#include "scene.h" #include "../common/array.h" #include "entity.h" #include "../common/log.h" #include "transform.h" #include "camera.h" #include "../common/parser.h" #include "model.h" #include "light.h" #include "player.h" #include "game.h" #include "bounding_volumes.h" #include "geometry.h" #include "editor.h" #include "../system/sound.h" #include "../system/physics.h" #include "../system/platform.h" #include "../common/hashmap.h" #include "renderer.h" #include #include #include static void scene_write_entity_entry(struct Scene* scene, struct Entity* entity, struct Parser* parser); static void scene_write_entity_list(struct Scene* scene, int entity_type, struct Parser* parser); void scene_init(struct Scene* scene) { assert(scene); struct Game_State* game_state = game_state_get(); strncpy(scene->filename, "UNNAMED_SCENE", MAX_FILENAME_LEN); //Initialize the root entity entity_init(&scene->root_entity, "ROOT_ENTITY", NULL); scene->root_entity.flags |= EF_ACTIVE; scene->root_entity.id = 0; scene->root_entity.type = ET_ROOT; for(int i = 0; i < MAX_ENTITIES; i++) entity_reset(&scene->entities[i], i); for(int i = 0; i < MAX_LIGHTS; i++) { entity_reset(&scene->lights[i], i); scene->lights[i].type = ET_LIGHT; } for(int i = 0; i < MAX_STATIC_MESHES; i++) { entity_reset(&scene->static_meshes[i], i); struct Static_Mesh* mesh = &scene->static_meshes[i]; mesh->collision.collision_shape = NULL; mesh->collision.rigidbody = NULL; mesh->collision.on_collision = NULL; mesh->model.geometry_index = -1; mesh->model.material = NULL; } for(int i = 0; i < MAX_SOUND_SOURCES; i++) entity_reset(&scene->sound_sources[i], i); int width = 1280, height = 720; window_get_drawable_size(game_state->window, &width, &height); for(int i = 0; i < MAX_CAMERAS; i++) { entity_init(&scene->cameras[i], NULL, &scene->root_entity); camera_init(&scene->cameras[i], width, height); scene->cameras[i].base.flags &= ~EF_ACTIVE; scene->cameras[i].base.id = i; } for(int i = 0; i < MAX_ENTITY_ARCHETYPES; i++) memset(&scene->entity_archetypes[i][0], '\0', MAX_FILENAME_LEN); player_init(&scene->player, scene); editor_init_camera(game_state->editor, game_state->cvars); editor_init_entities(game_state->editor); scene->active_camera_index = game_state_get()->game_mode == GAME_MODE_GAME ? CAM_GAME : CAM_EDITOR; } bool scene_load(struct Scene* scene, const char* filename, int directory_type) { char prefixed_filename[MAX_FILENAME_LEN + 16]; snprintf(prefixed_filename, MAX_FILENAME_LEN + 16, "scenes/%s.symtres", filename); FILE* scene_file = io_file_open(directory_type, prefixed_filename, "rb"); if(!scene_file) { log_error("scene:load", "Failed to open scene file %s for reading"); return false; } // Load scene config and apply renderer settings struct Parser* parsed_file = parser_load_objects(scene_file, prefixed_filename); if(!parsed_file) { log_error("scene:load", "Failed to parse file '%s' for loading scene", prefixed_filename); fclose(scene_file); return false; } if(array_len(parsed_file->objects) == 0) { log_error("scene:load", "No objects found in file %s", prefixed_filename); parser_free(parsed_file); fclose(scene_file); return false; } //Clear previous scene and re-initialize scene_destroy(scene); scene_post_update(scene); scene_init(scene); int num_objects_loaded = 0; for(int i = 0; i < array_len(parsed_file->objects); i++) { struct Parser_Object* object = &parsed_file->objects[i]; switch(object->type) { case PO_SCENE_CONFIG: { struct Hashmap* scene_data = object->data; struct Render_Settings* render_settings = &game_state_get()->renderer->settings; if(hashmap_value_exists(scene_data, "fog_type")) render_settings->fog.mode = hashmap_int_get(scene_data, "fog_type"); if(hashmap_value_exists(scene_data, "fog_density")) render_settings->fog.density = hashmap_float_get(scene_data, "fog_density"); if(hashmap_value_exists(scene_data, "fog_start_distance")) render_settings->fog.start_dist = hashmap_float_get(scene_data, "fog_start_distance"); if(hashmap_value_exists(scene_data, "fog_max_distance")) render_settings->fog.max_dist = hashmap_float_get(scene_data, "fog_max_distance"); if(hashmap_value_exists(scene_data, "fog_color")) render_settings->fog.color = hashmap_vec3_get(scene_data, "fog_color"); if(hashmap_value_exists(scene_data, "ambient_light")) render_settings->ambient_light = hashmap_vec3_get(scene_data, "ambient_light"); if(hashmap_value_exists(scene_data, "debug_draw_color")) render_settings->debug_draw_color = hashmap_vec4_get(scene_data, "debug_draw_color"); if(hashmap_value_exists(scene_data, "debug_draw_enabled")) render_settings->debug_draw_enabled = hashmap_bool_get(scene_data, "debug_draw_enabled"); if(hashmap_value_exists(scene_data, "debug_draw_mode")) render_settings->debug_draw_mode = hashmap_int_get(scene_data, "debug_draw_mode"); if(hashmap_value_exists(scene_data, "debug_draw_physics")) render_settings->debug_draw_physics = hashmap_bool_get(scene_data, "debug_draw_physics"); num_objects_loaded++; } break; case PO_ENTITY: { if(entity_read(object, &scene->root_entity)) num_objects_loaded++; } break; case PO_SCENE_ENTITY_ENTRY: { struct Hashmap* entity_entry_data = object->data; if(hashmap_value_exists(object->data, "filename")) { struct Entity* loaded_entity = entity_load(hashmap_str_get(entity_entry_data, "filename"), DIRT_INSTALL); if(loaded_entity) { vec3 position = { 0.f, 0.f, 0.f }; quat rotation = { 0.f, 0.f, 0.f, 1.f }; vec3 scale = { 1.f, 1.f, 1.f }; if(hashmap_value_exists(entity_entry_data, "position")) position = hashmap_vec3_get(entity_entry_data, "position"); if(hashmap_value_exists(entity_entry_data, "rotation")) rotation = hashmap_quat_get(entity_entry_data, "rotation"); if(hashmap_value_exists(entity_entry_data, "scale")) scale = hashmap_vec3_get(entity_entry_data, "scale"); transform_set_position(loaded_entity, &position); transform_scale(loaded_entity, &scale); quat_assign(&loaded_entity->transform.rotation, &rotation); transform_update_transmat(loaded_entity); if(hashmap_value_exists(entity_entry_data, "name")) strncpy(loaded_entity->name, hashmap_str_get(entity_entry_data, "name"), MAX_ENTITY_NAME_LEN); num_objects_loaded++; } } } break; case PO_PLAYER: { struct Hashmap* player_data = object->data; vec3 position = { 0.f, 0.f, 0.f }; quat rotation = { 0.f, 0.f, 0.f, 1.f }; vec3 scale = { 1.f, 1.f, 1.f }; if(hashmap_value_exists(player_data, "position")) position = hashmap_vec3_get(player_data, "position"); if(hashmap_value_exists(player_data, "rotation")) rotation = hashmap_quat_get(player_data, "rotation"); if(hashmap_value_exists(player_data, "scale")) scale = hashmap_vec3_get(player_data, "scale"); struct Player* player = &scene->player; transform_set_position(player, &position); transform_scale(player, &scale); quat_assign(&player->base.transform.rotation, &rotation); transform_update_transmat(player); if(hashmap_value_exists(player_data, "camera_clear_color")) player->camera_node->clear_color = hashmap_vec4_get(player_data, "camera_clear_color"); num_objects_loaded++; } break; default: log_warning("Unknown object type '%s' in scene file %s", parser_object_type_to_str(object->type), prefixed_filename); continue; } } parser_free(parsed_file); fclose(scene_file); strncpy(scene->filename, filename, MAX_FILENAME_LEN); return num_objects_loaded > 0 ? true : false; } bool scene_save(struct Scene* scene, const char* filename, int directory_type) { char prefixed_filename[MAX_FILENAME_LEN + 16]; snprintf(prefixed_filename, MAX_FILENAME_LEN + 16, "scenes/%s.symtres", filename); FILE* scene_file = io_file_open(directory_type, prefixed_filename, "w"); if(!scene_file) { log_error("scene:save", "Failed to open scene file %s for writing"); return false; } struct Parser* parser = parser_new(); // Scene configuration struct Parser_Object* scene_config_object = parser_object_new(parser, PO_SCENE_CONFIG); struct Render_Settings* render_settings = &game_state_get()->renderer->settings; struct Hashmap* scene_data = scene_config_object->data; hashmap_int_set(scene_data, "fog_type", render_settings->fog.mode); hashmap_float_set(scene_data, "fog_density", render_settings->fog.density); hashmap_float_set(scene_data, "fog_start_distance", render_settings->fog.start_dist); hashmap_float_set(scene_data, "fog_max_distance", render_settings->fog.max_dist); hashmap_vec3_set(scene_data, "fog_color", &render_settings->fog.color); hashmap_vec3_set(scene_data, "ambient_light", &render_settings->ambient_light); hashmap_vec4_set(scene_data, "debug_draw_color", &render_settings->debug_draw_color); hashmap_bool_set(scene_data, "debug_draw_enabled", render_settings->debug_draw_enabled); hashmap_int_set(scene_data, "debug_draw_mode", render_settings->debug_draw_mode); hashmap_bool_set(scene_data, "debug_draw_physics", render_settings->debug_draw_physics); // Player struct Parser_Object* player_object = parser_object_new(parser, PO_PLAYER); entity_write(&scene->player, player_object, true); hashmap_vec4_set(player_object->data, "camera_clear_color", &scene->player.camera_node->clear_color); scene_write_entity_list(scene, ET_DEFAULT, parser); scene_write_entity_list(scene, ET_LIGHT, parser); scene_write_entity_list(scene, ET_STATIC_MESH, parser); scene_write_entity_list(scene, ET_CAMERA, parser); scene_write_entity_list(scene, ET_SOUND_SOURCE, parser); if(parser_write_objects(parser, scene_file, prefixed_filename)) log_message("Scene saved to %s", prefixed_filename); parser_free(parser); fclose(scene_file); return true; } void scene_write_entity_list(struct Scene* scene, int entity_type, struct Parser* parser) { int max_length = 0; size_t stride = 0; struct Entity* entity = NULL; switch(entity_type) { case ET_DEFAULT: max_length = MAX_ENTITIES; entity = &scene->entities[0]; stride = sizeof(struct Entity); break; case ET_LIGHT: max_length = MAX_LIGHTS; entity = &scene->lights[0].base; stride = sizeof(struct Light); break; case ET_STATIC_MESH: max_length = MAX_STATIC_MESHES; entity = &scene->static_meshes[0].base; stride = sizeof(struct Static_Mesh); break; case ET_CAMERA: max_length = MAX_CAMERAS; entity = &scene->cameras[0].base; stride = sizeof(struct Camera); break; case ET_SOUND_SOURCE: max_length = MAX_SOUND_SOURCES; entity = &scene->sound_sources[0].base; stride = sizeof(struct Sound_Source); break; default: return; } size_t count = 0; while(count < max_length) { //((char*)entity) += stride * count; if(!