src/scene.c

Mon, 01 Apr 2024 19:01:04 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 01 Apr 2024 19:01:04 +0200
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parent 47
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child 49
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permissions
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create new UI subdir

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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 #include "ascension/error.h"
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30
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31 #include "ascension/context.h"
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32
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33 #include <cx/linked_list.h>
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34 #include <cx/array_list.h>
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35 #include <cx/tree.h>
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36 #include <cx/utils.h>
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37
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38 #include "ascension/shader.h"
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39 #include <GL/glew.h>
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40
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41 #include <assert.h>
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42
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43 static CxTreeIterator asc_scene_node_iterator(
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44 AscSceneNode *node,
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45 bool visit_on_exit
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46 ) {
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47 return cx_tree_iterator(
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48 node, visit_on_exit,
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49 offsetof(AscSceneNode, children),
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50 offsetof(AscSceneNode, next)
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51 );
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52 }
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53
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54 static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) {
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55 return cx_tree_visitor(node,
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56 offsetof(AscSceneNode, children),
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57 offsetof(AscSceneNode, next)
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58 );
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59 }
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60
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61 struct asc_render_group_entry {
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62 asc_scene_draw_func draw;
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63 AscSceneNode const *node;
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64 };
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65
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66 #define asc_draw_render_group(iter) \
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67 cx_foreach(struct asc_render_group_entry*, entry, iter) { \
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68 entry->draw(entry->node); \
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69 }
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70
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71 void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera) {
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72 // create render groups
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73 CxList *render_group[ASC_RENDER_GROUP_COUNT];
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74 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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75 render_group[i] = cxArrayListCreateSimple(
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76 sizeof(struct asc_render_group_entry), 32);
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77 }
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78
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79 // skip the root node deliberately, we know it's just the container
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80 CxTreeVisitor iter = asc_scene_node_visitor(root);
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81 cxIteratorNext(iter);
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82
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83 // update the children and add them to the render groups
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84 cx_foreach(AscSceneNode*, node, iter) {
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85 node->depth = iter.depth;
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86
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87 // execute behaviors, first
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88 if (node->behaviors != NULL) {
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89 CxIterator behavior_iter = cxListIterator(node->behaviors);
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90 cx_foreach(asc_scene_update_func, behavior, behavior_iter) {
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91 behavior(node);
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92 }
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93 }
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94
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95 // TODO: implement culling
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96 // TODO: implement a hidden flag (requires UCX tree-continue function)
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97
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98 // check if geometry needs update
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99 if (node->need_graphics_update) {
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100 assert(node->update_func != NULL);
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101 node->need_graphics_update = false;
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102 node->update_func(node);
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103 }
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104 if (node->need_transform_update) {
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105 node->need_transform_update = false;
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106 asc_transform_from_parts(
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107 node->transform,
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108 node->position,
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109 node->scale,
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110 node->rotation
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111 );
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112 asc_mat4f_mulst(
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113 node->world_transform,
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114 node->transform,
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115 node->parent->world_transform
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116 );
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117 }
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118
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119 // add to render group
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120 if (node->draw_func != NULL) {
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121 struct asc_render_group_entry entry = {
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122 node->draw_func, node
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123 };
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124 cxListAdd(render_group[node->render_group], &entry);
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125 }
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126 }
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127
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128 // set the viewport (in OpenGL we need to invert the Y axis)
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129 glViewport(
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130 viewport.pos.x,
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131 -viewport.pos.y,
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132 viewport.size.width,
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133 viewport.size.height
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134 );
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135
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136 // -------------------------
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137 // process the render groups
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138 // -------------------------
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139 AscShaderProgram *shader;
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140 CxIterator render_iter;
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141
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142 // 2D Elements
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143 // ===========
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144 glEnable(GL_DEPTH_TEST);
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145 glClear(GL_DEPTH_BUFFER_BIT);
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146
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147 // Sprites
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148 // -------
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149 // TODO: implement view matrix for 2D worlds
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150 shader = &asc_context.active_window->glctx.shader.sprite.base;
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151 glUseProgram(shader->id);
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152 glUniformMatrix4fv(shader->projection, 1,
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153 GL_FALSE, camera->projection);
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154
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155 // render opaque sprites from front to back
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156 glDisable(GL_BLEND);
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157 render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]);
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158 asc_draw_render_group(render_iter);
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159
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160 // render sprites with alpha value from back to front
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161 glEnable(GL_BLEND);
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162 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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163 render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
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164 asc_draw_render_group(render_iter);
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165
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166 // destroy render groups
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167 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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168 cxListDestroy(render_group[i]);
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169 }
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170 }
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171
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172 AscSceneNode *asc_scene_node_empty(void) {
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173 AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
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174 node->free_func = (asc_scene_free_func) free;
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175 asc_transform_identity(node->transform);
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176 asc_transform_identity(node->world_transform);
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177 return node;
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178 }
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179
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180 void asc_scene_node_free(AscSceneNode *node) {
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181 if (node == NULL) return;
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182
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183 // remove this node from its parent
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184 asc_scene_node_unlink(node);
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185
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186 // free the entire subtree
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187 CxTreeIterator iter = asc_scene_node_iterator(node, true);
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188 cx_foreach(AscSceneNode*, child, iter) {
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189 if (!iter.exiting) continue;
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190 if (child->behaviors != NULL) {
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191 cxListDestroy(child->behaviors);
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192 }
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193 if (child->free_func != NULL) {
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194 child->free_func(child);
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195 } else {
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196 free(child);
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197 }
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198 }
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199 }
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200
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201 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
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202 cx_tree_link(
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203 parent, node,
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204 offsetof(AscSceneNode, parent),
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205 offsetof(AscSceneNode, children),
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206 offsetof(AscSceneNode, prev),
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207 offsetof(AscSceneNode, next)
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208 );
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209 }
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210
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211 void asc_scene_node_unlink(AscSceneNode *node) {
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212 cx_tree_unlink(
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213 node,
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214 offsetof(AscSceneNode, parent),
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215 offsetof(AscSceneNode, children),
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216 offsetof(AscSceneNode, prev),
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217 offsetof(AscSceneNode, next)
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218 );
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219 }
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220
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221 void asc_scene_add_behavior(
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222 AscSceneNode *node,
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223 asc_scene_update_func behavior
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224 ) {
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225 if (node->behaviors == NULL) {
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226 node->behaviors = cxLinkedListCreateSimple(CX_STORE_POINTERS);
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227 }
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228 cxListAdd(node->behaviors, behavior);
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229 }
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230
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231 void asc_scene_remove_behavior(
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232 AscSceneNode *node,
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233 asc_scene_update_func behavior
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234 ) {
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235 if (node->behaviors != NULL) {
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236 cxListFindRemove(node->behaviors, behavior);
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237 }
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238 }
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239
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240 void asc_update_transform(AscSceneNode *node) {
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241 if (node->need_transform_update) return;
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242
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243 CxTreeIterator iter = asc_scene_node_iterator(node, false);
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244 cx_foreach(AscSceneNode*, n, iter) {
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245 // TODO: break/continue when subtree is already marked for update
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246 n->need_transform_update = true;
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247 }
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248 }

mercurial