 }
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44
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45 void Scene::set_name(const char *name)
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46 {
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47 this->name = name;
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48 }
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49
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50 const char *Scene::get_name() const
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51 {
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52 return name.c_str();
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53 }
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54
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55 void Scene::set_ambient(const Vector3 &amb)
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56 {
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57 ambient = amb;
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58 }
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59
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60 const Vector3 &Scene::get_ambient() const
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61 {
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62 return ambient;
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63 }
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64
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65 void Scene::add_material(Material *mat)
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66 {
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67 materials.push_back(mat);
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68 }
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69
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70 Material *Scene::get_material(int idx) const
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71 {
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72 return idx >=0 && idx < (int)materials.size() ? materials[idx] : 0;
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73 }
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74
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75 Material *Scene::get_material(const char *name) const
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76 {
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77 for(size_t i=0; i<materials.size(); i++) {
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78 if(materials[i]->name == std::string(name)) {
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79 return materials[i];
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80 }
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81 }
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82 return 0;
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83 }
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84
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85 int Scene::get_material_count() const
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86 {
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87 return (int)materials.size();
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88 }
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89
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90
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91 void Scene::add_mesh(Mesh *mesh)
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92 {
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93 meshes.push_back(mesh);
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94 }
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95
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96 Mesh *Scene::get_mesh(int idx) const
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97 {
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98 return idx >= 0 && idx < (int)meshes.size() ? meshes[idx] : 0;
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99 }
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100
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101 Mesh *Scene::get_mesh(const char *name) const
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102 {
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103 for(size_t i=0; i<meshes.size(); i++) {
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104 if(meshes[i]->name == std::string(name)) {
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105 return meshes[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_mesh_count() const
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112 {
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113 return (int)meshes.size();
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114 }
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115
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116
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117 void Scene::add_light(Light *light)
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118 {
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119 lights.push_back(light);
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120 }
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121
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122 Light *Scene::get_light(int idx) const
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123 {
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124 return idx >= 0 && idx < (int)lights.size() ? lights[idx] : 0;
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125 }
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126
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127 Light *Scene::get_light(const char *name) const
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128 {
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129 for(size_t i=0; i<lights.size(); i++) {
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130 if(lights[i]->name == std::string(name)) {
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131 return lights[i];
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132 }
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133 }
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134 return 0;
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135 }
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136
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137 int Scene::get_light_count() const
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138 {
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139 return (int)lights.size();
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140 }
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141
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142
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143 void Scene::add_camera(Camera *cam)
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144 {
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145 cameras.push_back(cam);
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146 }
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147
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148 Camera *Scene::get_camera(int idx) const
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149 {
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150 return idx >= 0 && idx < (int)cameras.size() ? cameras[idx] : 0;
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151 }
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152
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153 Camera *Scene::get_camera(const char *name) const
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154 {
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155 for(size_t i=0; i<cameras.size(); i++) {
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156 if(cameras[i]->name == std::string(name)) {
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157 return cameras[i];
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158 }
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159 }
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160 return 0;
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161 }
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162
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163 int Scene::get_camera_count() const
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164 {
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165 return (int)cameras.size();
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166 }
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167
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168
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169 void Scene::add_node(Node *node)
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170 {
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171 nodes.push_back(node);
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172 }
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173
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174 Node *Scene::get_node(int idx) const
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175 {
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176 return idx >= 0 && idx < (int)nodes.size() ? nodes[idx] : 0;
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177 }
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178
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179 Node *Scene::get_node(const char *name) const
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180 {
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181 for(size_t i=0; i<nodes.size(); i++) {
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182 if(strcmp(nodes[i]->get_name(), name) == 0) {
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183 return nodes[i];
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184 }
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185 }
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186 return 0;
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187 }
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188
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189 int Scene::get_node_count() const
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190 {
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191 return (int)nodes.size();
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192 }
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193
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194
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195 bool Scene::load(goat3d_io *io)
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196 {
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197 return false;
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198 }
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199
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200 static long save_env(const Scene *scn, long offset, goat3d_io *io);
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201 static long save_materials(const Scene *scn, long offset, goat3d_io *io);
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202 static long save_material(const Material *mat, long offset, goat3d_io *io);
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203 static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io);
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204 static long save_meshes(const Scene *scn, long offset, goat3d_io *io);
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205 static long save_lights(const Scene *scn, long offset, goat3d_io *io);
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206 static long save_cameras(const Scene *scn, long offset, goat3d_io *io);
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207 static long save_nodes(const Scene *scn, long offset, goat3d_io *io);
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208
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209 static long write_chunk_float(int id, float val, long offs, goat3d_io *io);
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210 static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io);
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211 static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io);
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212
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213 bool Scene::save(goat3d_io *io) const
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214 {
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215 long res;
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216
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217 ChunkHeader hdr;
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218 hdr.id = CNK_SCENE;
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219 hdr.size = sizeof hdr;
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220
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221 if((res = save_env(this, hdr.size, io)) < 0) {
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222 return false;
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223 }
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224 hdr.size += res;
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225
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226 if((res = save_materials(this, hdr.size, io)) < 0) {