(entity->flags & EF_TRANSIENT) && (entity->flags & EF_ACTIVE)) { if(entity->archetype_index != -1) { scene_write_entity_entry(scene, entity, parser); } else { struct Parser_Object* object = parser_object_new(parser, PO_ENTITY); if(!entity_write(entity, object, true)) log_error("scene:save", "Failed to save entity : %s", entity->name); } } count++; ((char*)entity) += stride; } } void scene_write_entity_entry(struct Scene* scene, struct Entity* entity, struct Parser* parser) { // For entities with archetypes, we only write the name of the archetype to load // them from and their transformation info struct Parser_Object* object = parser_object_new(parser, PO_SCENE_ENTITY_ENTRY); hashmap_str_set(object->data, "filename", &scene->entity_archetypes[entity->archetype_index][0]); hashmap_str_set(object->data, "name", entity->name); hashmap_vec3_set(object->data, "position", &entity->transform.position); hashmap_vec3_set(object->data, "scale", &entity->transform.scale); hashmap_quat_set(object->data, "rotation", &entity->transform.rotation); } void scene_destroy(struct Scene* scene) { assert(scene); for(int i = 0; i < MAX_ENTITIES; i++) scene_entity_base_remove(scene, &scene->entities[i]); for(int i = 0; i < MAX_CAMERAS; i++) scene_camera_remove(scene, &scene->cameras[i]); for(int i = 0; i < MAX_LIGHTS; i++) scene_light_remove(scene, &scene->lights[i]); for(int i = 0; i < MAX_STATIC_MESHES; i++) scene_static_mesh_remove(scene, &scene->static_meshes[i]); for(int i = 0; i < MAX_SOUND_SOURCES; i++) scene_sound_source_remove(scene, &scene->sound_sources[i]); for(int i = 0; i < MAX_ENTITY_ARCHETYPES; i++) memset(&scene->entity_archetypes[i][0], '\0', MAX_FILENAME_LEN); player_destroy(&scene->player); entity_reset(&scene->root_entity, 0); scene->root_entity.flags &= ~EF_ACTIVE; } void scene_update(struct Scene* scene, float dt) { if(game_state_get()->game_mode == GAME_MODE_GAME) player_update(&scene->player, scene, dt); } void scene_post_update(struct Scene* scene) { assert(scene); struct Sound* sound = game_state_get()->sound; for(int i = 0; i < MAX_ENTITIES; i++) { struct Entity* entity = &scene->entities[i]; if(!(entity->flags & EF_ACTIVE)) continue; if(entity->flags & EF_MARKED_FOR_DELETION) { scene_entity_base_remove(scene, entity); continue; } if(entity->transform.is_modified) entity->transform.is_modified = false; } for(int i = 0; i < MAX_CAMERAS; i++) { struct Camera* camera = &scene->cameras[i]; if(!(camera->base.flags & EF_ACTIVE)) continue; if(camera->base.flags & EF_MARKED_FOR_DELETION) { scene_camera_remove(scene, camera); continue; } if(camera->base.transform.is_modified) { camera_update_view(camera); camera->base.transform.is_modified = false; } } for(int i = 0; i < MAX_SOUND_SOURCES; i++) { struct Sound_Source* sound_source = &scene->sound_sources[i]; if(!(sound_source->base.flags & EF_ACTIVE)) continue; if(sound_source->base.flags & EF_MARKED_FOR_DELETION) { scene_sound_source_remove(scene, sound_source); continue; } if(sound_source->base.transform.is_modified) { vec3 abs_pos = { 0.f, 0.f, 0.f }; transform_get_absolute_position(&sound_source->base, &abs_pos); sound_source_instance_update_position(sound, sound_source->source_instance, abs_pos); sound_source->base.transform.is_modified = false; } } for(int i = 0; i < MAX_STATIC_MESHES; i++) { struct Static_Mesh* static_mesh = &scene->static_meshes[i]; if(!(static_mesh->base.flags & EF_ACTIVE)) continue; if(static_mesh->base.flags & EF_MARKED_FOR_DELETION) { scene_static_mesh_remove(scene, static_mesh); continue; } if(static_mesh->base.transform.is_modified) { if(static_mesh->collision.rigidbody && static_mesh->base.transform.sync_physics) { quat abs_rot = { 0.f, 0.f, 0.f, 1.f }; vec3 abs_pos = { 0.f, 0.f, 0.f }; transform_get_absolute_rot(&static_mesh->base, &abs_rot); transform_get_absolute_position(&static_mesh->base, &abs_pos); physics_body_rotation_set(static_mesh->collision.rigidbody, abs_rot.x, abs_rot.y, abs_rot.z, abs_rot.w); physics_body_position_set(static_mesh->collision.rigidbody, abs_pos.x, abs_pos.y, abs_pos.z); } static_mesh->base.transform.sync_physics = false; static_mesh->base.transform.is_modified = false; } } for(int i = 0; i < MAX_LIGHTS; i++) { struct Light* light = &scene->lights[i]; if(!