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nuclear@47
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1 #include <list>
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2 #include <stdarg.h>
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3 #include "goat3d_impl.h"
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4 #include "anim/anim.h"
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5 #include "log.h"
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6
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7 using namespace g3dimpl;
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8
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9 static bool write_material(const Scene *scn, goat3d_io *io, const Material *mat, int level);
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10 static bool write_mesh(const Scene *scn, goat3d_io *io, const Mesh *mesh, int idx, int level);
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11 static bool write_light(const Scene *scn, goat3d_io *io, const Light *light, int level);
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12 static bool write_camera(const Scene *scn, goat3d_io *io, const Camera *cam, int level);
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13 static bool write_node(const Scene *scn, goat3d_io *io, const Node *node, int level);
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14 static bool write_node_anim(goat3d_io *io, const XFormNode *node, int level);
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15 static void xmlout(goat3d_io *io, int level, const char *fmt, ...);
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16
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17 bool Scene::savexml(goat3d_io *io) const
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18 {
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19 xmlout(io, 0, "<scene>\n");
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20
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21 // write environment stuff
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22 xmlout(io, 1, "<env>\n");
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23 xmlout(io, 2, "<ambient float3=\"%g %g %g\"/>\n", ambient.x, ambient.y, ambient.z);
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24 xmlout(io, 1, "</env>\n\n");
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25
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26 for(size_t i=0; i<materials.size(); i++) {
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27 write_material(this, io, materials[i], 1);
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28 }
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29 for(size_t i=0; i<meshes.size(); i++) {
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30 write_mesh(this, io, meshes[i], i, 1);
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31 }
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32 for(size_t i=0; i<lights.size(); i++) {
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33 write_light(this, io, lights[i], 1);
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34 }
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35 for(size_t i=0; i<cameras.size(); i++) {
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36 write_camera(this, io, cameras[i], 1);
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37 }
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38 for(size_t i=0; i<nodes.size(); i++) {
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39 write_node(this, io, nodes[i], 1);
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40 }
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41
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42 xmlout(io, 0, "</scene>\n");
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43 return true;
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44 }
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45
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46 static void collect_nodes(std::list<const XFormNode*> *res, const XFormNode *node)
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47 {
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48 if(!node) return;
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49
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50 res->push_back(node);
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51
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52 for(int i=0; i<node->get_children_count(); i++) {
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53 collect_nodes(res, node->get_child(i));
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54 }
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55 }
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56
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57 bool Scene::save_anim_xml(const XFormNode *node, goat3d_io *io) const
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58 {
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59 xmlout(io, 0, "<anim>\n");
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60
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61 const char *anim_name = node->get_animation_name();
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62 if(anim_name && *anim_name) {
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63 xmlout(io, 1, "<name string=\"%s\"/>\n", anim_name);
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64 }
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65
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66 std::list<const XFormNode*> allnodes;
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67 collect_nodes(&allnodes, node);
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68
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69 std::list<const XFormNode*>::const_iterator it = allnodes.begin();
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70 while(it != allnodes.end()) {
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71 const XFormNode *n = *it++;
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72 write_node_anim(io, n, 1);
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73 }
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74
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75 xmlout(io, 0, "</anim>\n");
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76 return true;
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77 }
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78
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79 static bool write_material(const Scene *scn, goat3d_io *io, const Material *mat, int level)
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80 {
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81 xmlout(io, level, "<mtl>\n");
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82 xmlout(io, level + 1, "<name string=\"%s\"/>\n", mat->name.c_str());
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83
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84 for(int i=0; i<mat->get_attrib_count(); i++) {
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85 xmlout(io, level + 1, "<attr>\n");
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86 xmlout(io, level + 2, "<name string=\"%s\"/>\n", mat->get_attrib_name(i));
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87
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88 const MaterialAttrib &attr = (*mat)[i];
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89 xmlout(io, level + 2, "<val float4=\"%g %g %g %g\"/>\n", attr.value.x,
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90 attr.value.y, attr.value.z, attr.value.w);
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91 if(!attr.map.empty()) {
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92 xmlout(io, level + 2, "<map string=\"%s\"/>\n", attr.map.c_str());
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93 }
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94 xmlout(io, level + 1, "</attr>\n");
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95 }
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96 xmlout(io, level, "</mtl>\n\n");
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97 return true;
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98 }
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99
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100 static bool write_mesh(const Scene *scn, goat3d_io *io, const Mesh *mesh, int idx, int level)
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101 {
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102 // first write the external (openctm) mesh file
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103 const char *prefix = scn->get_name();
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104 if(!prefix) {
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105 prefix = "goat";
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106 }
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107
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108 char *mesh_filename = (char*)alloca(strlen(prefix) + 32);
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109 sprintf(mesh_filename, "%s-mesh%04d.ctm", prefix, idx);
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110
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111 if(!mesh->save(mesh_filename)) {
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112 return false;
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113 }
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114
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115 // then refer to that filename in the XML tags
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116 xmlout(io, level, "<mesh>\n");
