GameApi 28
Library used by GameApi Builder tool
Loading...
Searching...
No Matches
GameApi_gltf.cc File Reference
#include "GameApi_h.hh"
#include "GraphI.hh"
#include "VectorTools.hh"
#include "GameApi_cmd.hh"
#include "tiny_gltf.h"
#include "Tasks.hh"
#include <unordered_set>
#include "MaterialI.hh"
#include "zip_file.hpp"
#include "GameApi_dep_env_delmap.hh"
Include dependency graph for GameApi_gltf.cc:

Classes

struct  FETCHID
struct  FILEID
struct  IMAGEID
class  GLTFImageDecoder
class  GLTF_Model
class  MatrixMovement
class  BitmapPrepareCache
struct  ThreadInfo_gltf_bitmap
struct  TinyGltfProcessData
struct  LoadGltf2_data
struct  LoadGltf2_data_from_string
class  LoadGltf
class  WrapASync
class  LoadGltf_from_string
class  GLTF_Model_with_prepare
class  GLTF_Model_with_prepare_from_string
struct  KeyStruct
struct  KeyStruct_from_string
struct  PrepareCB
class  GLTFImage
class  LoadBitmapFromUrl
class  GLTFGaussianSplat
class  GLTFFaceCollection
struct  CacheItem
class  GLTF_Material2
class  BlendMainLoop
class  TransMainLoop
class  TransFaceCollection
class  GLTF_Material
class  GLTF_Material_manual
class  GLTF_Material_from_file
class  GLTF_Material_env
class  MatrixLineCollection
class  ScaleToGltf_li
class  ScaleToGLTF_p
class  ScaleToGltf
class  ScaleToGltf_g
struct  TransformObject
class  GltfMesh
class  GltfNode
class  GltfScene
class  GltfMeshAll
class  GltfMeshAllInstMatrix
class  GltfMeshAllP
class  GltfMeshAllPArr
class  GltfMeshAllMatArr
class  EmptyMainLoop
class  GltfMeshAllEnv
struct  AnimData
class  GLTFAnimation
struct  PrevNodes
class  GLTFJointMatrices
class  GltfSceneAnim
class  GLTF_Att
struct  MLS_cache_item
class  PointArrayLineCollection_tt
class  GLTF_Animation_Material
class  CacheMLmat
class  CacheMLmatinst
class  CacheMLmatinstmatrix
class  KeysMaterial
class  GltfAnimShaderML
struct  GltfAnimShaderML::TimeStore
class  ASyncGltf
class  GLTFEmpty
class  SaveGLTF
struct  ZipThreadData
struct  ASyncCallback
class  GLTF_Model_with_prepare_sketchfab_zip
class  GameApi_Zip_loadassets
class  GameApi_Zip_loadassets2
class  LoadZip2
class  CombineHtml
class  LoadZip
class  GlbToDownloadBar
class  GLTFJoin

Macros

#define TINYGLTF_IMPLEMENTATION
#define TINYGLTF_ENABLE_DRACO   1
#define TINYGLTF_USE_CPP14   1
#define TINYGLTF_ASYNC_JOIN   1
#define BITMAP_THREAD_ASYNC_JOIN   1
#define LOD_LEVEL_TEXTURE_REDUCTION_TEST   1
#define NO_MV   1

