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https://git.code.sf.net/p/quake/quakeforge
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6ec8e29429
The root transform of each hierarchy can be extracted from the first transform of the list in the hierarchy, so no information is lost. The main reason for the change is I discovered (obvious in hindsight) that deleting root transforms was O(n) due to keeping them in an array, thus the use of a linked list (I don't expect a hierarchy to be in more than one such list), and I didn't want the transforms to be in a linked list.
147 lines
3.4 KiB
C
147 lines
3.4 KiB
C
/*
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scene.c
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General scene handling
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Copyright (C) 2021 Bill Currke
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/progs.h" // for PR_RESMAP
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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#include "scn_internal.h"
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scene_t *
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Scene_NewScene (void)
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{
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scene_t *scene;
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scene_resources_t *res;
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scene = calloc (1, sizeof (scene_t));
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res = calloc (1, sizeof (scene_resources_t));
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*(scene_resources_t **)&scene->resources = res;
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return scene;
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}
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void
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Scene_DeleteScene (scene_t *scene)
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{
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Scene_FreeAllEntities (scene);
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scene_resources_t *res = scene->resources;
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for (unsigned i = 0; i < res->entities._size; i++) {
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free (res->entities._map[i]);
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}
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free (res->entities._map);
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free (scene->resources);
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free (scene);
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}
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entity_t *
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Scene_CreateEntity (scene_t *scene)
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{
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scene_resources_t *res = scene->resources;
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entity_t *ent = PR_RESNEW_NC (res->entities);
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ent->transform = Transform_New (scene, 0);
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ent->id = PR_RESINDEX (res->entities, ent);
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hierarchy_t *h = ent->transform->hierarchy;
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h->entity.a[ent->transform->index] = ent;
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return ent;
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}
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entity_t *
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Scene_GetEntity (scene_t *scene, int id)
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{
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scene_resources_t *res = scene->resources;
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return PR_RESGET (res->entities, id);
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}
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static void
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destroy_entity (scene_t *scene, entity_t *ent)
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{
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scene_resources_t *res = scene->resources;
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// ent->transform will be trampled by the loop below
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transform_t *transform = ent->transform;
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// Transform_Delete takes care of all hierarchy stuff (transforms
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// themselves, name strings, hierarchy table)
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hierarchy_t *h = transform->hierarchy;
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for (size_t i = 0; i < h->entity.size; i++) {
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entity_t *e = h->entity.a[0];
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e->transform = 0;
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PR_RESFREE (res->entities, ent);
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}
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Transform_Delete (transform);
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}
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void
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Scene_DestroyEntity (scene_t *scene, entity_t *ent)
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{
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scene_resources_t *res = scene->resources;
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if (PR_RESGET (res->entities, ent->id) != ent) {
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Sys_Error ("Scene_DestroyEntity: entity not owned by scene");
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}
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// pull the transform out of the hierarchy to make it easier to destory
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// all the child entities
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Transform_SetParent (ent->transform, 0);
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destroy_entity (scene, ent);
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}
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void
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Scene_FreeAllEntities (scene_t *scene)
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{
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while (scene->hierarchies) {
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hierarchy_t *h = scene->hierarchies;
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// deleting the root entity deletes all child entities
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entity_t *ent = h->entity.a[0];
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destroy_entity (scene, ent);
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}
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scene_resources_t *res = scene->resources;
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PR_RESRESET (res->entities);
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}
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transform_t *
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Scene_GetTransform (scene_t *scene, int id)
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{
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scene_resources_t *res = scene->resources;
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return PR_RESGET (res->transforms, id);
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}
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