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1 #include "goat3d_impl.h"
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2 #include "chunk.h"
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3
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4 using namespace g3dimpl;
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5
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6 /*
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7 static long save_env(const Scene *scn, long offset, goat3d_io *io);
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8 static long save_materials(const Scene *scn, long offset, goat3d_io *io);
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9 static long save_material(const Material *mat, long offset, goat3d_io *io);
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10 static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io);
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11 static long save_meshes(const Scene *scn, long offset, goat3d_io *io);
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12 static long save_lights(const Scene *scn, long offset, goat3d_io *io);
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13 static long save_cameras(const Scene *scn, long offset, goat3d_io *io);
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14 static long save_nodes(const Scene *scn, long offset, goat3d_io *io);
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15
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16 static long write_chunk_float(int id, float val, long offs, goat3d_io *io);
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17 static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io);
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18 static long write_chunk_float4(int id, const Vector4 &vec, long offs, goat3d_io *io);
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19 */
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20
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21 bool Scene::save(goat3d_io *io) const
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22 {
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23 /*
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24 long res;
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25
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26 ChunkHeader hdr;
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27 hdr.id = CNK_SCENE;
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28 hdr.size = sizeof hdr;
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29
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30 if((res = save_env(this, hdr.size, io)) < 0) {
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31 return false;
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32 }
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33 hdr.size += res;
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34
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35 if((res = save_materials(this, hdr.size, io)) < 0) {
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36 return false;
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37 }
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38 hdr.size += res;
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39
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40 if((res = save_meshes(this, hdr.size, io)) < 0) {
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41 return false;
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42 }
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43 hdr.size += res;
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44
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45 if((res = save_lights(this, hdr.size, io)) < 0) {
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46 return false;
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47 }
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48 hdr.size += res;
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49
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50 if((res = save_cameras(this, hdr.size, io)) < 0) {
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51 return false;
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52 }
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53 hdr.size += res;
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54
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55 if((res = save_nodes(this, hdr.size, io)) < 0) {
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56 return false;
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57 }
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58 hdr.size += res;
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59
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60 // now go back and write the root chunk
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61 io->seek(0, SEEK_SET, io->cls);
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62 if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
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63 return false;
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64 }
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65
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66 return true;
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67 */
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68 return false;
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69 }
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70
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71 bool Scene::save_anim(goat3d_io *io) const
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72 {
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73 return false;
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74 }
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75
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76
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77 #if 0
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78 static long save_env(const Scene *scn, long offset, goat3d_io *io)
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79 {
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80 long res;
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81
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82 ChunkHeader hdr;
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83 hdr.id = CNK_ENV;
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84 hdr.size = sizeof hdr;
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85
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86 if((res = write_chunk_float3(CNK_ENV_AMBIENT, scn->get_ambient(), offset, io)) < 0) {
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87 return -1;
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88 }
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89 hdr.size += res;
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90
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91 // TODO add fog chunk
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92
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93 io->seek(offset, SEEK_SET, io->cls);
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94 if(io->write(&hdr, sizeof hdr, io->cls) < (ssize_t)sizeof hdr) {
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95 return -1;
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96 }
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97 return hdr.size;
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98 }
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99
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100 static long save_materials(const Scene *scn, long offset, goat3d_io *io)
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101 {
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102 long res;
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103
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104 ChunkHeader hdr;
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105 hdr.id = CNK_MTL_LIST;
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106 hdr.size = sizeof hdr;
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107
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108 for(int i=0; i<scn->get_material_count(); i++) {
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109 if((res = save_material(scn->get_material(i), offset + hdr.size, io)) < 0) {
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110 return -1;
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111 }
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112 hdr.size += res;
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113 }
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114
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115 io->seek(offset, SEEK_SET, io->cls);
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116 if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
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117 return -1;
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118 }
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119 return hdr.size;
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120 }
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121
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122 static long save_material(const Material *mat, long offset, goat3d_io *io)
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123 {
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124 long res;
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125
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126 ChunkHeader hdr;
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127 hdr.id = CNK_MTL;
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128 hdr.size = sizeof hdr;
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129
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130 for(int i=0; i<mat->get_attrib_count(); i++) {
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131 const char *name = mat->get_attrib_name(i);
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132 if((res = save_mat_attrib(name, (*mat)[i], offset + hdr.size, io)) < 0) {
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133 return -1;
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134 }
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135 hdr.size += res;
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136 }
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137
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138 io->seek(offset, SEEK_SET, io->cls);
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139 if(io->write(&hdr, hdr.size, io->cls) < hdr.size) {
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140 return -1;
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141 }
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142 return hdr.size;
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143 }
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144
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145 static long save_mat_attrib(const char *name, const MaterialAttrib &attr, long offset, goat3d_io *io)
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146 {
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147 long res;
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148
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149 ChunkHeader hdr;
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150 hdr.id = CNK_MTL_ATTR;
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151 hdr.size = sizeof hdr;
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152
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153 // TODO cont.
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154 return -1;
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155 }
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156
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157 static long save_meshes(const Scene *scn, long offset, goat3d_io *io)
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158 {
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159 return 0;
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160 }
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161
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162 static long save_lights(const Scene *scn, long offset, goat3d_io *io)
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163 {
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164 return 0;
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165 }
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166
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167 static long save_cameras(const Scene *scn, long offset, goat3d_io *io)
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168 {
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169 return 0;
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170 }
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171
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172 static long save_nodes(const Scene *scn, long offset, goat3d_io *io)
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173 {
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174 return 0;
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175 }
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176
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177 static long write_chunk_float(int id, float val, long offs, goat3d_io *io)
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178 {
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179 int size = sizeof(ChunkHeader) + sizeof val;
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180 char *buf = (char*)alloca(size);
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181
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182 Chunk *c = (Chunk*)buf;
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183 c->hdr.id = id;
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184 c->hdr.size = size;
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185 *(float*)c->data = val;
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186
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187 io->seek(offs, SEEK_SET, io->cls);
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188 if(io->write(buf, size, io->cls) < size) {
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189 return -1;
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190 }
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191 return size;
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192 }
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193
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194 static long write_chunk_float3(int id, const Vector3 &vec, long offs, goat3d_io *io)
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195 {
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196 int size = sizeof(ChunkHeader) + sizeof vec;
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197 char *buf = (char*)alloca(size);
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198
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199 Chunk *c = (Chunk*)buf;
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200 c->hdr.id = id;
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201 c->hdr.size = size;
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202 *(Vector3*)c->data = vec;
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203
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204 io->seek(offs, SEEK_SET, io->cls);
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205 if(io->write(buf, size, io->cls) < size) {
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206 return -1;
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207 }
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208 return size;
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209 }
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210
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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 int size = sizeof(ChunkHeader) + sizeof vec;
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214 char *buf = (char*)alloca(size);
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215
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216 Chunk *c = (Chunk*)buf;
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217 c->hdr.id = id;
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218 c->hdr.size = size;
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219 *(Vector4*)c->data = vec;
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220
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221 io->seek(offs, SEEK_SET, io->cls);
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222 if(io->write(buf, size, io->cls) < size) {
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223 return -1;
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224 }
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225 return size;
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226 }
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227 #endif
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