Functions

IMPORT void InstallProgress (int num, std::string label, int max=15)
IMPORT void ProgressBar (int num, int val, int max, std::string label)
std::string remove_dirs (std::string url)
IMPORT std::string stripprefix (std::string s)
bool is_cb_done (std::string url)
void add_cb_done (std::string url)
void create_decode_mutex (int id)
void decode_mutex_lock (int id)
void decode_mutex_unlock (int id)
GameApi::P gltf_load2 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_index, int prim_index)
unsigned int test_color (int id, unsigned int color)
template<class T>
void print (std::string label, T *ptr)
float baseColorChange (float val)
void confirm_texture_usage (GameApi::Env &e, GameApi::P p)
int bitmap_find_data (std::string data)
bool LoadImageData (tinygltf::Image *image, const int image_idx, std::string *err, std::string *warn, int req_width, int req_height, const unsigned char *bytes, int size, void *ptr)
bool LoadImageData_from_string (tinygltf::Image *image, const int image_idx, std::string *err, std::string *warn, int req_width, int req_height, const unsigned char *bytes, int size, void *ptr)
bool WriteImageData (const std::string *basepath, const std::string *filename, tinygltf::Image *image, bool b, void *ptr)
bool FileExists (const std::string &abs_filename, void *ptr)
std::string ExpandFilePath (const std::string &str, void *ptr)
bool ReadWholeFile (std::vector< unsigned char, GameApiAllocator< unsigned char > > *out, std::string *err, const std::string &filepath, void *ptr)
bool WriteWholeFile (std::string *err, const std::string &filepath, const std::vector< unsigned char, GameApiAllocator< unsigned char > > &contents, void *ptr)
void * tinygltf_process (void *data)
void LoadGltf3_cb (void *)
void LoadGltf2_cb (void *)
void LoadGltf_cb (void *)
void LoadGltf_cb_from_string (void *)
void LoadGltf2_cb_from_string (void *)
void tinygltf_async_join_cb (void *data)
void g_bitmap_thread_async_join_cb (void *data)
void loadgltf_splitter_cb (void *data)
int find_str (std::string val, std::string repl)
int find_str_vector (std::vector< char > *vec, std::string repl, int max_chars)
bool OrigLoadImageData (tinygltf::Image *image, const int image_idx, std::string *err, std::string *warn, int req_width, int req_height, const unsigned char *bytes, int size, void *user_data)
int splitter_cb_count ()
int register_cache_deleter (void(*fptr)(void *), void *)
LoadGltf * find_gltf_instance (GameApi::Env &e, std::string base_url, std::string url, std::string homepage, bool is_binary)
LoadGltf * find_gltf_instance (GameApi::Env &e, std::string base_url, std::string url, std::string homepage, bool is_binary, void(*fptr)(void(*f)(void *), void *d))
LoadGltf_from_string * find_gltf_instance_from_string (GameApi::Env &e, std::string data, std::string base_url, std::string url, std::string homepage, bool is_binary)
void call_prepare (void *ptr)
bool is_in_registered (std::string url)
void * thread_func_gltf_bitmap (void *data2)
void start_gltf_bitmap_thread (int i, tinygltf::Image *image, int req_width, int req_height, const unsigned char *bytes, int size, GLTFImageDecoder *decoder, int decoder_item, std::string url, int m_decode_mutex_id)
void gltf_join_threads (GLTFImageDecoder *decoder)
void bm_cb (void *ptr2)
GameApi::BM gltf_load_bitmap2 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int image_index)
void resize_reset ()
void calc_resize_model (GameApi::Env &e, GameApi::EveryApi &ev, GameApi::P p)
GameApi::ML resize_model (GameApi::Env &env, GameApi::EveryApi &ev, GameApi::ML ml)
GameApi::P resize_to_correct_size2 (GameApi::Env &e, GameApi::P model, Matrix *mat)
GameApi::P resize_to_correct_size_g2 (GameApi::Env &e, GameApi::P model, Matrix *mat, GameApi::TRR resize_transfer_id)
bool is_animated (GameApi::Env &e, GameApi::TF tf, GameApi::P p)
bool is_animated (GameApi::Env &e, GLTFModelInterface *tf, GameApi::P p)
GameApi::P scale_to_gltf_size_p (GameApi::Env &e, GameApi::EveryApi &ev, GameApi::P p, GameApi::P p2, GameApi::TRR resize_transfer_id)
GameApi::ML blendmainloop (GameApi::Env &e, GameApi::ML ml, bool b)
GameApi::ML transmainloop (GameApi::Env &e, GameApi::ML ml, bool b)
GameApi::P transfaces (GameApi::Env &e, GameApi::P p)
int get_num_textures (GLTF_Material *mat)
GameApi::MT gltf_material2_manual (GameApi::Env &e, GameApi::EveryApi &ev, float mix, float self_mult, float rest_mult, GameApi::BM baseColor, GameApi::BM metalrough, GameApi::BM normaltexture, GameApi::BM occlusion, GameApi::BM emissive, bool baseColor_b, bool metalrough_b, bool normaltexture_b, bool occlusion_b, bool emissive_b, float roughnessfactor, float metallicfactor, float baseColor_red, float baseColor_green, float baseColor_blue, float baseColor_alpha, float occulsionStrength, Vector light_dir)
void MAT_CB (void *)
GameApi::MT gltf_material2 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *model, GltfMaterialParams *param)
GameApi::MT gltf_material_env2 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int material_id, float mix, GameApi::BM diffuse_env, GameApi::BM specular_env, GameApi::BM bfrd)
std::pair< float, Point > find_mesh_scale (FaceCollection *coll)
std::pair< float, Point > find_mesh_scale_g (FaceCollection *coll, GameApi::TRR resize_transfer_id, bool is_animated)
GameApi::LI scale_to_gltf_size_li (GameApi::Env &e, GameApi::EveryApi &ev, GameApi::P p, GameApi::LI li)
GameApi::ML scale_to_gltf_size (GameApi::Env &e, GameApi::EveryApi &ev, GameApi::P p, GameApi::ML ml)
GameApi::ML scale_to_gltf_size_g (GameApi::Env &e, GameApi::EveryApi &ev, GameApi::P p, GameApi::ML ml, GameApi::TRR resize_transfer_id, bool is_animated)
GameApi::MN scale_to_gltf_size_mn (GameApi::EveryApi &ev, GameApi::P p, GameApi::MN mn)
GameApi::MN scale_to_gltf_size_mn_inv (GameApi::EveryApi &ev, GameApi::P p, GameApi::MN mn)
GameApi::MS scale_to_gltf_size_ms (GameApi::EveryApi &ev, GameApi::P p, GameApi::MS ms)
GameApi::MS scale_to_gltf_size_inv (GameApi::EveryApi &ev, GameApi::P p, GameApi::MS ms)
void print_transform (TransformObject o)
TransformObject gltf_node_default ()
void slerp (float *prev, float *next, float val, float *res)
float quar_dot (float *a0, float *a1)
float bound (float x)
void lerp (float *v0, float *v1, float t, float *res)
void spherical_slerp (float *vk, float *vk1, float t, float *res)
void quar_normalize (float *v2)
void quar_slerp (float *v0, float *v1, float alpha, float *res)
void step_interpolate (float *a, float *b, float *res)
void fix_nan_inf (float *a, float *repl)
TransformObject slerp_transform (TransformObject o, TransformObject o2, float val)
TransformObject gltf_node_transform_obj (const tinygltf::Node *node)
Matrix gltf_node_transform_obj_apply2 (GameApi::Env &e, GameApi::EveryApi &ev, const Matrix &root, const TransformObject &o2)
std::pair< Matrix, Matrix > gltf_node_transform_obj_apply (GameApi::Env &e, GameApi::EveryApi &ev, const Matrix &root, const TransformObject &o2)
GameApi::MN gltf_node_transform (GameApi::Env &e, GameApi::EveryApi &ev, tinygltf::Node *node, GameApi::MN root)
GameApi::P gltf_mesh2_p (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, int skin_id, std::string keys)
GameApi::ARR gltf_mesh2_p_arr (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, int skin_id, std::string keys, int(*fptr_mesh)(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param), GltfMaterialParams *param)
GameApi::P gltf_mesh2_with_skeleton_p (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, int skin_id, std::string keys)
GameApi::ARR gltf_mesh2_with_skeleton_p_arr (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, int skin_id, std::string keys, int(*fptr)(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param), GltfMaterialParams *param)
