src/scene.c

Fri, 15 Mar 2024 00:06:59 +0100

author
Mike Becker <universe@uap-core.de>
date
Fri, 15 Mar 2024 00:06:59 +0100
changeset 37
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parent 33
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child 38
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add camera and render groups

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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/tree.h>
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34 #include <cx/utils.h>
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35
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36 #include "ascension/shader.h"
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37 #include <GL/glew.h>
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38
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39 #include <assert.h>
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40
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41 void asc_scene_init(AscScene *scene) {
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42 if (scene->root != NULL) {
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43 asc_error("Scene is already initialized.");
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44 return;
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45 }
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46
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47 // zero everything, first
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48 memset(scene, 0, sizeof(AscScene));
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49
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50 // default viewport is the entire viewport of the active window
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51 scene->viewport.size = asc_context.active_window->dimensions;
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52
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53 // create the root node
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54 scene->root = asc_scene_node_empty();
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55
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56 // initialize the render groups
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57 cx_array_initialize(scene->rg_none, 8);
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58 cx_array_initialize(scene->rg_fonts, 8);
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59 }
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60
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61 void asc_scene_destroy(AscScene *scene) {
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62 asc_scene_node_free(scene->root);
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63 }
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64
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65 void asc_scene_add(AscScene *scene, AscSceneNode *node) {
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66 asc_scene_node_link(scene->root, node);
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67 asc_node_update(node);
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68 }
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69
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70 #define asc_scene_draw_render_group(rg) \
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71 cx_for_n(i, rg##_size) { \
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72 rg[i].draw(rg[i].node); \
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73 } (void)0
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74
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75 void asc_scene_draw(AscScene *scene) {
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76 // reset render groups
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77 scene->rg_none_size = 0;
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78 scene->rg_fonts_size = 0;
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79
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80 // skip the root node deliberately, we know it's just the container
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81 CxTreeIterator iter = cx_tree_iterator(
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82 scene->root, false,
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83 offsetof(AscSceneNode, children),
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84 offsetof(AscSceneNode, next)
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85 );
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86 cxIteratorNext(iter);
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87
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88 // update the children and add them to the render groups
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89 cx_foreach(AscSceneNode*, node, iter) {
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90 // execute behaviors, first
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91 AscBehaviorNode *behavior = node->behaviors;
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92 while (behavior) {
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93 behavior->func(node);
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94 behavior = behavior->next;
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95 }
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96
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97 // check if geometry needs update
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98 if (node->need_full_update) {
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99 assert(node->update_func != NULL);
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100 node->need_full_update = false;
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101 node->update_func(node);
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102 }
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103 if (node->need_transform_update) {
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104 assert(node->transform_update_func != NULL);
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105 node->need_transform_update = false;
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106 asc_transform_identity(node->transform);
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107 node->transform_update_func(node);
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108 }
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109
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110 // add to render group
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111 if (node->draw_func != NULL) {
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112 struct asc_render_group_entry entry = {
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113 node->draw_func, node
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114 };
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115 switch (node->render_group) {
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116 case ASC_RENDER_GROUP_NONE:
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117 cx_array_simple_add(scene->rg_none, entry);
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118 break;
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119 case ASC_RENDER_GROUP_FONTS:
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120 cx_array_simple_add(scene->rg_fonts, entry);
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121 break;
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122 }
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123 }
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124 }
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125
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126 // set the viewport (in OpenGL we need to invert the Y axis)
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127 glViewport(
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128 scene->viewport.pos.x,
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129 -scene->viewport.pos.y,
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130 scene->viewport.size.width,
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131 scene->viewport.size.height
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132 );
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133
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134 // -----------------------------------------
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135 // process the render groups for each camera
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136 // -----------------------------------------
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137 cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
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138 // update camera parameters, first
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139 AscCamera *camera = &scene->cameras[cam_id];
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140 if (camera->update == NULL) continue;
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141 camera->update(camera);
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142
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143 // for the NONE group, the draw func is expected to do everything
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144 asc_scene_draw_render_group(scene->rg_none);
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145
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146 // draw the FONTS group
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147 // TODO: see if we can really always ignore the view matrix
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148 glUseProgram(ASC_SHADER_FONT.base.id);
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149 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
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150 GL_FALSE, camera->projection);
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151 asc_scene_draw_render_group(scene->rg_fonts);
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152 }
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153 }
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154
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155 AscSceneNode *asc_scene_node_empty(void) {
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156 AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
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157 node->free_func = (asc_scene_free_func) free;
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158 asc_transform_identity(node->transform);
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159 return node;
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160 }
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161
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162 void asc_scene_node_free(AscSceneNode *node) {
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163 if (node == NULL) return;
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164
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165 // remove this node from its parent
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166 asc_scene_node_unlink(node);
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167
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168 // free the entire subtree
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169 CxTreeIterator iter = cx_tree_iterator(
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170 node, true,
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171 offsetof(AscSceneNode, children),
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172 offsetof(AscSceneNode, next)
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173 );
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174 cx_foreach(AscSceneNode*, child, iter) {
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175 if (!iter.exiting) continue;
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176 if (child->free_func != NULL) {
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177 child->free_func(child);
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178 } else {
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179 free(child);
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180 }
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181 }
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182 }
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183
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184 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
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185 cx_tree_link(
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186 parent, node,
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187 offsetof(AscSceneNode, parent),
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188 offsetof(AscSceneNode, children),
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189 offsetof(AscSceneNode, prev),
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190 offsetof(AscSceneNode, next)
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191 );
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192 }
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193
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194 void asc_scene_node_unlink(AscSceneNode *node) {
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195 cx_tree_unlink(
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196 node,
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197 offsetof(AscSceneNode, parent),
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198 offsetof(AscSceneNode, children),
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199 offsetof(AscSceneNode, prev),
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200 offsetof(AscSceneNode, next)
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201 );
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202 }
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203
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204 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
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205 AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
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206 behavior_node->func = behavior;
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207 cx_tree_link(
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208 node,
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209 behavior_node,
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210 offsetof(AscBehaviorNode, parent),
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211 offsetof(AscSceneNode, behaviors),
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212 offsetof(AscBehaviorNode, prev),
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213 offsetof(AscBehaviorNode, next)
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214 );
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215 return behavior_node;
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216 }
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217
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218 void asc_scene_remove_behavior(AscBehaviorNode *node) {
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219 cx_tree_unlink(
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220 node,
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221 offsetof(AscBehaviorNode, parent),
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222 offsetof(AscSceneNode, behaviors),
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223 offsetof(AscBehaviorNode, prev),
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224 offsetof(AscBehaviorNode, next)
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225 );
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226 }

mercurial