92 lines
2.9 KiB
C++
92 lines
2.9 KiB
C++
#include "scene.h"
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Entity *getEntity(Scene *s, uint32 id) {
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return &s->entities[id - 1];
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}
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SceneGraphNode *getSceneGraphNodeForEntity(Scene *s, uint32 entityHandle) {
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return &s->graphNodes[s->entities[entityHandle - 1].graphNodeHandle - 1];
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}
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SceneGraphNode *getSceneGraphNode(Scene *s, uint32 sceneGraphNodeHandle) {
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return &s->graphNodes[sceneGraphNodeHandle - 1];
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}
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uint32 createEntity(Scene *s) {
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s->entities.emplace_back();
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s->graphNodes.emplace_back();
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s->entities.back().graphNodeHandle = (uint32)s->graphNodes.size();
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s->graphNodes.back().entityHandle = (uint32)s->entities.size();
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uint32 handle = (uint32)s->entities.size();
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uint32 graphNodeHandle = (uint32)s->graphNodes.size();
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initGraphNode(getSceneGraphNode(s, graphNodeHandle));
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return handle;
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}
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uint32 createSceneGraphNode(Scene *s) {
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s->graphNodes.emplace_back();
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return (uint32)s->graphNodes.size();
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}
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void initGraphNode(SceneGraphNode *n) {
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n->scale = glm::vec3(1.0f, 1.0f, 1.0f);
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n->translation = glm::vec3(0.0f, 0.0f, 0.0f);
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n->rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
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n->local = glm::mat4(1.0f);
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n->world = n->local;
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}
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void recalcGraphNode(SceneGraphNode *n) {
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n->local = glm::scale(
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glm::translate(
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glm::mat4(1.0f),
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n->translation
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) * glm::toMat4(n->rotation),
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n->scale
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);
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}
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Scene createScene() {
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Scene result = {};
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result.sceneRoot = createSceneGraphNode(&result);
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return result;
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}
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void recalcSceneGraphNode(Scene *s, uint32 parentHandle) {
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SceneGraphNode *node = getSceneGraphNode(s, parentHandle);
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if (node->entityHandle) {
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getEntity(s, node->entityHandle)->flags |= EntityFlags_Render;
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}
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for (uint32 &nodeId : node->children) {
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SceneGraphNode *graphNode = getSceneGraphNode(s, nodeId);
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graphNode->parentHandle = parentHandle;
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recalcGraphNode(graphNode);
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graphNode->world = node->world * graphNode->local;
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recalcSceneGraphNode(s, nodeId);
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}
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}
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void recalcScene(Scene *s) {
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recalcSceneGraphNode(s, s->sceneRoot);
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}
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void removeEntity(Scene *s, uint32 entityHandle) {
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Entity *entity = getEntity(s, entityHandle);
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entity->flags |= EntityFlags_Dead;
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SceneGraphNode *graphNode = getSceneGraphNode(s, entity->graphNodeHandle);
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if (graphNode->parentHandle) {
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SceneGraphNode *parentNode = getSceneGraphNode(s, graphNode->parentHandle);
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for (int i = 0; i < parentNode->children.size(); i++) {
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if (parentNode->children.at(i) == entity->graphNodeHandle) {
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parentNode->children.erase(parentNode->children.begin() + i);
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graphNode->parentHandle = 0;
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break;
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}
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}
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}
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}
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void sceneNodeAddEntity(Scene *s, uint32 graphNodeHandle, uint32 entityHandle) {
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getSceneGraphNode(s, graphNodeHandle)->children.push_back(getEntity(s, entityHandle)->graphNodeHandle);
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}
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