GameApi::ML gltf_mesh2 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, int skin_id, std::string keys, GltfMaterialParams *param, GameApi::TRB transfer_id)
GameApi::ML gltf_mesh2_inst_matrix (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, GameApi::P resize_obj, std::function< GameApi::P(GameApi::P)> fptr, GameApi::MS ms, int mesh_id, int skin_id, std::string keys, GltfMaterialParams *param, GameApi::TRB transfer_id)
GameApi::ML gltf_mesh2_with_skeleton (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, int skin_id, std::string keys, GltfMaterialParams *param, GameApi::TRB transfer_id)
GameApi::ML gltf_mesh2_with_skeleton_inst_matrix (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, GameApi::P resize_obj, std::function< GameApi::P(GameApi::P)> fptr, GameApi::MS ms, int mesh_id, int skin_id, std::string keys, GltfMaterialParams *param, GameApi::TRB transfer_id)
GameApi::MT gltf_anim_material3 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int skin_num, int num_timeindexes, GameApi::MT next, std::string keys, int mode, int inst, GameApi::TRA anim_transfer_id, int frame_skip)
bool is_child_node (GLTFModelInterface *interface, int node_id, int node2)
Matrix fix_matrix (Matrix m)
GameApi::P gltf_node2_p (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int node_id, std::string keys)
GameApi::ARR gltf_node2_p_arr (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int node_id, std::string keys, int(*fptr_skeleton)(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param), int(*fptr_mesh)(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param), bool translate, GltfMaterialParams *param)
GameApi::ML gltf_node2 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int node_id, std::string keys, GltfMaterialParams *param, Matrix root, bool very_root_node, GameApi::TRB transfer_id)
GameApi::ML gltf_node2_inst_matrix (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, GameApi::P resize_obj, std::function< GameApi::P(GameApi::P p)> fptr, GameApi::MS ms, int node_id, std::string keys, GltfMaterialParams *param, Matrix root, GameApi::TRB transfer_id)
GameApi::P gltf_scene2_p (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int scene_id, std::string keys)
GameApi::ARR gltf_scene2_p_arr (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int scene_id, std::string keys, int(*fptr_skeleton)(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param), int(*fptr_mesh)(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param), bool translate, GltfMaterialParams *param)
GameApi::ML gltf_scene2 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int scene_id, std::string keys, GltfMaterialParams *param, GameApi::TRB transfer_id)
GameApi::P identity_p (GameApi::P p)
GameApi::ML gltf_scene2_inst_matrix (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, GameApi::P resize_obj, GameApi::MS ms, int scene_id, std::string keys, GltfMaterialParams *param, GameApi::TRB transfer_id)
int arr_fetch_load (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param)
int arr_fetch_material (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param)
int gltf_mesh2_calc_max_timeindexes (GLTFModelInterface *interface, int animation, int skin_num)
int get_cache_id (GLTFModelInterface *interface)
GameApi::ML gltf_mesh2_with_skeleton_inst_matrix (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, GameApi::P resize_obj, std::function< GameApi::P(GameApi::P p)> fptr, GameApi::MS ms, int mesh_id, int skin_id, std::string keys, GltfMaterialParams *param, GameApi::TRB transfer_id)
GameApi::ML gltf_mesh2_env (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GameApi::BM diffuse, GameApi::BM specular, GameApi::BM brfd, float mix)
GameApi::ML gltf_mesh_all2 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, GltfMaterialParams *param)
GameApi::ML gltf_mesh_all2_env (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, GameApi::BM diffuse, GameApi::BM specular, GameApi::BM brfd, float mix)
std::vector< int > get_tinygltf_nodes (GameApi::EveryApi &ev, GLTFModelInterface *interface, int skin_num)
GameApi::ML gltf_anim3 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int target_node, GltfMaterialParams *param)
void add_joint_cache (MainLoopItem *item)
bool find_joint_cache (MainLoopItem *item)
GameApi::ML gltf_joint_matrices2 (GameApi::ML prev, GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int skin_num, int animation, int time_index, GameApi::ML next, bool has_anim)
GLTFJointMatrices * find_joint_matrices (GameApi::Env &e, GameApi::ML ml)
GameApi::ML gltf_scene3 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int scene_id, std::string keys, GltfMaterialParams *param)
GameApi::P gltf_node4 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int node_id)
GameApi::P gltf_scene4 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int scene_id)
GameApi::ATT gltf_attach (GameApi::Env &e, GLTFModelInterface *interface, int mesh_index, int prim_index, int num)
GameApi::ARR gltf_split_faces (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_index, int prim_index, int max_attach, int num)
void mls_add_to_cache (int id, GameApi::ML orig, GameApi::ML ml, std::vector< GameApi::ML > vec)
std::tuple< std::vector< GameApi::ML >, GameApi::ML, GameApi::ML > find_mls_cache_item (int id, bool &success)
char key_mapping (char ch, int type)
std::vector< GameApi::ML > cache_creation_mat (GameApi::Env &env, GameApi::P p, std::vector< Material * > vec, std::string keys)
std::vector< GameApi::ML > cache_creation_matinst (GameApi::Env &env, GameApi::P p, GameApi::PTS pts, std::vector< Material * > vec, std::string keys)
std::vector< GameApi::ML > cache_creation_matinstmatrix (GameApi::Env &env, GameApi::P p, GameApi::MS ms, std::vector< Material * > vec, std::string keys)
GameApi::MT gltf_anim_material4 (GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int skin_num, int animation, int num_timeindexes, GameApi::MT next, int key, int mode, int inst, int timeid, GameApi::TRA anim_transfer_id, int frame_skip)
float fix_num (float x)
float fix_num2 (float x)
float fix_rot (int index, float x)
float fix_trans (int index, float x)
float fix_scale (int index, float x)
float fix_zero (int index, float x)
float fix_one (int index, float x)
void ASyncGltfCB (void *data)
void write_gltf (GLTFModelInterface *input, tinygltf::Model *model)
void save_gltf (GLTFModelInterface *input, std::string filename)
GameApi::TF LoadGLBFromString (GameApi::Env &e, std::string base_url, std::string url, std::string data)
GameApi::ASyncVec * g_convert (std::vector< unsigned char, GameApiAllocator< unsigned char > > *vec)
GLTFModelInterface * find_next (GLTFModelInterface *i)
void * thread_sketchfab_zip (void *data)
void Zip_callback (void *ptr)
void zip_mutex_create (int id)
void zip_mutex_destroy (int id)
ASyncCallback * rem_async_cb (std::string url)
void Zip_done (void *ptr)
void zip_push (int id, std::string url)
size_t writer_cb (void *pOpaque, mz_uint64 offset, const void *pBuf, size_t n)
GameApi::ASyncVec * get_fetcher (const std::vector< unsigned char, GameApiAllocator< unsigned char > > *buffer)
int find_indexhtml_string (std::string data, std::string str)
void empty_asset (void *)
std::string fetch_more_data (GameApi::Env &e, std::string url)
IMPORT std::string get_zip_license_file (GameApi::Env &e, std::string zipfilename)
std::string get_zip_indexhtml_file (GameApi::Env &e, std::string zipfilename)
std::string parse_zip_indexhtml (std::string data, bool b=false)
std::string replace_str (std::string val, std::string repl, std::string subst)
bool load_zip (GameApi::Env &e, GameApi::EveryApi &ev, std::string url_to_zip)
void sketchfab_zip_cb (void(*f2)(void *), void *data)
FETCHID get_new_fetch_id ()
FILEID get_new_file_id ()
bool tf_join_property (void *t)

