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Read_face (o.face (f), o.face_invariant (f));
end loop;
Read_Point_3D (o.Centre);
for i in Matrix_33'Range (1) loop
for j in Matrix_33'Range (2) loop
Read_Double (buf, o.rotation (i, j));
end loop;
end loop;
-- !! sub - objects : skipped !!
-- Main operation done!
end Read;
procedure Write (
s : in Ada.Streams.Stream_IO.Stream_Access;
o : in Object_3D
)
is
procedure Write_Intel is new Write_Intel_x86_number (s, U16);
procedure Write_Intel is new Write_Intel_x86_number (s, U32);
procedure Write_Float (n : in GL.C_Float) is
m : I32; e : I16;
begin
Split (n, m, e);
Write_Intel (Cvt (m));
Write_Intel (Cvt (e));
end Write_Float;
procedure Write_Material_Float_vector (mfv : in GL.Material_Float_vector) is
begin
for i in mfv'Range loop
Write_Float (mfv (i));
end loop;
end Write_Material_Float_vector;
procedure Write_Point_3D (p : in Point_3D) is
begin
for i in p'Range loop
Write_Double (s, p (i));
end loop;
end Write_Point_3D;
procedure Write_Map_idx_pair_array (m : in Map_idx_pair_array) is
begin
for i in m'Range loop
Write_Double (s, m (i).U);
Write_Double (s, m (i).V);
end loop;
end Write_Map_idx_pair_array;
procedure Write_face (face : Face_type; face_invar : Face_invariant_type) is
begin
-- 1/ Points
for i in face.p'Range loop
Write_Intel (U32 (face.p (i)));
end loop;
-- 2/ Portal connection : object name is stored
if face.connecting = null then
Write_String (s, empty);
else
Write_String (s, face.connecting.ID);
end if;
-- 3/ Skin
U8'Write (s, Skin_Type'Pos (face.skin));
-- 4/ Mirror
U8'Write (s, Boolean'Pos (face.mirror));
-- 5/ Alpha
Write_Double (s, face.alpha);
-- 6/ Colour
case face.skin is
when colour_only | coloured_texture =>
Write_Double (s, face.colour.red);
Write_Double (s, face.colour.green);
Write_Double (s, face.colour.blue);
when others =>
null;
end case;
-- 7/ Material
case face.skin is
when material_only | material_texture =>
Write_Material_Float_vector (face.material.ambient);
Write_Material_Float_vector (face.material.diffuse);
Write_Material_Float_vector (face.material.specular);
Write_Material_Float_vector (face.material.emission);
Write_Float (face.material.shininess);
when others =>
null;
end case;
-- 8/ Texture : texture name is stored
if face.texture = null_image then
-- Maybe a texture name has been given with Texture_name_hint,
-- but was not yet attached to a GL ID number through Rebuild_Links
Write_String (s, face_invar.texture_name);
else
-- Usual way : We can get the texture name associated to the
-- GL ID number; name is stored by GLOBE_3D.Textures.
Write_String (s, Textures.Texture_name (face.texture, False));
end if;
U8'Write (s, Boolean'Pos (face.whole_texture));