src/ascension/scene.h

Fri, 18 Apr 2025 19:34:31 +0200

author
Mike Becker <universe@uap-core.de>
date
Fri, 18 Apr 2025 19:34:31 +0200
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parent 75
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child 82
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permissions
-rw-r--r--

some minor improvements

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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 "transform.h"
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33 #include "camera.h"
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34 #include "texture.h"
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35
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36 #include <cx/list.h>
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37
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38 typedef struct AscSceneNode AscSceneNode;
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39
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40 typedef void(*asc_scene_free_func)(AscSceneNode*);
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41 typedef void(*asc_scene_update_func)(AscSceneNode*);
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42
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43 enum AscRenderGroup {
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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 AscSceneNode {
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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 CxList *behaviors;
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56 asc_scene_free_func free_func;
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57 asc_scene_update_func update_func;
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58 unsigned depth; // TODO: do we really need this bullshit?
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59 asc_vec3f position;
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60 asc_vec3f rotation;
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61 asc_vec3f scale;
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62 asc_transform transform;
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63 asc_transform world_transform;
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64 enum AscRenderGroup render_group;
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65 /**
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66 * Custom flags for this node.
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67 * The #ASC_SCENE_NODE_FLAGS_MASK bits are reserved for general flags.
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68 */
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69 uint32_t flags;
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70 };
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71
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72 typedef struct AscSprite {
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73 AscSceneNode data;
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74 AscTexture tex;
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75 } AscSprite;
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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 0x10000000
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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 0x02000000
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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 0x20000000
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97 /**
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98 * Set when the node is not supposed to be shown on screen.
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99 */
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100 #define ASC_SCENE_NODE_HIDDEN 0x80000000
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101
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102 /**
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103 * Draws the scene with the specified root node.
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104 *
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105 * @param root the root node of the scene graph
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106 * @param viewport the window viewport the scene shall be drawn to
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107 * @param camera the camera to obtain the view and projection matrix from
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108 */
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109 __attribute__((__nonnull__))
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110 void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera);
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111
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112 /**
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113 * Creates an empty node that may serve as a container for other nodes.
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114 *
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115 * The free_func of this node will be a simple free().
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116 *
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117 * @return the new node
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118 */
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119 AscSceneNode *asc_scene_node_empty(void);
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120
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121 /**
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122 * Unlinks the node from its parent and frees the entire subtree.
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123 *
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124 * The free_func of this node and all child nodes is called, starting
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125 * with the leaf nodes and terminating with \p node.
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126 *
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127 * @param node the node to unlink
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128 */
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129 void asc_scene_node_free(AscSceneNode *node);
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130
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131 /**
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132 * Links a node to a (new) parent.
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133 *
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134 * @param parent the (new) parent
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135 * @param node the node to link
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136 */
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137 __attribute__((__nonnull__))
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138 void asc_scene_node_link(
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139 AscSceneNode *restrict parent,
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140 AscSceneNode *restrict node
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141 );
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142
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143 /**
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144 * Unlinks a node from its parent.
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145 *
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146 * This might be useful to temporarily remove a subtree from a scene.
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147 * To permanently remove the node use asc_scene_node_free().
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148 *
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149 * @param node the node to unlink
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150 */
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151 __attribute__((__nonnull__))
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152 void asc_scene_node_unlink(AscSceneNode *node);
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153
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154 /**
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155 * Adds a behavior function to the node.
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156 *
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157 * A behavior function MUST NOT be added more than once to the same node.
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158 * This will not be checked.
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159 *
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160 * @param node the node
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161 * @param behavior the behavior function
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162 */
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163 __attribute__((__nonnull__))
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164 void asc_scene_add_behavior(
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165 AscSceneNode *node,
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166 asc_scene_update_func behavior
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167 );
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168
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169 /**
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170 * Removes a behavior function from the node.
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171 *
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172 * If the behavior function is not attached to this node, this function
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173 * does nothing.
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174 *
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175 * @param node the node
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176 * @param behavior the behavior function
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177 */
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178 __attribute__((__nonnull__))
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179 void asc_scene_remove_behavior(
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180 AscSceneNode *node,
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181 asc_scene_update_func behavior
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182 );
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183
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184 __attribute__((__nonnull__))
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185 void asc_node_update(AscSceneNode *node);
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186
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187 __attribute__((__nonnull__))
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188 void asc_node_update_transform(AscSceneNode *node);
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189
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190
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191 __attribute__((__nonnull__)) static inline
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192 void asc_set_position(AscSceneNode *node, float x, float y, float z) {
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193 node->position.x = x;
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194 node->position.y = y;
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195 node->position.z = z;
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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 __attribute__((__nonnull__)) static inline
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200 void asc_set_position2d(AscSceneNode *node, int x, int y) {
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201 node->position.x = (float)x;
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202 node->position.y = (float)y;
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203 node->position.z = 0.f;
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204 asc_node_update_transform(node);
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205 }
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206
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207 __attribute__((__nonnull__)) static inline
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208 asc_vec2i asc_get_position2d(AscSceneNode *node) {
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209 return (asc_vec2i) {(int) node->position.x, (int) node->position.y};
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210 }
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211
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212 __attribute__((__nonnull__)) static inline
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213 void asc_set_scale(AscSceneNode *node, float width, float height, float depth) {
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214 node->scale.width = width;
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215 node->scale.height = height;
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216 node->scale.depth = depth;
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217 asc_node_update_transform(node);
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218 }
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219
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220 __attribute__((__nonnull__)) static inline
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221 void asc_set_scale2d(AscSceneNode *node, int width, int height) {
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222 node->scale.width = (float)width;
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223 node->scale.height = (float)height;
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224 node->scale.depth = 1.f;
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225 asc_node_update_transform(node);
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226 }
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227
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228 __attribute__((__nonnull__)) static inline
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229 asc_vec2i asc_get_scale2d(AscSceneNode *node) {
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230 return (asc_vec2i) {(int) node->scale.width, (int) node->scale.height};
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231 }
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232
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233 #endif // ASCENSION_SCENE_H
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234

mercurial