Variables

int hhhh_gggg =1
std::vector< GameApi::TF > g_tf_instances
unsigned long g_glb_file_size =0
unsigned long g_zip_file_size =0
bool g_glb_animated =false
int g_pthread_count
Pipeline * g_last_resize_pipeline
std::vector< std::string > g_cb_done
std::map< int, pthread_mutex_t * > g_decode_mutexes
std::vector< int > id_list = { 9,11,1,15, 6, 0 }
std::vector< GLTF_Model_with_prepare * > g_model_del_items
std::vector< GLTF_Model_with_prepare_from_string * > g_model_del_items_from_string
std::vector< std::string > g_deleted_urls
IMPORT std::string gameapi_homepageurl
int async_pending_count
std::vector< const char * > g_urls
std::vector< std::pair< std::string, int > > bitmap_prepare_cache_data
GameApi::Env * g_e = 0
bool g_concurrent_download
bool g_no_concurrent_download
int g_shadow_uni_id =0
int g_loadgltf_uni_id = 0
std::vector< KeyStruct > g_gltf_instances
std::vector< KeyStruct_from_string > g_gltf_instances_from_string
bool instance_deleter_installed =false
std::vector< PrepareCB > g_prepare_callbacks
int g_requestedBytes
std::vector< CacheItem > g_bitmap_cache
std::map< std::string, bool > g_gltf_cache
Matrix g_last_resize
bool g_global_is_transparent =false
Vector g_light_dir = Vector(0.0,0.0,-400.0)
std::vector< GLTFModelInterface * > g_interface_id
std::vector< MainLoopItem * > g_joint_cache
std::vector< MLS_cache_item > g_mls_cache
int g_mls_id =0
Matrix g_last_resize2
int g_time_id
IMPORT std::vector< std::string > g_registered_urls
IMPORT bool g_deploy_phase
IMPORT GameApi::EveryApi * g_everyapi
std::vector< std::string > zip_result_urls
std::map< int, pthread_mutex_t * > zip_mutex
std::vector< const unsigned char * > g_content
std::vector< const unsigned char * > g_content_end
void(* g_sketchfab_f2 )(void *)
void * g_sketchfab_data

Macro Definition Documentation

◆ BITMAP_THREAD_ASYNC_JOIN

#define BITMAP_THREAD_ASYNC_JOIN   1

◆ LOD_LEVEL_TEXTURE_REDUCTION_TEST

#define LOD_LEVEL_TEXTURE_REDUCTION_TEST   1

◆ NO_MV

#define NO_MV   1

◆ TINYGLTF_ASYNC_JOIN

#define TINYGLTF_ASYNC_JOIN   1

◆ TINYGLTF_ENABLE_DRACO

#define TINYGLTF_ENABLE_DRACO   1

◆ TINYGLTF_IMPLEMENTATION

#define TINYGLTF_IMPLEMENTATION

◆ TINYGLTF_USE_CPP14

#define TINYGLTF_USE_CPP14   1

Function Documentation

◆ add_cb_done()

void add_cb_done ( std::string url)
Here is the caller graph for this function:

◆ add_joint_cache()

void add_joint_cache ( MainLoopItem * item)
Here is the caller graph for this function:

◆ arr_fetch_load()

int arr_fetch_load ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ arr_fetch_material()

int arr_fetch_material ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ ASyncGltfCB()

void ASyncGltfCB ( void * data)

◆ baseColorChange()

float baseColorChange ( float val)
Here is the caller graph for this function:

◆ bitmap_find_data()

int bitmap_find_data ( std::string data)
Here is the caller graph for this function:

◆ blendmainloop()

GameApi::ML blendmainloop ( GameApi::Env & e,
GameApi::ML ml,
bool b )
Here is the caller graph for this function:

◆ bm_cb()

void bm_cb ( void * ptr2)
Here is the caller graph for this function:

◆ bound()

float bound ( float x)
Here is the caller graph for this function:

◆ cache_creation_mat()

std::vector< GameApi::ML > cache_creation_mat ( GameApi::Env & env,
GameApi::P p,
std::vector< Material * > vec,
std::string keys )
Here is the caller graph for this function:

◆ cache_creation_matinst()

std::vector< GameApi::ML > cache_creation_matinst ( GameApi::Env & env,
GameApi::P p,
GameApi::PTS pts,
std::vector< Material * > vec,
std::string keys )
Here is the caller graph for this function:

◆ cache_creation_matinstmatrix()

std::vector< GameApi::ML > cache_creation_matinstmatrix ( GameApi::Env & env,
GameApi::P p,
GameApi::MS ms,
std::vector< Material * > vec,
std::string keys )
Here is the caller graph for this function:

◆ calc_resize_model()

void calc_resize_model ( GameApi::Env & e,
GameApi::EveryApi & ev,
GameApi::P p )

◆ call_prepare()

void call_prepare ( void * ptr)

◆ confirm_texture_usage()

void confirm_texture_usage ( GameApi::Env & e,
GameApi::P p )

◆ create_decode_mutex()

void create_decode_mutex ( int id)
Here is the caller graph for this function:

◆ decode_mutex_lock()

void decode_mutex_lock ( int id)
Here is the caller graph for this function:

◆ decode_mutex_unlock()

void decode_mutex_unlock ( int id)
Here is the caller graph for this function:

◆ empty_asset()

void empty_asset ( void * )
Here is the caller graph for this function:

◆ ExpandFilePath()

std::string ExpandFilePath ( const std::string & str,
void * ptr )
Here is the caller graph for this function:

◆ fetch_more_data()

std::string fetch_more_data ( GameApi::Env & e,
std::string url )
Here is the caller graph for this function:

◆ FileExists()

bool FileExists ( const std::string & abs_filename,
void * ptr )
Here is the caller graph for this function:

◆ find_gltf_instance() [1/2]

LoadGltf * find_gltf_instance ( GameApi::Env & e,
std::string base_url,
std::string url,
std::string homepage,
bool is_binary )
Here is the caller graph for this function:

◆ find_gltf_instance() [2/2]

LoadGltf * find_gltf_instance ( GameApi::Env & e,
std::string base_url,
std::string url,
std::string homepage,
bool is_binary,
void(* fptr )(void(*f)(void *), void *d) )

◆ find_gltf_instance_from_string()

LoadGltf_from_string * find_gltf_instance_from_string ( GameApi::Env & e,
std::string data,
std::string base_url,
std::string url,
std::string homepage,
bool is_binary )
Here is the caller graph for this function:

◆ find_indexhtml_string()

int find_indexhtml_string ( std::string data,
std::string str )
Here is the caller graph for this function:

◆ find_joint_cache()

bool find_joint_cache ( MainLoopItem * item)
Here is the caller graph for this function:

◆ find_joint_matrices()

GLTFJointMatrices * find_joint_matrices ( GameApi::Env & e,
GameApi::ML ml )

◆ find_mesh_scale()

std::pair< float, Point > find_mesh_scale ( FaceCollection * coll)

