src/scene.c

Wed, 10 Apr 2024 19:35:14 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 10 Apr 2024 19:35:14 +0200
changeset 56
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parent 55
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child 61
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permissions
-rw-r--r--

add convenience function to add nodes to the UI of the active window

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/scene.h"
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29
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30 #include "ascension/context.h"
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31
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32 #include <cx/linked_list.h>
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33 #include <cx/array_list.h>
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34 #include <cx/tree.h>
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35 #include <cx/utils.h>
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36
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37 #include "ascension/shader.h"
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38 #include <GL/glew.h>
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39
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40 #include <assert.h>
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41
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42 static CxTreeIterator asc_scene_node_iterator(
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43 AscSceneNode *node,
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44 bool visit_on_exit
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45 ) {
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46 return cx_tree_iterator(
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47 node, visit_on_exit,
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48 offsetof(AscSceneNode, children),
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49 offsetof(AscSceneNode, next)
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50 );
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51 }
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52
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53 static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) {
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54 return cx_tree_visitor(node,
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55 offsetof(AscSceneNode, children),
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56 offsetof(AscSceneNode, next)
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57 );
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58 }
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59
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60 struct asc_render_group_entry {
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61 asc_scene_draw_func draw;
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62 AscSceneNode const *node;
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63 };
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64
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65 #define asc_draw_render_group(iter) \
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66 cx_foreach(struct asc_render_group_entry*, entry, iter) { \
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67 entry->draw(entry->node); \
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68 }
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69
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70 void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera) {
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71 // create render groups
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72 CxList *render_group[ASC_RENDER_GROUP_COUNT];
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73 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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74 render_group[i] = cxArrayListCreateSimple(
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75 sizeof(struct asc_render_group_entry), 32);
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76 }
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77
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78 // skip the root node deliberately, we know it's just the container
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79 CxTreeVisitor iter = asc_scene_node_visitor(root);
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80 cxIteratorNext(iter);
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81
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82 // update the children and add them to the render groups
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83 cx_foreach(AscSceneNode*, node, iter) {
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84 node->depth = iter.depth;
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85
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86 // skip hidden nodes (and all their children)
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87 if (node->hidden) {
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88 cxTreeVisitorContinue(iter);
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89 }
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90
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91 // execute behaviors, first
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92 if (node->behaviors != NULL) {
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93 CxIterator behavior_iter = cxListIterator(node->behaviors);
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94 cx_foreach(asc_scene_update_func, behavior, behavior_iter) {
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95 behavior(node);
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96 }
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97 }
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98
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99 // TODO: implement culling
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100 // TODO: implement a hidden flag (requires UCX tree-continue function)
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101
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102 // check if geometry needs update
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103 if (node->need_graphics_update) {
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104 assert(node->update_func != NULL);
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105 node->need_graphics_update = false;
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106 node->update_func(node);
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107 }
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108 if (node->need_transform_update) {
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109 node->need_transform_update = false;
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110 asc_transform_from_parts(
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111 node->transform,
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112 node->position,
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113 node->scale,
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114 node->rotation
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115 );
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116 asc_mat4f_mulst(
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117 node->world_transform,
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118 node->transform,
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119 node->parent->world_transform
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120 );
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121 }
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122
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123 // add to render group
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124 if (node->draw_func != NULL) {
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125 struct asc_render_group_entry entry = {
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126 node->draw_func, node
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127 };
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128 cxListAdd(render_group[node->render_group], &entry);
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129 }
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130 }
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131
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132 // set the viewport (in OpenGL we need to invert the Y axis)
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133 glViewport(
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134 viewport.pos.x,
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135 -viewport.pos.y,
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136 viewport.size.width,
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137 viewport.size.height
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138 );
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139
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140 // -------------------------
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141 // process the render groups
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142 // -------------------------
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143 AscShaderProgram *shader;
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144 CxIterator render_iter;
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145
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146 // 2D Elements
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147 // ===========
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148 glEnable(GL_DEPTH_TEST);
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149 glClear(GL_DEPTH_BUFFER_BIT);
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150
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151 // Sprites
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152 // -------
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153 // TODO: implement view matrix for 2D worlds
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154 shader = &asc_context.active_window->glctx.shader.sprite.base;
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155 glUseProgram(shader->id);
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156 glUniformMatrix4fv(shader->projection, 1,
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157 GL_FALSE, camera->projection);
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158
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159 // render opaque sprites from front to back
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160 glDisable(GL_BLEND);
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161 render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]);
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162 asc_draw_render_group(render_iter);
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163
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164 // render sprites with alpha value from back to front
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165 glEnable(GL_BLEND);
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166 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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167 render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
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168 asc_draw_render_group(render_iter);
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169
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170 // destroy render groups
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171 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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172 cxListDestroy(render_group[i]);
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173 }
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174 }
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175
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176 AscSceneNode *asc_scene_node_empty(void) {
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177 AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
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178 node->free_func = (asc_scene_free_func) free;
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179 node->scale.x = node->scale.y = node->scale.z = 1;
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180 asc_transform_identity(node->transform);
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181 asc_transform_identity(node->world_transform);
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182 return node;
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183 }
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184
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185 void asc_scene_node_free(AscSceneNode *node) {
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186 if (node == NULL) return;
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187
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188 // remove this node from its parent
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189 asc_scene_node_unlink(node);
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190
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191 // free the entire subtree
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192 CxTreeIterator iter = asc_scene_node_iterator(node, true);
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193 cx_foreach(AscSceneNode*, child, iter) {
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194 if (!iter.exiting) continue;
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195 if (child->behaviors != NULL) {
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196 cxListDestroy(child->behaviors);
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197 }
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198 if (child->free_func != NULL) {
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199 child->free_func(child);
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200 } else {
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201 free(child);
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202 }
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203 }
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204 }
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205
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206 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
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207 cx_tree_link(
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208 parent, node,
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209 offsetof(AscSceneNode, parent),
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210 offsetof(AscSceneNode, children),
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211 offsetof(AscSceneNode, prev),
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212 offsetof(AscSceneNode, next)
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213 );
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214 }
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215
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216 void asc_scene_node_unlink(AscSceneNode *node) {
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217 cx_tree_unlink(
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218 node,
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219 offsetof(AscSceneNode, parent),
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220 offsetof(AscSceneNode, children),
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221 offsetof(AscSceneNode, prev),
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222 offsetof(AscSceneNode, next)
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223 );
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224 }
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225
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226 void asc_scene_add_behavior(
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227 AscSceneNode *node,
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228 asc_scene_update_func behavior
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229 ) {
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230 if (node->behaviors == NULL) {
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231 node->behaviors = cxLinkedListCreateSimple(CX_STORE_POINTERS);
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232 }
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233 cxListAdd(node->behaviors, behavior);
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234 }
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235
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236 void asc_scene_remove_behavior(
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237 AscSceneNode *node,
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238 asc_scene_update_func behavior
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239 ) {
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240 if (node->behaviors != NULL) {
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241 cxListFindRemove(node->behaviors, behavior);
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242 }
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243 }
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244
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245 void asc_update_transform(AscSceneNode *node) {
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246 if (node->need_transform_update) return;
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247
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248 CxTreeIterator iter = asc_scene_node_iterator(node, false);
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249 cx_foreach(AscSceneNode*, n, iter) {
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250 // TODO: break/continue when subtree is already marked for update
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251 n->need_transform_update = true;
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252 }
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253 }

mercurial