src/scene_node.c

Thu, 17 Jul 2025 19:44:22 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 17 Jul 2025 19:44:22 +0200
changeset 208
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parent 207
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child 210
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permissions
-rw-r--r--

improve OpenGL error handling

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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_node.h"
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29 #include "ascension/context.h"
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30 #include "ascension/error.h"
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31
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32 #include <cx/tree.h>
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33 #include <cx/linked_list.h>
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34 #include <cx/printf.h>
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35
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36 #include <assert.h>
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37
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38 static CxTreeIterator asc_scene_node_iterator(
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39 AscSceneNode *node,
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40 bool visit_on_exit
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41 ) {
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42 return cx_tree_iterator(
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43 node, visit_on_exit,
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44 offsetof(AscSceneNode, children),
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45 offsetof(AscSceneNode, next)
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46 );
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47 }
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48
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49 AscSceneNode *asc_scene_node_empty(void) {
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50 AscSceneNode *node = cxZallocDefault(sizeof(AscSceneNode));
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51 node->render_group = ASC_RENDER_GROUP_NONE;
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52 asc_transform_identity(node->transform);
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53 asc_transform_identity(node->world_transform);
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54 return node;
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55 }
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56
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57 static void asc_scene_node_destroy(AscSceneNode *node) {
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58 cxListFree(node->behaviors);
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59 if (node->user_data_free_func != NULL) {
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60 node->user_data_free_func((void*)node->user_data_allocator, node->user_data);
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61 }
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62 if (node->destroy_func != NULL) {
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63 node->destroy_func(node);
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64 }
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65 if (node->name.ptr != NULL) {
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66 asc_dprintf("Destroy node: %"CX_PRIstr, CX_SFMT(node->name));
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67 cx_strfree(&node->name);
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68 }
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69 }
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70
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71 void asc_scene_node_free(AscSceneNode *node) {
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72 if (node == NULL) return;
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73
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74 // remove this node from its parent
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75 asc_scene_node_unlink(node);
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76
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77 // free the entire subtree
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78 CxTreeIterator iter = asc_scene_node_iterator(node, true);
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79 cx_foreach(AscSceneNode*, child, iter) {
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80 if (!iter.exiting) continue;
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81 asc_scene_node_destroy(child);
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82 cxFreeDefault(child);
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83 }
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84 }
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85
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86 void asc_scene_node_init_(AscSceneNode *node, struct asc_scene_node_init_args args) {
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87 if (args.name != NULL) {
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88 asc_scene_node_name(node, args.name);
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89 }
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90 node->render_group = args.render_group;
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91 assert(args.update_func != NULL);
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92 assert(args.draw_func != NULL);
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93 assert(args.destroy_func != NULL);
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94 node->update_func = args.update_func;
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95 node->destroy_func = args.destroy_func;
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96 node->draw_func = args.draw_func;
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97
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98 if (args.pos2d.x != 0 || args.pos2d.y != 0) {
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99 node->position = ASC_VEC3F(args.pos2d.x, args.pos2d.y, ASC_SCENE_2D_DEPTH_OFFSET);
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100 } else if (args.pos3d.x != 0 || args.pos3d.y != 0 || args.pos3d.z != 0) {
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101 node->position = args.pos3d;
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102 }
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103
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104 if (args.origin2d.x != 0 || args.origin2d.y != 0) {
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105 node->origin = ASC_VEC3F(args.origin2d.x, args.origin2d.y, 0.f);
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106 } else if (args.origin3d.x != 0 || args.origin3d.y != 0 || args.origin3d.z != 0) {
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107 node->origin = args.origin3d;
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108 }
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109
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110 if (args.scale2d.width != 0 && args.scale2d.height != 0) {
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111 node->scale = ASC_VEC3F(args.scale2d.width, args.scale2d.height, 1.f);
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112 } else if (args.scale3d.x != 0 && args.scale3d.height != 0 && args.scale3d.depth != 0) {
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113 node->scale = args.scale3d;
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114 } else {
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115 node->scale = ASC_VEC3F_1;
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116 }
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117
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118 if (asc_memcmpz(args.rotation, ASC_TRANSFORM_SIZE)) {
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119 asc_mat4f_unit(node->rotation);
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120 } else {
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121 asc_transform_copy(node->rotation, args.rotation);
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122 }
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123
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124 asc_scene_node_update(node);
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125 }
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126
