src/ascension/scene.h

Sat, 19 Apr 2025 19:30:46 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 19 Apr 2025 19:30:46 +0200
changeset 87
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parent 82
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permissions
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skip sprite rendering when there are no sprites in the scene

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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 #ifndef ASCENSION_SCENE_H
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29 #define ASCENSION_SCENE_H
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30
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31 #include "datatypes.h"
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32 #include "scene_node.h"
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33 #include "camera.h"
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34
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35 /**
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36 * The reserved bits for general flags.
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37 */
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38 #define ASC_SCENE_NODE_FLAGS_MASK 0xFF000000
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39 /**
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40 * Set when a graphics update is needed in this frame.
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41 */
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42 #define ASC_SCENE_NODE_UPDATE_GRAPHICS 0x01000000
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43 /**
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44 * Set when a graphics updated happened last frame.
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45 */
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46 #define ASC_SCENE_NODE_GRAPHICS_UPDATED 0x10000000
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47 /**
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48 * Set when a transform update is needed in this frame.
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49 */
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50 #define ASC_SCENE_NODE_UPDATE_TRANSFORM 0x02000000
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51 /**
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52 * Set when a transform update happened last frame.
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53 */
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54 #define ASC_SCENE_NODE_TRANSFORM_UPDATED 0x20000000
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55 /**
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56 * Set when the node is not supposed to be shown on screen.
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57 */
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58 #define ASC_SCENE_NODE_HIDDEN 0x80000000
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59
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60 /**
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61 * Draws the scene with the specified root node.
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62 *
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63 * @param root the root node of the scene graph
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64 * @param viewport the window viewport the scene shall be drawn to
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65 * @param camera the camera to obtain the view and projection matrix from
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66 */
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67 __attribute__((__nonnull__))
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68 void asc_scene_draw(AscSceneNode *root, asc_recti viewport, const AscCamera *camera);
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69
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70 /**
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71 * Creates an empty node that may serve as a container for other nodes.
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72 *
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73 * The free_func of this node will be a simple free().
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74 *
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75 * @return the new node
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76 */
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77 AscSceneNode *asc_scene_node_empty(void);
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78
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79 /**
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80 * Unlinks the node from its parent and frees the entire subtree.
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81 *
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82 * The free_func of this node and all child nodes is called, starting
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83 * with the leaf nodes and terminating with \p node.
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84 *
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85 * @param node the node to unlink
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86 */
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87 void asc_scene_node_free(AscSceneNode *node);
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88
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89 /**
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90 * Links a node to a (new) parent.
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91 *
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92 * @param parent the (new) parent
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93 * @param node the node to link
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94 */
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95 __attribute__((__nonnull__))
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96 void asc_scene_node_link(
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97 AscSceneNode *restrict parent,
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98 AscSceneNode *restrict node
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99 );
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100
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101 /**
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102 * Unlinks a node from its parent.
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103 *
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104 * This might be useful to temporarily remove a subtree from a scene.
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105 * To permanently remove the node use asc_scene_node_free().
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106 *
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107 * @param node the node to unlink
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108 */
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109 __attribute__((__nonnull__))
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110 void asc_scene_node_unlink(AscSceneNode *node);
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111
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112 /**
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113 * Adds a behavior function to the node.
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114 *
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115 * A behavior function MUST NOT be added more than once to the same node.
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116 * This will not be checked.
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117 *
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118 * @param node the node
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119 * @param behavior the behavior function
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120 */
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121 __attribute__((__nonnull__))
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122 void asc_scene_add_behavior(
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123 AscSceneNode *node,
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124 asc_scene_update_func behavior
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125 );
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126
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127 /**
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128 * Removes a behavior function from the node.
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129 *
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130 * If the behavior function is not attached to this node, this function
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131 * does nothing.
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132 *
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133 * @param node the node
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134 * @param behavior the behavior function
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135 */
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136 __attribute__((__nonnull__))
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137 void asc_scene_remove_behavior(
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138 AscSceneNode *node,
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139 asc_scene_update_func behavior
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140 );
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141
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142 __attribute__((__nonnull__))
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143 void asc_node_update(AscSceneNode *node);
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144
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145 __attribute__((__nonnull__))
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146 void asc_node_update_transform(AscSceneNode *node);
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147
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148
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149 __attribute__((__nonnull__)) static inline
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150 void asc_set_position(AscSceneNode *node, float x, float y, float z) {
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151 node->position.x = x;
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152 node->position.y = y;
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153 node->position.z = z;
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154 asc_node_update_transform(node);
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155 }
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156
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157 __attribute__((__nonnull__)) static inline
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158 void asc_set_position2d(AscSceneNode *node, int x, int y) {
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159 node->position.x = (float)x;
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160 node->position.y = (float)y;
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161 node->position.z = 0.f;
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162 asc_node_update_transform(node);
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163 }
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164
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165 __attribute__((__nonnull__)) static inline
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166 asc_vec2i asc_get_position2d(AscSceneNode *node) {
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167 return (asc_vec2i) {(int) node->position.x, (int) node->position.y};
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168 }
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169
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170 __attribute__((__nonnull__)) static inline
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171 void asc_set_scale(AscSceneNode *node, float width, float height, float depth) {
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172 node->scale.width = width;
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173 node->scale.height = height;
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174 node->scale.depth = depth;
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175 asc_node_update_transform(node);
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176 }
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177
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178 __attribute__((__nonnull__)) static inline
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179 void asc_set_scale2d(AscSceneNode *node, int width, int height) {
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180 node->scale.width = (float)width;
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181 node->scale.height = (float)height;
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182 node->scale.depth = 1.f;
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183 asc_node_update_transform(node);
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184 }
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185
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186 __attribute__((__nonnull__)) static inline
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187 asc_vec2i asc_get_scale2d(AscSceneNode *node) {
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188 return (asc_vec2i) {(int) node->scale.width, (int) node->scale.height};
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189 }
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190
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191 #endif // ASCENSION_SCENE_H
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192

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