(light->base.flags & EF_ACTIVE)) continue; if(light->base.flags & EF_MARKED_FOR_DELETION) { scene_light_remove(scene, light); continue; } if(light->base.transform.is_modified) light->base.transform.is_modified = false; } if(scene->player.base.transform.is_modified) { scene->player.base.transform.is_modified = false; } } struct Entity* scene_entity_create(struct Scene* scene, const char* name, struct Entity* parent) { assert(scene); struct Entity* new_entity = NULL; for(int i = 0; i < MAX_ENTITIES; i++) { struct Entity* entity = &scene->entities[i]; if(!(entity->flags & EF_ACTIVE)) { new_entity = entity; break; } } if(new_entity) { if(!parent) parent = &scene->root_entity; entity_init(new_entity, name, parent); } else { log_error("scene:entity_create", "Max entity limit reached!"); } return new_entity; } struct Light* scene_light_create(struct Scene* scene, const char* name, struct Entity* parent, int light_type) { assert(scene); struct Light* new_light = NULL; for(int i = 0; i < MAX_LIGHTS; i++) { struct Light* light = &scene->lights[i]; if(!(light->base.flags & EF_ACTIVE)) { new_light = light; break; } } if(new_light) { entity_init(&new_light->base, name, parent ? parent : &scene->root_entity); new_light->base.type = ET_LIGHT; light_init(new_light, light_type); } else { log_error("scene:light_create", "Max light limit reached!"); } return new_light; } struct Camera* scene_camera_create(struct Scene* scene, const char* name, struct Entity* parent, int width, int height) { assert(scene); struct Camera* new_camera = NULL; for(int i = 0; i < MAX_CAMERAS; i++) { struct Camera* camera = &scene->cameras[i]; if(!(camera->base.flags & EF_ACTIVE)) { new_camera = camera; break; } } if(new_camera) { entity_init(&new_camera->base, name, parent ? parent : &scene->root_entity); new_camera->base.type = ET_CAMERA; camera_init(new_camera, width, height); } else { log_error("scene:camera_create", "Max camera limit reached!"); } return new_camera; } struct Static_Mesh* scene_static_mesh_create(struct Scene* scene, const char* name, struct Entity* parent, const char* geometry_name, int material_type) { assert(scene); struct Static_Mesh* new_static_mesh = NULL; for(int i = 0; i < MAX_STATIC_MESHES; i++) { struct Static_Mesh* static_mesh = &scene->static_meshes[i]; if(!(static_mesh->base.flags & EF_ACTIVE)) { new_static_mesh = static_mesh; break; } } if(new_static_mesh) { entity_init(&new_static_mesh->base, name, parent ? parent : &scene->root_entity); new_static_mesh->base.type = ET_STATIC_MESH; model_init(&new_static_mesh->model, new_static_mesh, geometry_name, material_type); // TODO: handle creating collision mesh for the model at creation vec3_assign(&new_static_mesh->base.transform.bounding_box.min, &geom_get(new_static_mesh->model.geometry_index)->bounding_box.min); vec3_assign(&new_static_mesh->base.transform.bounding_box.max, &geom_get(new_static_mesh->model.geometry_index)->bounding_box.max); } else { log_error("scene:model_create", "Max model limit reached!"); } return new_static_mesh; } struct Sound_Source* scene_sound_source_create(struct Scene* scene, const char* name, struct Entity* parent, const char* filename, int type, bool loop, bool play) { assert(scene && filename); struct Sound* sound = game_state_get()->sound; struct Sound_Source* new_sound_source = NULL; for(int i = 0; i < MAX_SOUND_SOURCES; i++) { struct Sound_Source* sound_source = &scene->sound_sources[i]; if(!