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227 return false;
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228 }
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229 hdr.size += res;
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230
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231 if((res = save_meshes(this, hdr.size, io)) < 0) {
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232 return false;
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233 }
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234 hdr.size += res;
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235
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236 if((res = save_lights(this, hdr.size, io)) < 0) {
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237 return false;
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238 }
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239 hdr.size += res;
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240
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241 if((res = save_cameras(this, hdr.size, io)) < 0) {
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242 return false;
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243 }
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244 hdr.size += res;
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245
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246 if((res = save_nodes(this, hdr.size, io)) < 0) {
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247 return false;
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248 }
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249 hdr.size += res;
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250
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251 // now go back and write the root chunk
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252 io->seek(0, SEEK_SET, io->cls);
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253 if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
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254 return false;
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255 }
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256
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257 return true;
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258 }
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259
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260
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261 static long save_env(const Scene *scn, long offset, goat3d_io *io)
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262 {
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263 long res;
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264
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265 ChunkHeader hdr;
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266 hdr.id = CNK_ENV;
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267 hdr.size = sizeof hdr;
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268
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269 if((res = write_chunk_float3(CNK_ENV_AMBIENT, scn->get_ambient(), offset, io)) < 0) {
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270 return -1;
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271 }
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272 hdr.size += res;
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273
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274 // TODO add fog chunk
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275
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276 io->seek(offset, SEEK_SET, io->cls);
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277 if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
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278 return -1;
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279 }
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280 return hdr.size;
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281 }
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282
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283 static long save_materials(const Scene *scn, long offset, goat3d_io *io)
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284 {
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285 long res;
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286
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287 ChunkHeader hdr;
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288 hdr.id = CNK_MTL_LIST;
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289 hdr.size = sizeof hdr;
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290
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291 for(int i=0; i<scn->get_material_count(); i++) {
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292 if((res = save_material(scn->get_material(i), offset + hdr.size, io)) < 0) {
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293 return -1;
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294 }
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295 hdr.size += res;
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296 }
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297
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298 io->seek(offset, SEEK_SET, io->cls);
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299 if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
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300 return -1;
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301 }
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302 return hdr.size;
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303 }
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304
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305 static long save_material(const Material *mat, long offset, goat3d_io *io)
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306 {
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307 long res;
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308
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309 ChunkHeader hdr;
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310 hdr.id = CNK_MTL;
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311 hdr.size = sizeof hdr;
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312
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313 for(int i=0; i<mat->get_attrib_count(); i++) {
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314 const char *name = mat->get_attrib_name(i);
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315 if((res = save_mat_attrib(name, (*mat)[i], offset + hdr.size, io)) < 0) {
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316 return -1;
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317 }
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318 hdr.size += res;
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319 }
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320
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321 io->seek(offset, SEEK_SET, io->cls);
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322 if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
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323 return -1;
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324 }
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325 return hdr.size;
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326 }
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327
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328 static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io)
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329 {
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330 long res;
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331
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332 ChunkHeader hdr;
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333 hdr.id = CNK_MTL_ATTR;
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334 hdr.size = sizeof hdr;
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335
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336 // TODO cont.
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337 return -1;
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338 }
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339
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340 static long save_meshes(const Scene *scn, long offset, goat3d_io *io)
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341 {
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342 return 0;
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343 }
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344
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345 static long save_lights(const Scene *scn, long offset, goat3d_io *io)
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346 {
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347 return 0;
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348 }
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349
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350 static long save_cameras(const Scene *scn, long offset, goat3d_io *io)
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351 {
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352 return 0;
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353 }
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354
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355 static long save_nodes(const Scene *scn, long offset, goat3d_io *io)
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356 {
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357 return 0;
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358 }
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359
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360 static long write_chunk_float(int id, float val, long offs, goat3d_io *io)
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361 {
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362 int size = sizeof(ChunkHeader) + sizeof val;
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363 char *buf = (char*)alloca(size);
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364
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365 Chunk *c = (Chunk*)buf;
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366 c->hdr.id = id;
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367 c->hdr.size = size;
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368 *(float*)c->data = val;
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369
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370 io->seek(offs, SEEK_SET, io->cls);
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371 if(io->write(buf, size, io->cls) < size) {
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372 return -1;
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373 }
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374 return size;
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375 }
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376
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377 static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io)
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378 {
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379 int size = sizeof(ChunkHeader) + sizeof vec;
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380 char *buf = (char*)alloca(size);
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381
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382 Chunk *c = (Chunk*)buf;
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383 c->hdr.id = id;
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384 c->hdr.size = size;
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385 *(Vector3*)c->data = vec;
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386
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387 io->seek(offs, SEEK_SET, io->cls);
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388 if(io->write(buf, size, io->cls) < size) {
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389 return -1;
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390 }
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391 return size;
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392 }
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393
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394 static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io)
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395 {
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396 int size = sizeof(ChunkHeader) + sizeof vec;
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397 char *buf = (char*)alloca(size);
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nuclear@9
|
398
|
nuclear@9
|
399 Chunk *c = (Chunk*)buf;
|
nuclear@9
|
400 c->hdr.id = id;
|
nuclear@9
|
401 c->hdr.size = size;
|
nuclear@9
|
402 *(Vector4*)c->data = vec;
|
nuclear@9
|
403
|
nuclear@9
|
404 io->seek(offs, SEEK_SET, io->cls);
|
nuclear@9
|
405 if(io->write(buf, size, io->cls) < size) {
|
nuclear@9
|
406 return -1;
|
nuclear@9
|
407 }
|
nuclear@9
|
408 return size;
|
nuclear@9
|
409 }
|