◆ find_mesh_scale_g()

std::pair< float, Point > find_mesh_scale_g ( FaceCollection * coll,
GameApi::TRR resize_transfer_id,
bool is_animated )

◆ find_mls_cache_item()

std::tuple< std::vector< GameApi::ML >, GameApi::ML, GameApi::ML > find_mls_cache_item ( int id,
bool & success )
Here is the caller graph for this function:

◆ find_next()

◆ find_str()

int find_str ( std::string val,
std::string repl )
Here is the caller graph for this function:

◆ find_str_vector()

int find_str_vector ( std::vector< char > * vec,
std::string repl,
int max_chars )
Here is the caller graph for this function:

◆ fix_matrix()

Matrix fix_matrix ( Matrix m)

◆ fix_nan_inf()

void fix_nan_inf ( float * a,
float * repl )

◆ fix_num()

float fix_num ( float x)
Here is the caller graph for this function:

◆ fix_num2()

float fix_num2 ( float x)
Here is the caller graph for this function:

◆ fix_one()

float fix_one ( int index,
float x )
Here is the caller graph for this function:

◆ fix_rot()

float fix_rot ( int index,
float x )
Here is the caller graph for this function:

◆ fix_scale()

float fix_scale ( int index,
float x )
Here is the caller graph for this function:

◆ fix_trans()

float fix_trans ( int index,
float x )
Here is the caller graph for this function:

◆ fix_zero()

float fix_zero ( int index,
float x )
Here is the caller graph for this function:

◆ g_bitmap_thread_async_join_cb()

void g_bitmap_thread_async_join_cb ( void * data)
Here is the caller graph for this function:

◆ g_convert()

GameApi::ASyncVec * g_convert ( std::vector< unsigned char, GameApiAllocator< unsigned char > > * vec)

◆ get_cache_id()

int get_cache_id ( GLTFModelInterface * interface)
Here is the caller graph for this function:

◆ get_fetcher()

GameApi::ASyncVec * get_fetcher ( const std::vector< unsigned char, GameApiAllocator< unsigned char > > * buffer)
Here is the caller graph for this function:

◆ get_new_fetch_id()

FETCHID get_new_fetch_id ( )
Here is the caller graph for this function:

◆ get_new_file_id()

FILEID get_new_file_id ( )
Here is the caller graph for this function:

◆ get_num_textures()

int get_num_textures ( GLTF_Material * mat)
Here is the caller graph for this function:

◆ get_tinygltf_nodes()

std::vector< int > get_tinygltf_nodes ( GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int skin_num )

◆ get_zip_indexhtml_file()

std::string get_zip_indexhtml_file ( GameApi::Env & e,
std::string zipfilename )
Here is the caller graph for this function:

◆ get_zip_license_file()

IMPORT std::string get_zip_license_file ( GameApi::Env & e,
std::string zipfilename )
Here is the caller graph for this function:

◆ gltf_anim3()

GameApi::ML gltf_anim3 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int target_node,
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ gltf_anim_material3()

GameApi::MT gltf_anim_material3 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int skin_num,
int num_timeindexes,
GameApi::MT next,
std::string keys,
int mode,
int inst,
GameApi::TRA anim_transfer_id,
int frame_skip )
Here is the caller graph for this function:

◆ gltf_anim_material4()

GameApi::MT gltf_anim_material4 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int skin_num,
int animation,
int num_timeindexes,
GameApi::MT next,
int key,
int mode,
int inst,
int timeid,
GameApi::TRA anim_transfer_id,
int frame_skip )
Here is the caller graph for this function:

◆ gltf_attach()

GameApi::ATT gltf_attach ( GameApi::Env & e,
GLTFModelInterface * interface,
int mesh_index,
int prim_index,
int num )
Here is the caller graph for this function:

◆ gltf_join_threads()

void gltf_join_threads ( GLTFImageDecoder * decoder)

◆ gltf_joint_matrices2()

GameApi::ML gltf_joint_matrices2 ( GameApi::ML prev,
GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int skin_num,
int animation,
int time_index,
GameApi::ML next,
bool has_anim )
Here is the caller graph for this function:

◆ gltf_load2()

GameApi::P gltf_load2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_index,
int prim_index )
Here is the caller graph for this function:

◆ gltf_load_bitmap2()

GameApi::BM gltf_load_bitmap2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int image_index )
Here is the caller graph for this function:

◆ gltf_material2()

GameApi::MT gltf_material2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * model,
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ gltf_material2_manual()

GameApi::MT gltf_material2_manual ( GameApi::Env & e,
GameApi::EveryApi & ev,
float mix,
float self_mult,
float rest_mult,
GameApi::BM baseColor,
GameApi::BM metalrough,
GameApi::BM normaltexture,
GameApi::BM occlusion,
GameApi::BM emissive,
bool baseColor_b,
bool metalrough_b,
bool normaltexture_b,
bool occlusion_b,
bool emissive_b,
float roughnessfactor,
float metallicfactor,
float baseColor_red,
float baseColor_green,
float baseColor_blue,
float baseColor_alpha,
float occulsionStrength,
Vector light_dir )
Here is the caller graph for this function:

◆ gltf_material_env2()

GameApi::MT gltf_material_env2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int material_id,
float mix,
GameApi::BM diffuse_env,
GameApi::BM specular_env,
GameApi::BM bfrd )
Here is the caller graph for this function:

◆ gltf_mesh2()

GameApi::ML gltf_mesh2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
int skin_id,
std::string keys,
GltfMaterialParams * param,
GameApi::TRB transfer_id )
Here is the caller graph for this function:

◆ gltf_mesh2_calc_max_timeindexes()

int gltf_mesh2_calc_max_timeindexes ( GLTFModelInterface * interface,
int animation,
int skin_num )
Here is the caller graph for this function:

◆ gltf_mesh2_env()

GameApi::ML gltf_mesh2_env ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
GameApi::BM diffuse,
GameApi::BM specular,
GameApi::BM brfd,
float mix )
Here is the caller graph for this function:

◆ gltf_mesh2_inst_matrix()

GameApi::ML gltf_mesh2_inst_matrix ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
GameApi::P resize_obj,
std::function< GameApi::P(GameApi::P)> fptr,
GameApi::MS ms,
int mesh_id,
int skin_id,
std::string keys,
GltfMaterialParams * param,
GameApi::TRB transfer_id )
Here is the caller graph for this function:

◆ gltf_mesh2_p()

GameApi::P gltf_mesh2_p ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
int skin_id,
std::string keys )
Here is the caller graph for this function:

◆ gltf_mesh2_p_arr()

GameApi::ARR gltf_mesh2_p_arr ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
int skin_id,
std::string keys,
int(* fptr_mesh )(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param),
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ gltf_mesh2_with_skeleton()

GameApi::ML gltf_mesh2_with_skeleton ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
int skin_id,
std::string keys,
GltfMaterialParams * param,
GameApi::TRB transfer_id )
Here is the caller graph for this function:

◆ gltf_mesh2_with_skeleton_inst_matrix() [1/2]

GameApi::ML gltf_mesh2_with_skeleton_inst_matrix ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
GameApi::P resize_obj,
std::function< GameApi::P(GameApi::P p)> fptr,
GameApi::MS ms,
int mesh_id,
int skin_id,
std::string keys,
GltfMaterialParams * param,
GameApi::TRB transfer_id )

◆ gltf_mesh2_with_skeleton_inst_matrix() [2/2]

GameApi::ML gltf_mesh2_with_skeleton_inst_matrix ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
GameApi::P resize_obj,
std::function< GameApi::P(GameApi::P)> fptr,
GameApi::MS ms,
int mesh_id,
int skin_id,
std::string keys,
GltfMaterialParams * param,
GameApi::TRB transfer_id )
Here is the caller graph for this function:

◆ gltf_mesh2_with_skeleton_p()

GameApi::P gltf_mesh2_with_skeleton_p ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
int skin_id,
std::string keys )
Here is the caller graph for this function:

◆ gltf_mesh2_with_skeleton_p_arr()

GameApi::ARR gltf_mesh2_with_skeleton_p_arr ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_id,
int skin_id,
std::string keys,
int(* fptr )(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param),
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ gltf_mesh_all2()

GameApi::ML gltf_mesh_all2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
GltfMaterialParams * param )

◆ gltf_mesh_all2_env()

GameApi::ML gltf_mesh_all2_env ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
GameApi::BM diffuse,
GameApi::BM specular,
GameApi::BM brfd,
float mix )
Here is the caller graph for this function:

◆ gltf_node2()

GameApi::ML gltf_node2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int node_id,
std::string keys,
GltfMaterialParams * param,
Matrix root,
bool very_root_node,
GameApi::TRB transfer_id )
Here is the caller graph for this function:

◆ gltf_node2_inst_matrix()

GameApi::ML gltf_node2_inst_matrix ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
GameApi::P resize_obj,
std::function< GameApi::P(GameApi::P p)> fptr,
GameApi::MS ms,
int node_id,
std::string keys,
GltfMaterialParams * param,
Matrix root,
GameApi::TRB transfer_id )
Here is the caller graph for this function:

◆ gltf_node2_p()

GameApi::P gltf_node2_p ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int node_id,
std::string keys )
Here is the caller graph for this function:

◆ gltf_node2_p_arr()

GameApi::ARR gltf_node2_p_arr ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int node_id,
std::string keys,
int(* fptr_skeleton )(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param),
int(* fptr_mesh )(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param),
bool translate,
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ gltf_node4()

GameApi::P gltf_node4 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int node_id )
Here is the caller graph for this function:

◆ gltf_node_default()

TransformObject gltf_node_default ( )
Here is the caller graph for this function:

◆ gltf_node_transform()

GameApi::MN gltf_node_transform ( GameApi::Env & e,
GameApi::EveryApi & ev,
tinygltf::Node * node,
GameApi::MN root )

◆ gltf_node_transform_obj()

TransformObject gltf_node_transform_obj ( const tinygltf::Node * node)
Here is the caller graph for this function:

◆ gltf_node_transform_obj_apply()

std::pair< Matrix, Matrix > gltf_node_transform_obj_apply ( GameApi::Env & e,
GameApi::EveryApi & ev,
const Matrix & root,
const TransformObject & o2 )
Here is the caller graph for this function:

◆ gltf_node_transform_obj_apply2()

Matrix gltf_node_transform_obj_apply2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
const Matrix & root,
const TransformObject & o2 )
Here is the caller graph for this function:

◆ gltf_scene2()

GameApi::ML gltf_scene2 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int scene_id,
std::string keys,
GltfMaterialParams * param,
GameApi::TRB transfer_id )
Here is the caller graph for this function:

◆ gltf_scene2_inst_matrix()

GameApi::ML gltf_scene2_inst_matrix ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
GameApi::P resize_obj,
GameApi::MS ms,
int scene_id,
std::string keys,
GltfMaterialParams * param,
GameApi::TRB transfer_id )
Here is the caller graph for this function:

◆ gltf_scene2_p()

GameApi::P gltf_scene2_p ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int scene_id,
std::string keys )
Here is the caller graph for this function:

◆ gltf_scene2_p_arr()

GameApi::ARR gltf_scene2_p_arr ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int scene_id,
std::string keys,
int(* fptr_skeleton )(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param),
int(* fptr_mesh )(GameApi::Env &e, GameApi::EveryApi &ev, GLTFModelInterface *interface, int mesh_id, GltfMaterialParams *param),
bool translate,
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ gltf_scene3()

GameApi::ML gltf_scene3 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int scene_id,
std::string keys,
GltfMaterialParams * param )
Here is the caller graph for this function:

◆ gltf_scene4()

GameApi::P gltf_scene4 ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int scene_id )
Here is the caller graph for this function:

◆ gltf_split_faces()

GameApi::ARR gltf_split_faces ( GameApi::Env & e,
GameApi::EveryApi & ev,
GLTFModelInterface * interface,
int mesh_index,
int prim_index,
int max_attach,
int num )
Here is the caller graph for this function:

◆ identity_p()

GameApi::P identity_p ( GameApi::P p)
Here is the caller graph for this function:

◆ InstallProgress()

IMPORT void InstallProgress ( int num,
std::string label,
int max = 15 )

◆ is_animated() [1/2]

bool is_animated ( GameApi::Env & e,
GameApi::TF tf,
GameApi::P p )
Here is the caller graph for this function:

◆ is_animated() [2/2]

bool is_animated ( GameApi::Env & e,
GLTFModelInterface * tf,
GameApi::P p )

◆ is_cb_done()

bool is_cb_done ( std::string url)
Here is the caller graph for this function:

◆ is_child_node()

bool is_child_node ( GLTFModelInterface * interface,
int node_id,
int node2 )

◆ is_in_registered()

bool is_in_registered ( std::string url)
Here is the caller graph for this function:

◆ key_mapping()

char key_mapping ( char ch,
int type )
Here is the caller graph for this function:

◆ lerp()

void lerp ( float * v0,
float * v1,
float t,
float * res )
Here is the caller graph for this function:

◆ load_zip()

bool load_zip ( GameApi::Env & e,
GameApi::EveryApi & ev,
std::string url_to_zip )
Here is the caller graph for this function:

◆ LoadGLBFromString()

GameApi::TF LoadGLBFromString ( GameApi::Env & e,
std::string base_url,
std::string url,
std::string data )
Here is the caller graph for this function:

◆ LoadGltf2_cb()

void LoadGltf2_cb ( void * ptr)
Here is the caller graph for this function:

◆ LoadGltf2_cb_from_string()

void LoadGltf2_cb_from_string ( void * ptr)
Here is the caller graph for this function:

◆ LoadGltf3_cb()

void LoadGltf3_cb ( void * )

◆ LoadGltf_cb()

void LoadGltf_cb ( void * ptr)
Here is the caller graph for this function:

◆ LoadGltf_cb_from_string()

void LoadGltf_cb_from_string ( void * ptr)
Here is the caller graph for this function:

◆ loadgltf_splitter_cb()

void loadgltf_splitter_cb ( void * data)
Here is the caller graph for this function:

◆ LoadImageData()

bool LoadImageData ( tinygltf::Image * image,
const int image_idx,
std::string * err,
std::string * warn,
int req_width,
int req_height,
const unsigned char * bytes,
int size,
void * ptr )
Here is the caller graph for this function:

◆ LoadImageData_from_string()

bool LoadImageData_from_string ( tinygltf::Image * image,
const int image_idx,
std::string * err,
std::string * warn,
int req_width,
int req_height,
const unsigned char * bytes,
int size,
void * ptr )
Here is the caller graph for this function:

◆ MAT_CB()

void MAT_CB ( void * dt)
Here is the caller graph for this function:

◆ mls_add_to_cache()

void mls_add_to_cache ( int id,
GameApi::ML orig,
GameApi::ML ml,
std::vector< GameApi::ML > vec )
Here is the caller graph for this function:

◆ OrigLoadImageData()

bool OrigLoadImageData ( tinygltf::Image * image,
const int image_idx,
std::string * err,
std::string * warn,
int req_width,
int req_height,
const unsigned char * bytes,
int size,
void * user_data )
Here is the caller graph for this function:

◆ parse_zip_indexhtml()

std::string parse_zip_indexhtml ( std::string data,
bool b = false )
Here is the caller graph for this function:

◆ print()

template<class T>
void print ( std::string label,
T * ptr )

◆ print_transform()

void print_transform ( TransformObject o)

◆ ProgressBar()

IMPORT void ProgressBar ( int num,
int val,
int max,
std::string label )

std::cout << "ProgressBar: '" << num << " " << label << " " << val << " " << max << "'" << std::endl;

◆ quar_dot()

float quar_dot ( float * a0,
float * a1 )
Here is the caller graph for this function:

◆ quar_normalize()

void quar_normalize ( float * v2)
Here is the caller graph for this function:

◆ quar_slerp()

void quar_slerp ( float * v0,
float * v1,
float alpha,
float * res )

◆ ReadWholeFile()

bool ReadWholeFile ( std::vector< unsigned char, GameApiAllocator< unsigned char > > * out,
std::string * err,
const std::string & filepath,
void * ptr )
Here is the caller graph for this function:

◆ register_cache_deleter()

int register_cache_deleter ( void(* fptr )(void *),
void * data )
Here is the caller graph for this function:

◆ rem_async_cb()

ASyncCallback * rem_async_cb ( std::string url)

◆ remove_dirs()

std::string remove_dirs ( std::string url)
Here is the caller graph for this function:

◆ replace_str()

std::string replace_str ( std::string val,
std::string repl,
std::string subst )

◆ resize_model()

GameApi::ML resize_model ( GameApi::Env & env,
GameApi::EveryApi & ev,
GameApi::ML ml )

◆ resize_reset()

void resize_reset ( )

◆ resize_to_correct_size2()

GameApi::P resize_to_correct_size2 ( GameApi::Env & e,
GameApi::P model,
Matrix * mat )
Here is the caller graph for this function:

◆ resize_to_correct_size_g2()

GameApi::P resize_to_correct_size_g2 ( GameApi::Env & e,
GameApi::P model,
Matrix * mat,
GameApi::TRR resize_transfer_id )
Here is the caller graph for this function:

◆ save_gltf()

void save_gltf ( GLTFModelInterface * input,
std::string filename )
Here is the caller graph for this function:

◆ scale_to_gltf_size()

GameApi::ML scale_to_gltf_size ( GameApi::Env & e,
GameApi::EveryApi & ev,
GameApi::P p,
GameApi::ML ml )
Here is the caller graph for this function:

◆ scale_to_gltf_size_g()

GameApi::ML scale_to_gltf_size_g ( GameApi::Env & e,
GameApi::EveryApi & ev,
GameApi::P p,
GameApi::ML ml,
GameApi::TRR resize_transfer_id,
bool is_animated )
Here is the caller graph for this function:

◆ scale_to_gltf_size_inv()

GameApi::MS scale_to_gltf_size_inv ( GameApi::EveryApi & ev,
GameApi::P p,
GameApi::MS ms )

◆ scale_to_gltf_size_li()

GameApi::LI scale_to_gltf_size_li ( GameApi::Env & e,
GameApi::EveryApi & ev,
GameApi::P p,
GameApi::LI li )

◆ scale_to_gltf_size_mn()

GameApi::MN scale_to_gltf_size_mn ( GameApi::EveryApi & ev,
GameApi::P p,
GameApi::MN mn )

◆ scale_to_gltf_size_mn_inv()

GameApi::MN scale_to_gltf_size_mn_inv ( GameApi::EveryApi & ev,
GameApi::P p,
GameApi::MN mn )

◆ scale_to_gltf_size_ms()

GameApi::MS scale_to_gltf_size_ms ( GameApi::EveryApi & ev,
GameApi::P p,
GameApi::MS ms )

◆ scale_to_gltf_size_p()

GameApi::P scale_to_gltf_size_p ( GameApi::Env & e,
GameApi::EveryApi & ev,
GameApi::P p,
GameApi::P p2,
GameApi::TRR resize_transfer_id )
Here is the caller graph for this function:

◆ sketchfab_zip_cb()

void sketchfab_zip_cb ( void(* f2 )(void *),
void * data )
Here is the caller graph for this function:

◆ slerp()

void slerp ( float * prev,
float * next,
float val,
float * res )

◆ slerp_transform()

