src/ascension/scene.h

Sun, 06 Oct 2024 19:43:08 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 06 Oct 2024 19:43:08 +0200
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update to recent snapshot of ucx 3.1

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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 #include <cx/tree.h>
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38
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39 typedef struct AscSceneNode AscSceneNode;
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40
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41 typedef void(*asc_scene_free_func)(AscSceneNode*);
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42 typedef void(*asc_scene_update_func)(AscSceneNode*);
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43
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44 enum AscRenderGroup {
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45 ASC_RENDER_GROUP_SPRITE_OPAQUE,
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46 ASC_RENDER_GROUP_SPRITE_BLEND,
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47 ASC_RENDER_GROUP_COUNT
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48 };
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49
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50 typedef CxTree* AscScene;
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51
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52 struct AscSceneNode {
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53 struct cx_tree_node_base_s base;
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54 AscScene scene;
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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 // TODO: move to sprite.h
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73 typedef struct AscSprite {
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74 AscSceneNode data;
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75 AscTexture tex;
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76 } AscSprite;
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77
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78 /**
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79 * The reserved bits for general flags.
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80 */
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81 #define ASC_SCENE_NODE_FLAGS_MASK 0xFF000000
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82 /**
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83 * Set when a graphics update is needed in this frame.
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84 */
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85 #define ASC_SCENE_NODE_UPDATE_GRAPHICS 0x01000000
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86 /**
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87 * Set when a graphics updated happened last frame.
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88 */
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89 #define ASC_SCENE_NODE_GRAPHICS_UPDATED 0x10000000
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90 /**
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91 * Set when a transform update is needed in this frame.
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92 */
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93 #define ASC_SCENE_NODE_UPDATE_TRANSFORM 0x02000000
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94 /**
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95 * Set when a transform update happened last frame.
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96 */
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97 #define ASC_SCENE_NODE_TRANSFORM_UPDATED 0x20000000
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98 /**
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99 * Set when the node is not supposed to be shown on screen.
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100 */
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101 #define ASC_SCENE_NODE_HIDDEN 0x80000000
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102
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103 /**
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104 * Draws the specified scene.
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105 *
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106 * @param scene the scene graph
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107 * @param viewport the window viewport the scene shall be drawn to
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108 * @param camera the camera to obtain the view and projection matrix from
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109 */
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110 __attribute__((__nonnull__))
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111 void asc_scene_draw(AscScene scene, asc_recti viewport, AscCamera *camera);
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112
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113 AscScene asc_scene_create(void);
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114 void asc_scene_destroy(AscScene scene);
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115
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116 /**
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117 * Creates an empty node that may serve as a container for other nodes.
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118 *
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119 * @return the new node
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120 */
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121 AscSceneNode *asc_scene_node_empty(void);
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122
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123 /**
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124 * Adds a node to a (new) parent.
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125 *
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126 * @param parent the (new) parent
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127 * @param node the node to add
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128 */
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129 __attribute__((__nonnull__))
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130 void asc_scene_node_add(
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131 AscSceneNode *restrict parent,
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132 AscSceneNode *restrict node
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133 );
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134
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135 /**
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136 * Removes a node from its scene.
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137 *
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138 * This might be useful to temporarily remove a subtree from a scene.
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139 *
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140 * @param node the node to remove from its scene
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141 */
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142 __attribute__((__nonnull__))
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143 void asc_scene_node_remove(AscSceneNode *node);
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144
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145 /**
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146 * Retrieves the parent of a particular node.
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147 *
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148 * @param node the node
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149 * @return the parent of \p node (or NULL when it is the root node)
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150 */
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151 __attribute__((__nonnull__))
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152 static inline AscSceneNode *asc_scene_node_parent(AscSceneNode *node) {
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153 return (AscSceneNode *) node->base.parent;
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154 }
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155
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156 /**
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157 * Adds a behavior function to the node.
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158 *
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159 * A behavior function MUST NOT be added more than once to the same node.
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160 * This will not be checked.
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161 *
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162 * @param node the node
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163 * @param behavior the behavior function
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164 */
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165 __attribute__((__nonnull__))
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166 void asc_scene_add_behavior(
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167 AscSceneNode *node,
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168 asc_scene_update_func behavior
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169 );
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170
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171 /**
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172 * Removes a behavior function from the node.
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173 *
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174 * If the behavior function is not attached to this node, this function
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175 * does nothing.
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176 *
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177 * @param node the node
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178 * @param behavior the behavior function
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179 */
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180 __attribute__((__nonnull__))
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181 void asc_scene_remove_behavior(
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182 AscSceneNode *node,
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183 asc_scene_update_func behavior
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184 );
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185
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186 __attribute__((__nonnull__))
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187 void asc_node_update(AscSceneNode *node);
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188
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189 __attribute__((__nonnull__))
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190 void asc_node_update_transform(AscSceneNode *node);
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191
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192
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193 __attribute__((__nonnull__)) static inline
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194 void asc_set_position(AscSceneNode *node, float x, float y, float z) {
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195 node->position.x = x;
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196 node->position.y = y;
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197 node->position.z = z;
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198 asc_node_update_transform(node);
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199 }
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200
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201 __attribute__((__nonnull__)) static inline
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202 void asc_set_position2d(AscSceneNode *node, int x, int y) {
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203 node->position.x = (float)x;
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204 node->position.y = (float)y;
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205 node->position.z = 0.f;
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206 asc_node_update_transform(node);
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207 }
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208
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209 __attribute__((__nonnull__)) static inline
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210 asc_vec2i asc_get_position2d(AscSceneNode *node) {
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211 return (asc_vec2i) {(int) node->position.x, (int) node->position.y};
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212 }
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213
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214 __attribute__((__nonnull__)) static inline
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215 void asc_set_scale(AscSceneNode *node, float width, float height, float depth) {
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216 node->scale.width = width;
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217 node->scale.height = height;
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218 node->scale.depth = depth;
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219 asc_node_update_transform(node);
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220 }
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221
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222 __attribute__((__nonnull__)) static inline
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223 void asc_set_scale2d(AscSceneNode *node, int width, int height) {
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224 node->scale.width = (float)width;
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225 node->scale.height = (float)height;
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226 node->scale.depth = 1.f;
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227 asc_node_update_transform(node);
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228 }
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229
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230 __attribute__((__nonnull__)) static inline
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231 asc_vec2i asc_get_scale2d(AscSceneNode *node) {
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232 return (asc_vec2i) {(int) node->scale.width, (int) node->scale.height};
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233 }
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234
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235 #endif // ASCENSION_SCENE_H
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236

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