/* scene.c General scene handling Copyright (C) 2021 Bill Currke This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/mathlib.h" #include "QF/progs.h" // for PR_RESMAP #include "QF/sys.h" #include "QF/model.h" #include "QF/scene/entity.h" #include "QF/scene/scene.h" #include "QF/scene/transform.h" #include "scn_internal.h" static byte empty_visdata[] = { 0x01 }; static mleaf_t empty_leafs[] = { [1] = { .contents = CONTENTS_EMPTY, .mins = {-INFINITY, -INFINITY, -INFINITY}, .maxs = { INFINITY, INFINITY, INFINITY}, .compressed_vis = empty_visdata, }, }; static mnode_t empty_nodes[] = { [0] = { .plane = { 0, 0, 0, -1 }, .type = 3, .children = { ~0, ~1 }, .minmaxs = {-INFINITY, -INFINITY, -INFINITY, INFINITY, INFINITY, INFINITY}, }, }; static int empty_node_parents[] = { [0] = -1, }; static int empty_leaf_parents[] = { [0] = 0, [1] = 0, }; static int empty_leaf_flags[] = { [1] = SURF_DRAWSKY, }; static char empty_entities[] = { 0 }; static model_t empty_world = { .type = mod_brush, .radius = INFINITY, .mins = {-INFINITY, -INFINITY, -INFINITY}, .maxs = { INFINITY, INFINITY, INFINITY}, .brush = { .modleafs = 2, .visleafs = 1, .numnodes = 1, .nodes = empty_nodes, .leafs = empty_leafs, .entities = empty_entities, .visdata = empty_visdata, .node_parents = empty_node_parents, .leaf_parents = empty_leaf_parents, .leaf_flags = empty_leaf_flags, }, }; scene_t * Scene_NewScene (void) { scene_t *scene; scene_resources_t *res; scene = calloc (1, sizeof (scene_t)); res = calloc (1, sizeof (scene_resources_t)); *(scene_resources_t **)&scene->resources = res; scene->worldmodel = &empty_world; return scene; } void Scene_DeleteScene (scene_t *scene) { Scene_FreeAllEntities (scene); scene_resources_t *res = scene->resources; for (unsigned i = 0; i < res->entities._size; i++) { free (res->entities._map[i]); } free (res->entities._map); free (scene->resources); free (scene); } entity_t * Scene_CreateEntity (scene_t *scene) { scene_resources_t *res = scene->resources; entity_t *ent = PR_RESNEW (res->entities); ent->transform = Transform_New (scene, 0); ent->id = PR_RESINDEX (res->entities, ent); hierarchy_t *h = ent->transform->hierarchy; h->entity.a[ent->transform->index] = ent; QuatSet (1, 1, 1, 1, ent->renderer.colormod); return ent; } entity_t * Scene_GetEntity (scene_t *scene, int id) { scene_resources_t *res = scene->resources; return PR_RESGET (res->entities, id); } static void destroy_entity (scene_t *scene, entity_t *ent) { scene_resources_t *res = scene->resources; // ent->transform will be trampled by the loop below transform_t *transform = ent->transform; // Transform_Delete takes care of all hierarchy stuff (transforms // themselves, name strings, hierarchy table) hierarchy_t *h = transform->hierarchy; for (size_t i = 0; i < h->entity.size; i++) { entity_t *e = h->entity.a[0]; e->transform = 0; PR_RESFREE (res->entities, ent); } Transform_Delete (transform); } void Scene_DestroyEntity (scene_t *scene, entity_t *ent) { scene_resources_t *res = scene->resources; if (PR_RESGET (res->entities, ent->id) != ent) { Sys_Error ("Scene_DestroyEntity: entity not owned by scene"); } // pull the transform out of the hierarchy to make it easier to destory // all the child entities Transform_SetParent (ent->transform, 0); destroy_entity (scene, ent); } void Scene_FreeAllEntities (scene_t *scene) { while (scene->hierarchies) { hierarchy_t *h = scene->hierarchies; // deleting the root entity deletes all child entities entity_t *ent = h->entity.a[0]; destroy_entity (scene, ent); } scene_resources_t *res = scene->resources; PR_RESRESET (res->entities); } transform_t * Scene_GetTransform (scene_t *scene, int id) { scene_resources_t *res = scene->resources; return PR_RESGET (res->transforms, id); }