ECS rendering
This commit is contained in:
126
src/scene/node.c
126
src/scene/node.c
@@ -17,111 +17,37 @@ ecscomponent_t NODE_COMPONENT = ecsComponentInit(
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})
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);
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ecsid_t nodeParentGet(const ecsid_t child) {
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assertTrue(child >= 0 && child < ECS_ENTITY_COUNT_MAX, "Invalid child ID");
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if(!nodeHas(child)) return -1;
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return NODE_DATA[child].parent;
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}
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uint8_t nodeChildGetAll(const ecsid_t id, ecsid_t *children) {
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if(!nodeHas(id)) return 0;
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if(children == NULL) return NODE_DATA[id].childCount;
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memoryCopy(
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children,
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NODE_DATA[id].children,
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sizeof(ecsid_t) * NODE_DATA[id].childCount
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);
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return NODE_DATA[id].childCount;
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}
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void nodeChildAdd(const ecsid_t parent, const ecsid_t child) {
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if(!nodeHas(parent)) nodeAdd(parent);
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if(!nodeHas(child)) nodeAdd(child);
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node_t *parentNode = &NODE_DATA[parent];
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assertTrue(parentNode->childCount < SCENE_ITEM_CHILD_MAX, "Parent full.");
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// Add child to parent's children array
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parentNode->children[parentNode->childCount] = child;
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parentNode->childCount++;
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// Set child's parent
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NODE_DATA[child].parent = parent;
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}
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void nodeChildRemove(const ecsid_t parent, const ecsid_t child) {
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assertTrue(nodeHas(parent), "NODE ECS lacks Parent.");
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assertTrue(nodeHas(child), "NODE ECS lacks Child.");
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node_t *childNode = &NODE_DATA[child];
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node_t *parentNode = &NODE_DATA[parent];
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assertTrue(childNode->parent == parent, "Child does not belong to parent");
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assertTrue(parentNode->childCount > 0, "Parent has no children");
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// Remove child from parent's children array
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for (uint8_t i = 0; i < parentNode->childCount; i++) {
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if (parentNode->children[i] == child) {
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// Shift remaining children down
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for (uint8_t j = i; j < parentNode->childCount - 1; j++) {
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parentNode->children[j] = parentNode->children[j + 1];
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}
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parentNode->childCount--;
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break;
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}
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}
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// Clear child's parent
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childNode->parent = -1;
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if(childNode->childCount == 0) nodeRemove(child);
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if(parentNode->childCount == 0) nodeRemove(parent);
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}
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void nodeChildRemoveAll(const ecsid_t parent) {
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assertTrue(nodeHas(parent), "NODE ECS lacks Parent.");
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node_t *parentNode = &NODE_DATA[parent];
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for(uint8_t i = 0; i < parentNode->childCount; i++) {
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ecsid_t child = parentNode->children[i];
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NODE_DATA[child].parent = -1;
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if(NODE_DATA[child].childCount == 0) nodeRemove(child);
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}
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nodeRemove(parent);
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}
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bool_t nodeChildInTree(const ecsid_t parent, const ecsid_t child) {
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assertTrue(nodeHas(parent), "NODE ECS lacks Parent.");
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assertTrue(nodeHas(child), "NODE ECS lacks Child.");
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assertTrue(parent >= 0 && parent < ECS_ENTITY_COUNT_MAX, "Invalid parent ID");
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assertTrue(child >= 0 && child < ECS_ENTITY_COUNT_MAX, "Invalid child ID");
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assertTrue(parent != child, "Child cannot be a child of itself.");
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node_t *childNode = &NODE_DATA[child];
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while(childNode) {
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if(childNode->parent == parent) return true;
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if(childNode->parent == -1) break; // No parent means we've reached the root
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childNode = &NODE_DATA[childNode->parent];
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}
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return false;
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}
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void nodeInit(void) {
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for(ecsid_t i = 0; i < ECS_ENTITY_COUNT_MAX; i++) {
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NODE_DATA[i].parent = -1;
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}
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}
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void nodeEntityAdded(const ecsid_t id) {
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NODE_DATA[id].parent = -1;
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glm_mat4_identity(NODE_DATA[id].transform);
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}
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void nodeEntityRemoved(const ecsid_t id) {
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if(NODE_DATA[id].parent == -1) return;
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nodeChildRemove(NODE_DATA[id].parent, id);
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}
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void nodeMatrixGet(const ecsid_t id, mat4 dest) {
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node_t *node;
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if(nodeHas(id)) {
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node = &NODE_DATA[id];
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} else {
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node = nodeAdd(id);
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}
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glm_mat4_copy(node->transform, dest);
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}
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void nodeMatrixSet(const ecsid_t id, mat4 in) {
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node_t *node;
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if(nodeHas(id)) {
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node = &NODE_DATA[id];
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} else {
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node = nodeAdd(id);
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}
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glm_mat4_copy(in, node->transform);
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}
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@@ -11,13 +11,7 @@
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#define SCENE_ITEM_CHILD_MAX 16
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typedef struct {
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ecsid_t children[SCENE_ITEM_CHILD_MAX];
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uint8_t childCount;
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ecsid_t parent;
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vec3 position;
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vec3 rotation;
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vec3 scale;
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mat4 transform;
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} node_t;
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extern node_t NODE_DATA[ECS_ENTITY_COUNT_MAX];
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@@ -30,64 +24,6 @@ extern ecscomponent_t NODE_COMPONENT;
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((node_t*)ecsComponentDataAdd(&NODE_COMPONENT, id))
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#define nodeRemove(id) ecsComponentDataRemove(&NODE_COMPONENT, id)
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/**
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* Create a new scene item in the scene tree.
