src/scene.c

Wed, 06 Mar 2024 23:08:03 +0100

author
Mike Becker <universe@uap-core.de>
date
Wed, 06 Mar 2024 23:08:03 +0100
changeset 33
e7ddb52facd3
parent 32
86468a71dd73
child 37
8a8cc6725b48
permissions
-rw-r--r--

add behavior nodes + restructure test program

Also, the test program will now officially be a game of snake.

     1 /*
     2  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     3  * Copyright 2023 Mike Becker. All rights reserved.
     4  *
     5  * Redistribution and use in source and binary forms, with or without
     6  * modification, are permitted provided that the following conditions are met:
     7  *
     8  *   1. Redistributions of source code must retain the above copyright
     9  *      notice, this list of conditions and the following disclaimer.
    10  *
    11  *   2. Redistributions in binary form must reproduce the above copyright
    12  *      notice, this list of conditions and the following disclaimer in the
    13  *      documentation and/or other materials provided with the distribution.
    14  *
    15  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    16  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    17  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    18  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    19  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    20  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    21  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    22  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    23  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    24  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    25  * POSSIBILITY OF SUCH DAMAGE.
    26  */
    28 #include "ascension/scene.h"
    29 #include "ascension/error.h"
    31 #include <cx/tree.h>
    33 #include <assert.h>
    35 #define child_list_off_ \
    36     offsetof(AscSceneNode, children), offsetof(AscSceneNode, next)
    38 void asc_scene_init(AscScene *scene) {
    39     if (scene->root != NULL) {
    40         asc_error("Scene is already initialized.");
    41         return;
    42     }
    43     scene->root = asc_scene_node_empty();
    44 }
    46 void asc_scene_destroy(AscScene *scene) {
    47     asc_scene_node_free(scene->root);
    48 }
    50 void asc_scene_add(AscScene *scene, AscSceneNode *node) {
    51     asc_scene_node_link(scene->root, node);
    52     asc_node_update(node);
    53 }
    55 void asc_scene_draw(AscScene const *scene) {
    56     CxTreeIterator iter = cx_tree_iterator(scene->root, false, child_list_off_);
    58     // skip the root node deliberately, we know it's just the container
    59     cxIteratorNext(iter);
    61     // update the children
    62     cx_foreach(AscSceneNode*, node, iter) {
    63         // execute behaviors, first
    64         AscBehaviorNode *behavior = node->behaviors;
    65         while (behavior) {
    66             behavior->func(node);
    67             behavior = behavior->next;
    68         }
    70         // check if geometry needs update
    71         if (node->need_update && node->update_func != NULL) {
    72             node->need_update = false;
    73             asc_transform_copy(node->transform, node->parent->transform);
    74             node->update_func(node);
    75         }
    77         // TODO: don't visit the tree for drawing, visit the render groups
    78         if (node->draw_func != NULL) {
    79             node->draw_func(node);
    80         }
    81     }
    82 }
    84 AscSceneNode *asc_scene_node_empty(void) {
    85     AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
    86     assert(node != NULL);
    87     node->free_func = (asc_scene_free_func) free;
    88     asc_transform_identity(node->transform);
    89     return node;
    90 }
    92 void asc_scene_node_free(AscSceneNode *node) {
    93     if (node == NULL) return;
    95     // remove this node from its parent
    96     asc_scene_node_unlink(node);
    98     // free the entire subtree
    99     CxTreeIterator iter = cx_tree_iterator(node, true, child_list_off_);
   100     cx_foreach(AscSceneNode*, child, iter) {
   101         if (!iter.exiting) continue;
   102         if (child->free_func != NULL) {
   103             child->free_func(child);
   104         } else {
   105             free(child);
   106         }
   107     }
   108 }
   110 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
   111     cx_tree_link(
   112             parent, node,
   113             offsetof(AscSceneNode, parent),
   114             offsetof(AscSceneNode, children),
   115             offsetof(AscSceneNode, prev),
   116             offsetof(AscSceneNode, next)
   117     );
   118 }
   120 void asc_scene_node_unlink(AscSceneNode *node) {
   121     cx_tree_unlink(
   122             node,
   123             offsetof(AscSceneNode, parent),
   124             offsetof(AscSceneNode, children),
   125             offsetof(AscSceneNode, prev),
   126             offsetof(AscSceneNode, next)
   127     );
   128 }
   130 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
   131     AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
   132     behavior_node->func = behavior;
   133     cx_tree_link(
   134             node,
   135             behavior_node,
   136             offsetof(AscBehaviorNode, parent),
   137             offsetof(AscSceneNode, behaviors),
   138             offsetof(AscBehaviorNode, prev),
   139             offsetof(AscBehaviorNode, next)
   140     );
   141     return behavior_node;
   142 }
   144 void asc_scene_remove_behavior(AscBehaviorNode *node) {
   145     cx_tree_unlink(
   146             node,
   147             offsetof(AscBehaviorNode, parent),
   148             offsetof(AscSceneNode, behaviors),
   149             offsetof(AscBehaviorNode, prev),
   150             offsetof(AscBehaviorNode, next)
   151     );
   152 }

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