src/ascension/scene_node.h

Sun, 01 Jun 2025 14:28:30 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 01 Jun 2025 14:28:30 +0200
changeset 133
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parent 126
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child 134
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permissions
-rw-r--r--

add possibility to modify the node's transformation matrix

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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 2025 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 #ifndef ASCENSION_SCENE_NODE_H
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29 #define ASCENSION_SCENE_NODE_H
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30
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31 #include <cx/list.h>
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32 #include <cx/string.h>
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33
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34 #include "datatypes.h"
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35 #include "transform.h"
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36
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37 typedef struct asc_scene_node_s AscSceneNode;
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38
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39 typedef void(*asc_scene_node_destroy_func)(AscSceneNode*);
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40 typedef void(*asc_scene_node_update_func)(AscSceneNode*);
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41
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42 enum AscRenderGroup {
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43 ASC_RENDER_GROUP_NONE = -1,
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44 ASC_RENDER_GROUP_SPRITE_OPAQUE,
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45 ASC_RENDER_GROUP_SPRITE_BLEND,
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46 ASC_RENDER_GROUP_COUNT
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47 };
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48
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49 struct asc_scene_node_s {
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50 AscSceneNode *parent;
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51 AscSceneNode *prev;
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52 AscSceneNode *next;
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53 AscSceneNode *children;
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54 AscSceneNode *last_child;
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55 cxmutstr name;
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56 /**
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57 * List of AscBehavior structs.
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58 * Not a pointer list!
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59 */
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60 CxList *behaviors;
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61 asc_scene_node_destroy_func destroy_func;
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62 asc_scene_node_update_func update_func;
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63 asc_vec3f position;
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64 asc_vec3f rotation;
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65 asc_vec3f scale;
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66 asc_transform transform;
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67 asc_transform world_transform;
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68 enum AscRenderGroup render_group;
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69 /**
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70 * Custom flags for this node.
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71 * The #ASC_SCENE_NODE_FLAGS_MASK bits are reserved for general flags.
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72 */
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73 uint32_t flags;
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74 };
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75
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76
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77 /**
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78 * The reserved bits for general flags.
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79 */
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80 #define ASC_SCENE_NODE_FLAGS_MASK 0xFF000000
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81 /**
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82 * Set when a graphics update is needed in this frame.
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83 */
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84 #define ASC_SCENE_NODE_UPDATE_GRAPHICS 0x01000000
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85 /**
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86 * Set when a graphics updated happened last frame.
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87 */
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88 #define ASC_SCENE_NODE_GRAPHICS_UPDATED 0x02000000
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89 /**
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90 * Set when a transform update is needed in this frame.
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91 */
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92 #define ASC_SCENE_NODE_UPDATE_TRANSFORM 0x04000000
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93 /**
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94 * Set when a transform update happened last frame.
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95 */
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96 #define ASC_SCENE_NODE_TRANSFORM_UPDATED 0x08000000
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97 /**
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98 * Set when the node's transform is directly manipulated via matrix operations.
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99 * When this flag is set, position/rotation/scale values won't be used to
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100 * calculate the transform matrix.
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101 */
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102 #define ASC_SCENE_NODE_CUSTOM_TRANSFORM 0x10000000
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103 /**
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104 * Set when the node is not supposed to be shown on screen.
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105 */
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106 #define ASC_SCENE_BEHAVIOR_PAUSED 0x40000000
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107 /**
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108 * Set when the node is not supposed to be shown on screen.
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109 */
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110 #define ASC_SCENE_NODE_HIDDEN 0x80000000
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111
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112
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113 /**
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114 * Creates an empty node that may serve as a container for other nodes.
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115 *
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116 * The free_func of this node will be a simple free().
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117 *
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118 * @return the new node
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119 */
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120 AscSceneNode *asc_scene_node_empty(void);
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121
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122 // TODO: create a common init-function that all "subclasses" use, which also debug-logs the assigned name
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123
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124 /**
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125 * Unlinks the node from its parent and frees the entire subtree.
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126 *
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127 * The free_func of this node and all child nodes is called, starting
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128 * with the leaf nodes and terminating with \p node.
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129 *
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130 * @param node the node to unlink
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131 */
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132 void asc_scene_node_free(AscSceneNode *node);
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133
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134 /**
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135 * Sets the name of a node.
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136 *
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137 * @param node the node
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138 * @param name the new name of the node
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139 */
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140 void asc_scene_node_name(AscSceneNode *node, const char *name);
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141
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142 /**
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143 * Returns the name of the node.
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144 *
