fucxk
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@@ -1,9 +1,10 @@
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#include "../gfx/gfx.h"
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#include "../lib/raymath.h"
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DefineList(uint32, Handle);
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DefineList(int32, Handle);
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enum EntityFlags {
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EntityFlags_None=0,
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EntityFlags_Visible=1<<0,
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EntityFlags_Dead=1<<1,
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EntityFlags_Render=1<<2,
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@@ -11,11 +12,14 @@ enum EntityFlags {
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typedef struct Entity Entity;
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struct Entity {
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uint32 graphNodeHandle;
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int32 graphNodeHandle;
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uint64 flags;
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RLVector4 color;
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Mesh *mesh;
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Texture *tex;
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// Free list
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int32 next;
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};
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DefineList(Entity, Entity);
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@@ -26,30 +30,36 @@ struct SceneGraphNode {
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RLVector3 translation;
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Quaternion rotation;
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RLVector3 scale;
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HandleList children;
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uint32 entityHandle;
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uint32 parentHandle;
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int32 entityHandle;
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int32 parentHandle;
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// Free list
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int32 next;
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// Children
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int32 nextSibling;
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int32 firstChild;
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};
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DefineList(SceneGraphNode, SceneGraphNode);
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typedef struct Scene Scene;
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struct Scene {
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uint32 sceneRoot;
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int32 sceneRoot;
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EntityList entities;
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int32 nextFreeEntity;
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SceneGraphNodeList graphNodes;
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Arena *arena;
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int32 nextFreeNode;
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};
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uint32 createEntity(Scene *s);
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Entity *getEntity(Scene *s, uint32 id);
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SceneGraphNode *getSceneGraphNode(Scene *s, uint32 id);
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uint32 createSceneGraphNode(Scene *s);
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int32 createEntity(Scene *s);
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Entity *getEntity(Scene *s, int32 id);
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SceneGraphNode *getSceneGraphNode(Scene *s, int32 id);
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int32 createSceneGraphNode(Scene *s);
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Scene createScene(Arena *arena);
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void initGraphNode(SceneGraphNode *n);
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void recalcGraphNode(SceneGraphNode *n);
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void recalcSceneGraphNode(Scene *s, uint32 parentHandle);
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void recalcSceneGraphNode(Scene *s, int32 parentHandle);
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void recalcScene(Scene *s);
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void removeEntity(Scene *s, uint32 entityHandle);
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void sceneNodeAddNode(Scene *s, uint32 recipientNodeHandle, uint32 graphNodeHandle);
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void sceneNodeAddEntity(Scene *s, uint32 graphNodeHandle, uint32 entityHandle);
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SceneGraphNode *getSceneGraphNodeForEntity(Scene *s, uint32 entityHandle);
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void removeEntity(Scene *s, int32 entityHandle);
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void removeSceneGraphNode(Scene *s, int32 graphNodeHandle);
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void sceneNodeAddNode(Scene *s, int32 recipientNodeHandle, int32 graphNodeHandle);
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SceneGraphNode *getSceneGraphNodeForEntity(Scene *s, int32 entityHandle);
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