Files
dusk/src/dusk/entity/component/animation/entityanimation.h
T
YourWishesandClaude Sonnet 5 9a24b3d7db Bring the entity-component system online: rendering, scene manager, scripting
entityRenderAll() (src/dusk/entity/entityrender.c) ports ac2's
scene.c:sceneRender() camera/view-matrix/draw-loop logic as a standalone
function - find the active camera, bind SHADER_UNLIT with its projection/
view, draw every COMPONENT_TYPE_RENDERABLE entity. display.c calls it each
frame between the screen clear and screenUnbind(), the same spot the old
sceneRender() used to sit.

A single-scene scene manager (src/dusk/scene/, ported from ac2 minus its
prefab system and physics/trigger stepping - that module hasn't been
ported yet) sits alongside this but isn't wired into the engine loop yet;
only one scene can ever exist (no SCENE_COUNT_MAX array).

entitymanager.c/h removed entirely: its three arrays (entities/components/
entitiesWithComponent) are now plain globals in entity.h/.c
(ENTITIES/COMPONENTS/ENTITIES_WITH_COMPONENT), and every entity/component
function across the whole ECS (entity, component, position, camera,
renderable, physics, trigger, animation) drops its entitymanager_t *mgr
parameter to operate on them directly - there was only ever one instance of
that struct in the whole engine, so the indirection bought nothing.

New duskscript bindings (src/dusk/script/native/entity/) expose entityAdd,
entityAddComponent/entityGetComponent, entitySetName/entityGetName/
entityFindByName, entityDispose/entityDisposeDeep,
entityPositionSetLocalPosition/entityPositionLookAt,
entityRenderableSetMesh (by name - cube/plane/sphere/capsule/triprism/quad),
and COMPONENT_TYPE_*/ENTITY_ID_INVALID/COMPONENT_ID_INVALID constants.
assets/init.ds uses them to spawn a camera (via LookAt from (3,3,3) at the
origin), a cube and a plane as the engine's first real content on the new
ECS.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-10-15 09:08:20 -05:00

172 lines
4.7 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entity/entitybase.h"
#include "animation/animation.h"
typedef struct {
animation_t anim;
/**
* Playback rate multiplier; 1.0 = normal speed. This branch's
* animation_t has no speed field of its own (animationUpdate() just
* takes a deltaTime), so the multiplier is tracked here and applied to
* TIME.delta before calling animationUpdate() each tick.
*/
float_t speed;
/**
* True while entityAnimationUpdate() should advance anim's time each
* tick. This branch's animation_t has no playing field of its own --
* advancing is purely a function of whether animationUpdate() is
* called -- so playback gating lives here instead.
*/
bool_t playing;
} entityanimation_t;
/**
* Initializes the animation component: no keyframes set, and registers
* entityAnimationUpdate as an update callback. Call
* entityAnimationSetKeyframes() before entityAnimationPlay().
*
* @param entityId The entity ID.
* @param componentId The component ID.
*/
void entityAnimationInit(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Gets the underlying animation structure (temporarily) for the given
* entity. Prefer the dedicated getters/setters where possible.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @return The animation component data for the given entity and
* component ID.
*/
entityanimation_t *entityAnimationGet(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the entity's keyframes, stopped, at speed 1.0, non-looping. See
* animationInit() -- keyframes/keyframeCounts and the keyframe_t data
* they point to are not copied, and must outlive this component (e.g.
* static/const arrays owned by the caller).
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param keyframes Flat array of keyframe_t, one contiguous run per layer
* (layer's run length is keyframeCounts[layer]) -- see animationInit().
* @param keyframeCounts Array of layerCount keyframe counts, matching the
* per-layer runs in keyframes.
* @param layerCount The number of layers/channels.
*/
void entityAnimationSetKeyframes(
const entityid_t entityId,
const componentid_t componentId,
keyframe_t *keyframes,
uint16_t *keyframeCounts,
const uint16_t layerCount
);
/**
* Starts (or restarts) playback from time 0.
*
* @param entityId The entity ID.
* @param componentId The component ID.
*/
void entityAnimationPlay(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Stops playback without resetting the current time.
*
* @param entityId The entity ID.
* @param componentId The component ID.
*/
void entityAnimationStop(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Checks whether the animation is currently playing.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @return True if playing.
*/
bool_t entityAnimationIsPlaying(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets whether the animation loops on reaching its final keyframe, rather
* than stopping there.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param loop True to loop, false to stop at the end.
*/
void entityAnimationSetLoop(
const entityid_t entityId,
const componentid_t componentId,
const bool_t loop
);
/**
* Sets the animation's playback rate multiplier.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param speed The new playback rate; 1.0 = normal speed.
*/
void entityAnimationSetSpeed(
const entityid_t entityId,
const componentid_t componentId,
const float_t speed
);
/**
* Evaluates one of the animation's channels at its current playback
* time, regardless of whether it's currently playing.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param channelIndex The channel to evaluate, in [0, channelCount) as
* passed to entityAnimationSetKeyframes().
* @return That channel's value at the current time.
*/
float_t entityAnimationGetValue(
const entityid_t entityId,
const componentid_t componentId,
const uint16_t channelIndex
);
/**
* Per-tick update for the animation component: calls animationUpdate()
* (a no-op if not playing). Registered automatically as an update
* callback by entityAnimationInit.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param user Unused.
*/
void entityAnimationUpdate(
const entityid_t entityId,
const componentid_t componentId,
void *user
);