TransformObject slerp_transform ( TransformObject o,
TransformObject o2,
float val )
Here is the caller graph for this function:

◆ spherical_slerp()

void spherical_slerp ( float * vk,
float * vk1,
float t,
float * res )
Here is the caller graph for this function:

◆ splitter_cb_count()

int splitter_cb_count ( )
Here is the caller graph for this function:

◆ start_gltf_bitmap_thread()

void start_gltf_bitmap_thread ( int i,
tinygltf::Image * image,
int req_width,
int req_height,
const unsigned char * bytes,
int size,
GLTFImageDecoder * decoder,
int decoder_item,
std::string url,
int m_decode_mutex_id )
Here is the caller graph for this function:

◆ step_interpolate()

void step_interpolate ( float * a,
float * b,
float * res )

◆ stripprefix()

IMPORT std::string stripprefix ( std::string s)

◆ test_color()

unsigned int test_color ( int id,
unsigned int color )
Here is the caller graph for this function:

◆ tf_join_property()

bool tf_join_property ( void * t)

◆ thread_func_gltf_bitmap()

void * thread_func_gltf_bitmap ( void * data2)
Here is the caller graph for this function:

◆ thread_sketchfab_zip()

void * thread_sketchfab_zip ( void * data)
Here is the caller graph for this function:

◆ tinygltf_async_join_cb()

void tinygltf_async_join_cb ( void * data)
Here is the caller graph for this function:

◆ tinygltf_process()

void * tinygltf_process ( void * data)
Here is the caller graph for this function:

◆ transfaces()

GameApi::P transfaces ( GameApi::Env & e,
GameApi::P p )

◆ transmainloop()

GameApi::ML transmainloop ( GameApi::Env & e,
GameApi::ML ml,
bool b )

◆ write_gltf()

void write_gltf ( GLTFModelInterface * input,
tinygltf::Model * model )
Here is the caller graph for this function:

◆ WriteImageData()

bool WriteImageData ( const std::string * basepath,
const std::string * filename,
tinygltf::Image * image,
bool b,
void * ptr )

◆ writer_cb()

size_t writer_cb ( void * pOpaque,
mz_uint64 offset,
const void * pBuf,
size_t n )
Here is the caller graph for this function:

◆ WriteWholeFile()

bool WriteWholeFile ( std::string * err,
const std::string & filepath,
const std::vector< unsigned char, GameApiAllocator< unsigned char > > & contents,
void * ptr )
Here is the caller graph for this function:

◆ Zip_callback()

void Zip_callback ( void * ptr)
Here is the caller graph for this function:

◆ Zip_done()

void Zip_done ( void * ptr)
Here is the caller graph for this function:

◆ zip_mutex_create()

void zip_mutex_create ( int id)
Here is the caller graph for this function:

◆ zip_mutex_destroy()

void zip_mutex_destroy ( int id)
Here is the caller graph for this function:

◆ zip_push()

void zip_push ( int id,
std::string url )
Here is the caller graph for this function:

Variable Documentation

◆ async_pending_count

int async_pending_count
extern

◆ bitmap_prepare_cache_data

std::vector<std::pair<std::string,int> > bitmap_prepare_cache_data
extern

◆ g_bitmap_cache

std::vector<CacheItem> g_bitmap_cache

◆ g_cb_done

std::vector<std::string> g_cb_done

◆ g_concurrent_download

bool g_concurrent_download
extern

◆ g_content

std::vector<const unsigned char*> g_content
extern

◆ g_content_end

std::vector<const unsigned char*> g_content_end
extern

◆ g_decode_mutexes

std::map<int,pthread_mutex_t *> g_decode_mutexes

◆ g_deleted_urls

std::vector<std::string> g_deleted_urls

◆ g_deploy_phase

IMPORT bool g_deploy_phase
extern

◆ g_e

GameApi::Env* g_e = 0

◆ g_everyapi

IMPORT GameApi::EveryApi* g_everyapi
extern

◆ g_glb_animated

bool g_glb_animated =false

◆ g_glb_file_size

unsigned long g_glb_file_size =0

◆ g_global_is_transparent

bool g_global_is_transparent =false

◆ g_gltf_cache

std::map<std::string, bool> g_gltf_cache

◆ g_gltf_instances

std::vector<KeyStruct> g_gltf_instances

◆ g_gltf_instances_from_string

std::vector<KeyStruct_from_string> g_gltf_instances_from_string

◆ g_interface_id

std::vector<GLTFModelInterface*> g_interface_id

◆ g_joint_cache

std::vector<MainLoopItem*> g_joint_cache

◆ g_last_resize

Matrix g_last_resize
extern

◆ g_last_resize2

Matrix g_last_resize2
extern

◆ g_last_resize_pipeline

Pipeline * g_last_resize_pipeline
extern

◆ g_light_dir

Vector g_light_dir = Vector(0.0,0.0,-400.0)

◆ g_loadgltf_uni_id

int g_loadgltf_uni_id = 0

◆ g_mls_cache

std::vector<MLS_cache_item> g_mls_cache

◆ g_mls_id

int g_mls_id =0

◆ g_model_del_items

std::vector<GLTF_Model_with_prepare*> g_model_del_items

◆ g_model_del_items_from_string

std::vector<GLTF_Model_with_prepare_from_string*> g_model_del_items_from_string

◆ g_no_concurrent_download

bool g_no_concurrent_download
extern

◆ g_prepare_callbacks

std::vector<PrepareCB> g_prepare_callbacks
extern

◆ g_pthread_count

int g_pthread_count
extern

◆ g_registered_urls

IMPORT std::vector<std::string> g_registered_urls
extern

◆ g_requestedBytes

int g_requestedBytes

◆ g_shadow_uni_id

int g_shadow_uni_id =0

◆ g_sketchfab_data

void* g_sketchfab_data

◆ g_sketchfab_f2

void(* g_sketchfab_f2) (void *) ( void * )

◆ g_tf_instances

std::vector<GameApi::TF> g_tf_instances
extern

◆ g_time_id

int g_time_id

◆ g_urls

std::vector<const char*> g_urls
extern

◆ g_zip_file_size

unsigned long g_zip_file_size =0

◆ gameapi_homepageurl

std::string gameapi_homepageurl
extern

◆ hhhh_gggg

int hhhh_gggg =1

◆ id_list

std::vector<int> id_list = { 9,11,1,15, 6, 0 }

◆ instance_deleter_installed

bool instance_deleter_installed =false

◆ zip_mutex

std::map<int,pthread_mutex_t*> zip_mutex

◆ zip_result_urls

std::vector< std::string > zip_result_urls