src/scene.c

Thu, 24 Apr 2025 19:53:40 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 24 Apr 2025 19:53:40 +0200
changeset 95
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parent 90
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permissions
-rw-r--r--

in preparation of more scenes, bring back AscScene struct

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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 "ascension/2d.h"
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33
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34 #include <cx/tree.h>
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35 #include <cx/linked_list.h>
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36 #include <cx/array_list.h>
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37 #include <cx/utils.h>
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38
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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 void asc_scene_init(AscScene *scene) {
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44 asc_dprintf("Initialized scene %"PRIxPTR, (uintptr_t) scene);
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45 // TODO: how should we initialize the camera?
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46 scene->root = asc_scene_node_empty();
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47 }
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48
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49 void asc_scene_destroy(AscScene *scene) {
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50 asc_dprintf("Destroyed scene %"PRIxPTR, (uintptr_t) scene);
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51 asc_scene_node_free(scene->root);
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52 }
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53
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54 void asc_scene_draw(AscScene *scene, asc_recti viewport) {
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55 // create render groups
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56 CxList *render_group[ASC_RENDER_GROUP_COUNT];
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57 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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58 render_group[i] = cxArrayListCreateSimple(CX_STORE_POINTERS, 32);
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59 }
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60
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61 // skip the root node deliberately; we know it's just the container
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62 CxTreeVisitor iter = cx_tree_visitor(scene->root,
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63 offsetof(AscSceneNode, children),
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64 offsetof(AscSceneNode, next)
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65 );
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66 cxIteratorNext(iter);
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67
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68 // update the children and add them to the render groups
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69 cx_foreach(AscSceneNode*, node, iter) {
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70 node->depth = iter.depth;
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71
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72 // skip hidden nodes (and all their children)
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73 if (asc_test_flag(node->flags, ASC_SCENE_NODE_HIDDEN)) {
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74 cxTreeVisitorContinue(iter);
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75 }
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76
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77 // execute behaviors, first
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78 if (node->behaviors != NULL) {
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79 CxIterator behavior_iter = cxListIterator(node->behaviors);
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80 cx_foreach(asc_scene_update_func, behavior, behavior_iter) {
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81 behavior(node);
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82 }
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83 }
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84
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85 // TODO: implement culling
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86
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87 // check if geometry needs update
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88 asc_clear_flag(node->flags,
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89 ASC_SCENE_NODE_GRAPHICS_UPDATED
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90 | ASC_SCENE_NODE_TRANSFORM_UPDATED);
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91 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS)) {
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92 asc_set_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED);
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93 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS);
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94 assert(node->update_func != NULL);
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95 node->update_func(node);
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96 }
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97 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) {
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98 asc_set_flag(node->flags, ASC_SCENE_NODE_TRANSFORM_UPDATED);
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99 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM);
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100 asc_transform_from_parts(
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101 node->transform,
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102 node->position,
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103 node->scale,
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104 node->rotation
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105 );
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106 asc_mat4f_mulst(
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107 node->world_transform,
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108 node->transform,
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109 node->parent->world_transform
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110 );
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111 }
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112
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113 // add to render group
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114 if (node->render_group >= 0) {
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115 cxListAdd(render_group[node->render_group], node);
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116 }
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117 }
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118
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119 // set the viewport (in OpenGL we need to invert the Y axis)
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120 glViewport(
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121 viewport.pos.x,
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122 -viewport.pos.y,
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123 viewport.size.width,
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124 viewport.size.height
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125 );
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126
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127 // -------------------------
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128 // process the render groups
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129 // -------------------------
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130 CxIterator render_iter;
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131
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132 // 2D Elements
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133 // ===========
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134 glEnable(GL_DEPTH_TEST);
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135 glClear(GL_DEPTH_BUFFER_BIT);
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136
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137 // Sprites
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138 // -------
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139 size_t sprite_count = cxListSize(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE])
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140 + cxListSize(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
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141 if (sprite_count > 0) {
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142 AscShaderProgram *shader = &ASC_SHADER_SPRITE->program;
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143 glUseProgram(shader->id);
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144 glUniformMatrix4fv(shader->projection, 1,
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145 GL_FALSE, scene->camera.projection);
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146 glUniformMatrix4fv(shader->view, 1,
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147 GL_FALSE, scene->camera.view);
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148
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149 // render opaque sprites from front to back
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150 glDisable(GL_BLEND);
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151 render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]);
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152 cx_foreach(AscSprite const *, node, render_iter) {
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153 asc_sprite_draw(node);
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154 }
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155
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156 // render sprites with alpha value from back to front
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157 glEnable(GL_BLEND);
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158 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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159 render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
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160 cx_foreach(AscSprite const *, node, render_iter) {
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161 asc_sprite_draw(node);
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162 }
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163 }
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164
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165 // deallocate render groups
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166 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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167 cxListFree(render_group[i]);
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168 }
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169 }
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170
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171 void asc_scene_add_node(AscScene *scene, AscSceneNode *node) {
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172 asc_scene_node_link(scene->root, node);
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173 }
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174
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175 void asc_scene_remove_node(AscSceneNode *node) {
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176 asc_scene_node_unlink(node);
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177 }

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