quakeforge/libs/scene/scene.c
Bill Currie 6ec8e29429 [scene] Track hierarchies instead of root transforms
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.
2022-03-04 06:43:30 +09:00

147 lines
3.4 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/progs.h" // for PR_RESMAP
#include "QF/sys.h"
#include "QF/scene/entity.h"
#include "QF/scene/scene.h"
#include "QF/scene/transform.h"
#include "scn_internal.h"
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;
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_NC (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;
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);
}