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* This will create a new entity in the ECS and return its ID.
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*
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* @return The ID of the newly created scene item.
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*/
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ecsid_t nodeCreate(void);
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/**
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* Get the parent of a given scene item.
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*
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* @param id The ID of the scene item.
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* @return The ID of the parent scene item, or -1 if it has no parent.
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*/
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ecsid_t nodeParentGet(const ecsid_t child);
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/**
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* Get the children of a given scene item. If children is NULL only the count
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* will be returned.
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*
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* @param id The ID of the scene item.
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* @param children Pointer to an array where the children IDs will be stored.
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* @return The number of children found.
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*/
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uint8_t nodeChildGetAll(const ecsid_t id, ecsid_t *children);
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/**
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* Add a child to a parent in the scene tree.
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*
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* @param parent The ID of the parent scene item.
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* @param child The ID of the child scene item to add.
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*/
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void nodeChildAdd(const ecsid_t parent, const ecsid_t child);
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/**
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* Remove a child from a parent in the scene tree.
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*
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* @param prnt The ID of the parent scene item.
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* @param child The ID of the child scene item to remove.
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*/
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void nodeChildRemove(const ecsid_t prnt, const ecsid_t child);
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/**
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* Remove all children from a parent in the scene tree.
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*
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* @param parent The ID of the parent scene item.
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*/
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void nodeChildRemoveAll(const ecsid_t parent);
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/**
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* Returns true if the child is within the parent's children, recursively.
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*
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* @param parent The ID of the parent scene item.
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* @param child The ID of the child scene item to check.
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* @return True if the child is in the parent's children, false otherwise.
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*/
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bool_t nodeChildInTree(const ecsid_t parent, const ecsid_t child);
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/**
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* Initialize the scene tree.
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*
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@@ -109,4 +45,20 @@ void nodeEntityAdded(const ecsid_t id);
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*
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* @param id The ID of the entity being removed.
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*/
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void nodeEntityRemoved(const ecsid_t id);
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void nodeEntityRemoved(const ecsid_t id);
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/**
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* Get the local transformation matrix of a scene item.
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*
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* @param id The ID of the scene item.
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* @param out Pointer to a mat4 where the local matrix will be stored.
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*/
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void nodeMatrixGet(const ecsid_t id, mat4 out);
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/**
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* Set the local transformation matrix of a scene item.
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*
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* @param id The ID of the scene item.
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* @param in Pointer to a mat4 containing the new local matrix.
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*/
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void nodeMatrixSet(const ecsid_t id, mat4 in);
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@@ -9,23 +9,35 @@
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#include "scene/node.h"
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#include "display/camera.h"
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#include "display/display.h"
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#include "display/mesh/meshrenderer.h"
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ecsid_t sceneTestAdd(void) {
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ecsid_t id = ecsEntityAdd();
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mesh_t mesh;
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meshvertex_t triangle[3] = {
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{{255, 0, 0, 255}, {0.0f, 0.0f}, {1.0f, 0.0f}}, // Vertex 1
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{{0, 255, 0, 255}, {1.0f, 0.0f}, {-1.0f, 0.0f}}, // Vertex 2
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{{0, 0, 255, 255}, {0.5f, 1.0f}, {0, 2.0f}} // Vertex 3
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};
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void sceneTestAdd(void) {
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meshInit(&mesh, MESH_PRIMITIVE_TRIANGLES, 3, triangle);
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// Initialize the entity with a camera component
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ecsid_t camera = ecsEntityAdd();
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nodeChildAdd(id, camera);
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node_t *node = nodeAdd(camera);
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camera_t *camData = cameraAdd(camera);
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camData->type = CAMERA_TYPE_ORTHOGRAPHIC;
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camData->orthographic.left = 0.0f;
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camData->orthographic.right = 1.0f;
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camData->orthographic.top = 0.0f;
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camData->orthographic.bottom = 1.0f;
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camData->nearClip = -1.0f;
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camData->farClip = 1.0f;
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mat4 lookAt;
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glm_lookat(
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(vec3){ 3.0f, 3.0f, 3.0f },
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(vec3){ 0.0f, 0.0f, 0.0f },
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(vec3){ 0.0f, 1.0f, 0.0f },
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lookAt
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);
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nodeMatrixSet(camera, lookAt);
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// Optionally, you can set other properties or components here
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return id;
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// Test cube
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ecsid_t cube = ecsEntityAdd();
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node = nodeAdd(cube);
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meshrenderer_t *renderer = meshRendererAdd(cube);
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renderer->mesh = &mesh;
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}
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@@ -8,4 +8,4 @@
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#pragma once
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#include "ecs/ecssystem.h"
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ecsid_t sceneTestAdd(void);
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void sceneTestAdd(void);
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