mirror of
https://git.code.sf.net/p/quake/quakeforge
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91c877b1a1
I don't remember why I didn't want to clear it. I hope this doesn't cause other trouble.
191 lines
4.3 KiB
C
191 lines
4.3 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/mathlib.h"
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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/model.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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static byte empty_visdata[] = { 0x01 };
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static mleaf_t empty_leafs[] = {
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[1] = {
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.contents = CONTENTS_EMPTY,
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.mins = {-INFINITY, -INFINITY, -INFINITY},
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.maxs = { INFINITY, INFINITY, INFINITY},
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.compressed_vis = empty_visdata,
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},
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};
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static mnode_t *empty_leaf_parents[] = {
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[1] = 0,
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};
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static int empty_leaf_flags[] = {
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[1] = SURF_DRAWSKY,
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};
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static char empty_entities[] = { 0 };
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static model_t empty_world = {
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.type = mod_brush,
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.radius = INFINITY,
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.mins = {-INFINITY, -INFINITY, -INFINITY},
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.maxs = { INFINITY, INFINITY, INFINITY},
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.brush = {
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.modleafs = 2,
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.visleafs = 1,
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.nodes = (mnode_t *) &empty_leafs[1],
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.leafs = empty_leafs,
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.entities = empty_entities,
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.visdata = empty_visdata,
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.leaf_parents = empty_leaf_parents,
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.leaf_flags = empty_leaf_flags,
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},
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};
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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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scene->worldmodel = &empty_world;
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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 (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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QuatSet (1, 1, 1, 1, ent->renderer.colormod);
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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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