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117 xmlout(io, level + 1, "<name string=\"%s\"/>\n", mesh->name.c_str());
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118 if(mesh->material) {
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119 xmlout(io, level + 1, "<material string=\"%s\"/>\n", mesh->material->name.c_str());
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120 }
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121 xmlout(io, level + 1, "<file string=\"%s\"/>\n", clean_filename(mesh_filename).c_str());
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122 xmlout(io, level, "</mesh>\n\n");
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123 return true;
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124 }
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125
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126 static bool write_light(const Scene *scn, goat3d_io *io, const Light *light, int level)
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127 {
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128 return true;
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129 }
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130
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131 static bool write_camera(const Scene *scn, goat3d_io *io, const Camera *cam, int level)
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132 {
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133 return true;
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134 }
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135
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136 static bool write_node(const Scene *scn, goat3d_io *io, const Node *node, int level)
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137 {
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138 xmlout(io, level, "<node>\n");
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139 xmlout(io, level + 1, "<name string=\"%s\"/>\n", node->get_name());
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140
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141 const XFormNode *parent = node->get_parent();
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142 if(parent) {
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143 xmlout(io, level + 1, "<parent string=\"%s\"/>\n", parent->get_name());
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144 }
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145
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146 const char *type = 0;
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147 const Object *obj = node->get_object();
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148 if(dynamic_cast<const Mesh*>(obj)) {
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149 type = "mesh";
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150 } else if(dynamic_cast<const Light*>(obj)) {
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151 type = "light";
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152 } else if(dynamic_cast<const Camera*>(obj)) {
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153 type = "camera";
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154 }
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155
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156 if(type) {
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157 xmlout(io, level + 1, "<%s string=\"%s\"/>\n", type, obj->name.c_str());
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158 }
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159
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160 Vector3 pos = node->get_node_position();
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161 Quaternion rot = node->get_node_rotation();
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162 Vector3 scale = node->get_node_scaling();
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163 Vector3 pivot = node->get_pivot();
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164
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165 Matrix4x4 xform;
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166 node->get_node_xform(0, &xform);
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167
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168 xmlout(io, level + 1, "<pos float3=\"%g %g %g\"/>\n", pos.x, pos.y, pos.z);
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169 xmlout(io, level + 1, "<rot float4=\"%g %g %g %g\"/>\n", rot.v.x, rot.v.y, rot.v.z, rot.s);
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170 xmlout(io, level + 1, "<scale float3=\"%g %g %g\"/>\n", scale.x, scale.y, scale.z);
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171 xmlout(io, level + 1, "<pivot float3=\"%g %g %g\"/>\n", pivot.x, pivot.y, pivot.z);
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172
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173 xmlout(io, level + 1, "<matrix0 float4=\"%g %g %g %g\"/>\n", xform[0][0], xform[0][1], xform[0][2], xform[0][3]);
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174 xmlout(io, level + 1, "<matrix1 float4=\"%g %g %g %g\"/>\n", xform[1][0], xform[1][1], xform[1][2], xform[1][3]);
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175 xmlout(io, level + 1, "<matrix2 float4=\"%g %g %g %g\"/>\n", xform[2][0], xform[2][1], xform[2][2], xform[2][3]);
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176
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177 xmlout(io, level, "</node>\n");
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178 return true;
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179 }
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180
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181 static bool write_node_anim(goat3d_io *io, const XFormNode *node, int level)
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182 {
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183 /* NOTE: the order of names must correspond to the order of the
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184 * XFormNode::POSITION_TRACK/ROTATION_TRACK/SCALING_TRACK enum
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185 */
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186 static const char *attr_names[] = { "position", "rotation", "scaling" };
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187
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188 // for each of: position/rotation/scaling
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189 for(int i=0; i<3; i++) {
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190 int num_keys = node->get_key_count(i);
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191 if(!num_keys) continue;
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192
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193 xmlout(io, level + 1, "<track>\n");
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194 xmlout(io, level + 2, "<node string=\"%s\"/>\n", node->get_name());
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195 xmlout(io, level + 2, "<attr string=\"%s\"/>\n\n", attr_names[i]);
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196
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197 // for each key in that track
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198 for(int j=0; j<num_keys; j++) {
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199 long tm = node->get_key_time(i, j);
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200
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201 float value[4];
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202 int num_elems = node->get_key_value(i, j, value);
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203
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204 if(num_elems == 3) {
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205 xmlout(io, level + 2, "<key><time int=\"%ld\"/><value float3=\"%g %g %g\"/></key>\n",
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206 tm, value[0], value[1], value[2]);
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207 } else {
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208 xmlout(io, level + 2, "<key><time int=\"%ld\"/><value float4=\"%g %g %g %g\"/></key>\n",
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209 tm, value[0], value[1], value[2], value[3]);
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210 }
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211 }
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212
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213 xmlout(io, level + 1, "</track>\n");
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214 }
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215 return true;
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216 }
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217
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218 static void xmlout(goat3d_io *io, int level, const char *fmt, ...)
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219 {
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220 for(int i=0; i<level; i++) {
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221 io_fprintf(io, " ");
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222 }
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223
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224 va_list ap;
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225 va_start(ap, fmt);
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226 io_vfprintf(io, fmt, ap);
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227 va_end(ap);
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228 }
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