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127 void asc_scene_node_calculate_transform(AscSceneNode *node) {
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128 asc_transform temp, temp2;
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129
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130 // move the point of origin
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131 asc_transform_translate3f(temp, asc_vec3f_neg(node->origin));
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132
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133 // apply the rotation
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134 asc_transform_apply(node->transform, node->rotation, temp);
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135
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136 // apply the scale
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137 asc_transform_scale3f(temp, node->scale);
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138 asc_transform_apply(temp2, temp, node->transform);
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139
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140 // apply the translation
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141 asc_transform_translate3f(temp, node->position);
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142 asc_transform_apply(node->transform, temp, temp2);
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143 }
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144
114
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145 void asc_scene_node_name(AscSceneNode *node, const char *name) {
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146 cx_strfree(&node->name);
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147 if (name == NULL) {
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148 node->name.ptr = NULL;
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149 node->name.length = 0;
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150 } else {
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151 node->name.ptr = strdup(name);
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152 node->name.length = strlen(name);
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153 }
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154 }
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155
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156 cxstring asc_scene_node_get_name(AscSceneNode *node) {
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157 if (node->name.ptr != NULL) return cx_strcast(node->name);
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158
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159 AscSceneNode *parent = node->parent;
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160 while (parent != NULL && parent->name.ptr == NULL) {
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161 parent = parent->parent;
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162 }
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163 if (parent == NULL) {
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164 cx_sprintf(&node->name.ptr, &node->name.length,
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165 "%"PRIxPTR " - w/o named parent", (uintptr_t)node);
114
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166 } else {
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167 cx_sprintf(&node->name.ptr, &node->name.length,
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168 "%"PRIxPTR " - child of %"CX_PRIstr, (uintptr_t)node, CX_SFMT(parent->name));
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169 }
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170
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171 return cx_strcast(node->name);
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172 }
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173
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174 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
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175 cx_tree_link(
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176 parent, node,
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177 offsetof(AscSceneNode, parent),
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178 offsetof(AscSceneNode, children),
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179 offsetof(AscSceneNode, last_child),
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180 offsetof(AscSceneNode, prev),
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181 offsetof(AscSceneNode, next)
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182 );
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183 asc_scene_node_update_transform(node);
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184 }
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185
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186 void asc_scene_node_unlink(AscSceneNode *node) {
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187 cx_tree_unlink(
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188 node,
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189 offsetof(AscSceneNode, parent),
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190 offsetof(AscSceneNode, children),
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191 offsetof(AscSceneNode, last_child),
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192 offsetof(AscSceneNode, prev),
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193 offsetof(AscSceneNode, next)
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194 );
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195 asc_scene_node_update_transform(node);
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196 }
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197
206
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198 void asc_scene_node_update(AscSceneNode *node) {
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199 asc_set_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS);
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200 }
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201
206
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202 void asc_scene_node_update_transform(AscSceneNode *node) {
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203 // fast skip if node is already marked
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204 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) {
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205 return;
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206 }
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207
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208 CxTreeIterator iter = asc_scene_node_iterator(node, false);
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209 cx_foreach(AscSceneNode*, n, iter) {
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210 if (asc_test_flag(n->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) {
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211 cxTreeIteratorContinue(iter);
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212 }
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213 asc_set_flag(n->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM);
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214 }
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215 }
206
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216
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217 void asc_scene_node_allocate_data(AscSceneNode *node, size_t n) {
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218 if (node->user_data != NULL) {
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219 asc_dprintf("WARNING: Node %"CX_PRIstr" already has user data!", CX_SFMT(node->name));
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220 if (node->user_data_free_func != NULL) {
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221 node->user_data_free_func((void*)node->user_data_allocator, node->user_data);
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222 }
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223 }
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224 node->user_data = cxZallocDefault(n);
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225 node->user_data_allocator = cxDefaultAllocator;
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226 node->user_data_free_func = (cx_destructor_func2) cxFree;
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227 }

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