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145 * Names are not necessarily unique.
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146 *
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147 * @param node the node
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148 * @return the node's name or a calculated name if it does not have one
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149 */
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150 cxstring asc_scene_node_get_name(AscSceneNode *node);
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151
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152 /**
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153 * Links a node to a (new) parent.
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154 *
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155 * @param parent the (new) parent
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156 * @param node the node to link
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157 */
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158 void asc_scene_node_link(
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159 AscSceneNode *restrict parent,
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160 AscSceneNode *restrict node
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161 );
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162
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163 /**
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164 * Unlinks a node from its parent.
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165 *
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166 * This might be useful to temporarily remove a subtree from a scene.
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167 * To permanently remove the node use asc_scene_node_free().
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168 *
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169 * @param node the node to unlink
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170 */
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171 void asc_scene_node_unlink(AscSceneNode *node);
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172
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173 void asc_node_update(AscSceneNode *node);
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174
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175 void asc_node_update_transform(AscSceneNode *node);
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176
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177
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178 /**
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179 * This is the z-position a simple 2D element should have to allow
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180 * stacking 2D elements with depth-test.
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181 */
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182 #define ASC_SCENE_2D_DEPTH_OFFSET 0.0078125f
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183
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184 ASC_TRANFORM_FUNC void asc_set_position(AscSceneNode *node, float x, float y, float z) {
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185 node->position.x = x;
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186 node->position.y = y;
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187 node->position.z = z;
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188 asc_clear_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM);
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189 asc_node_update_transform(node);
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190 }
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191
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192 ASC_TRANFORM_FUNC void asc_set_position2d(AscSceneNode *node, int x, int y) {
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193 node->position.x = (float)x;
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194 node->position.y = (float)y;
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195 asc_clear_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM);
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196 asc_node_update_transform(node);
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197 }
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198
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199 ASC_TRANFORM_FUNC asc_vec2i asc_get_position2d(AscSceneNode *node) {
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200 return asc_vec2i_new(node->position.x, node->position.y);
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201 }
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202
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203 ASC_TRANFORM_FUNC void asc_set_rotation(AscSceneNode *node, float x, float y, float z) {
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204 node->rotation.x = x;
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205 node->rotation.y = y;
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206 node->rotation.z = z;
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207 asc_clear_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM);
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208 asc_node_update_transform(node);
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209 }
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210
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211 ASC_TRANFORM_FUNC void asc_set_scale(AscSceneNode *node, float width, float height, float depth) {
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212 node->scale.width = width;
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213 node->scale.height = height;
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214 node->scale.depth = depth;
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215 asc_clear_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM);
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216 asc_node_update_transform(node);
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217 }
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218
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219
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220 /**
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221 * Directly modifies the transformation matrix by multiplying it with another matrix.
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222 * This will set the node to use the custom transform mode.
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223 *
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224 * @param node the node to modify
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225 * @param matrix the matrix to multiply with the current transform
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226 */
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227 ASC_TRANFORM_FUNC void asc_transform_multiply(AscSceneNode *node, const asc_transform matrix) {
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228 asc_set_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM);
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229 asc_mat4f_mulst(node->transform, node->transform, matrix);
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230 asc_node_update_transform(node);
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231 }
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232
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233 /**
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234 * Directly sets the transformation matrix.
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235 * This will set the node to use the custom transform mode.
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236 *
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237 * @param node the node to modify
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238 * @param matrix the matrix to set as the transform
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239 */
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240 ASC_TRANFORM_FUNC void asc_transform_set_matrix(AscSceneNode *node, const asc_transform matrix) {
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241 asc_set_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM);
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242 memcpy(node->transform, matrix, sizeof(asc_transform));
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243 asc_node_update_transform(node);
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244 }
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245
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246 /**
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247 * Resets the node to use component-based transformation.
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248 * This will recalculate the transform matrix from position, rotation, and scale.
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249 *
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250 * @param node the node to modify
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251 */
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252 ASC_TRANFORM_FUNC void asc_transform_reset_to_components(AscSceneNode *node) {
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253 asc_clear_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM);
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254 asc_node_update_transform(node);
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255 }
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256
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257
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258 #endif

mercurial