(sound_source->base.flags & EF_ACTIVE)) { new_sound_source = sound_source; break; } } if(new_sound_source) { entity_init(&new_sound_source->base, name, parent ? parent : &scene->root_entity); new_sound_source->base.type = ET_SOUND_SOURCE; struct Entity* entity = &new_sound_source->base; new_sound_source->source_buffer = sound_source_create(sound, filename, type); if(!new_sound_source->source_buffer) { log_error("scene:sound_source_create", "Failed to load file '%s' to provide sound source for entity %s", filename, entity->name); new_sound_source->source_instance = 0; return new_sound_source; } new_sound_source->source_instance = sound_source_instance_create(sound, new_sound_source->source_buffer, true); vec3 abs_pos = { 0.f, 0.f, 0.f }; transform_get_absolute_position(entity, &abs_pos); sound_source_instance_update_position(sound, new_sound_source->source_instance, abs_pos); new_sound_source->loop = loop; new_sound_source->min_distance = 0.f; new_sound_source->max_distance = 10.f; new_sound_source->playing = play; new_sound_source->attenuation_type = SA_LINEAR; new_sound_source->rolloff_factor = 0.95f; new_sound_source->volume = 1.f; new_sound_source->type = type; sound_source_instance_loop_set(sound, new_sound_source->source_instance, new_sound_source->loop); sound_source_instance_min_max_distance_set(sound, new_sound_source->source_instance, new_sound_source->min_distance, new_sound_source->max_distance); sound_source_instance_attenuation_set(sound, new_sound_source->source_instance, new_sound_source->attenuation_type, new_sound_source->rolloff_factor); sound_source_instance_volume_set(sound, new_sound_source->source_instance, new_sound_source->volume); sound_update_3d(sound); if(new_sound_source->playing) sound_source_instance_play(sound, new_sound_source->source_instance); } else { log_error("scene:sound_source_create", "Max sound source limit reached!"); } return new_sound_source; } void scene_entity_base_remove(struct Scene* scene, struct Entity* entity) { assert(scene && entity && entity->id >= 0); if(!(entity->flags & EF_ACTIVE)) return; transform_destroy(entity); entity->flags = EF_NONE; memset(entity->name, '\0', MAX_ENTITY_NAME_LEN); } void scene_light_remove(struct Scene* scene, struct Light* light) { assert(scene && light); scene_entity_base_remove(scene, &light->base); light->valid = false; } void scene_camera_remove(struct Scene* scene, struct Camera* camera) { assert(scene && camera); camera_reset(camera); scene_entity_base_remove(scene, &camera->base); } void scene_static_mesh_remove(struct Scene* scene, struct Static_Mesh* mesh) { assert(scene && mesh); mesh->collision.on_collision = NULL; if(mesh->collision.collision_shape) physics_cs_remove(mesh->collision.collision_shape); if(mesh->collision.rigidbody) physics_body_remove(mesh->collision.rigidbody); model_reset(&mesh->model, mesh); scene_entity_base_remove(scene, &mesh->base); } void scene_sound_source_remove(struct Scene* scene, struct Sound_Source* source) { assert(scene && source); sound_source_instance_destroy(game_state_get()->sound, source->source_instance); source->source_instance = 0; scene_entity_base_remove(scene, &source->base); } struct Entity* scene_entity_find(struct Scene* scene, const char* name) { assert(scene && name); struct Entity* entity = NULL; for(int i = 0; i < MAX_ENTITIES; i++) { if(strncmp(name, scene->entities[i].name, MAX_ENTITY_NAME_LEN) == 0) { entity = &scene->entities[i]; break; } } return entity; } struct Light* scene_light_find(struct Scene* scene, const char* name) { assert(scene && name); struct Light* light = NULL; for(int i = 0; i < MAX_LIGHTS; i++) { if(strncmp(name, scene->lights[i].base.name, MAX_ENTITY_NAME_LEN) == 0) { light = &scene->lights[i]; break; } } return light; } struct Camera* scene_camera_find(struct Scene* scene, const char* name) { assert(scene && name); struct Camera* camera = NULL; for(int i = 0; i < MAX_CAMERAS; i++) { if(strncmp(name, scene->cameras[i].base.name, MAX_ENTITY_NAME_LEN) == 0) { camera = &scene->cameras[i]; break; } } return camera; } struct Static_Mesh* scene_static_mesh_find(struct Scene* scene, const char* name) { assert(scene && name); struct Static_Mesh* static_mesh = NULL; for(int i = 0; i < MAX_STATIC_MESHES; i++) { if(strncmp(name, scene->static_meshes[i].base.name, MAX_ENTITY_NAME_LEN) == 0) { static_mesh = &scene->static_meshes[i]; break; } } return static_mesh; } struct Sound_Source* scene_sound_source_find(struct Scene* scene, const char* name) { assert(scene && name); struct Sound_Source* sound_source = NULL; for(int i = 0; i < MAX_SOUND_SOURCES; i++) { if(strncmp(name, scene->sound_sources[i].base.name, MAX_ENTITY_NAME_LEN) == 0) { sound_source = &scene->sound_sources[i]; break; } } return sound_source; } struct Entity* scene_base_entity_get(struct Scene* scene, int id, int type) { assert(scene && id != -1 && type < ET_MAX); struct Entity* entity = NULL; switch(type) { case ET_DEFAULT: entity = &scene->entities[id]; break; case ET_CAMERA: entity = &scene->cameras[id]; break; case ET_LIGHT: entity = &scene->lights[id]; break; case ET_STATIC_MESH: entity = &scene->static_meshes[id]; break; case ET_SOUND_SOURCE: entity = &scene->sound_sources[id]; break; case ET_PLAYER: entity = &scene->player; break; case ET_ROOT: entity = &scene->root_entity; break; } return entity; } void* scene_find(struct Scene* scene, const char* name) { void* entity = NULL; entity = scene_entity_find(scene, name); if(entity) return entity; entity = scene_light_find(scene, name); if(entity) return entity; entity = scene_camera_find(scene, name); if(entity) return entity; entity = scene_static_mesh_find(scene, name); if(entity) return entity; entity = scene_sound_source_find(scene, name); if(entity) return entity; return entity; } void scene_entity_parent_reset(struct Scene* scene, struct Entity* entity) { assert(scene && entity); transform_parent_set(entity, &scene->root_entity, true); } void scene_entity_parent_set(struct Scene* scene, struct Entity* entity, struct Entity* parent) { assert(scene && entity && parent && entity != parent); transform_parent_set(entity, parent, true); } void scene_ray_intersect(struct Scene* scene, struct Ray* ray, struct Raycast_Result* out_results) { assert(out_results); memset(&out_results[0], '\0', sizeof(struct Entity*) * MAX_RAYCAST_ENTITIES_INTERSECT); out_results->num_entities_intersected = 0; for(int i = 0; i < MAX_STATIC_MESHES; i++) { struct Static_Mesh* mesh = &scene->static_meshes[i]; if(!(mesh->base.flags & EF_ACTIVE) || (mesh->base.flags & EF_IGNORE_RAYCAST)) continue; vec3 abs_pos = { 0.f, 0.f, 0.f }; vec3 abs_scale = { 1.f, 1.f, 1.f }; transform_get_absolute_position(mesh, &abs_pos); transform_get_absolute_scale(mesh, &abs_scale); struct Geometry* geometry = geom_get(mesh->model.geometry_index); if(bv_intersect_sphere_ray(&geometry->bounding_sphere, &abs_pos, &abs_scale, ray) == IT_INTERSECT) { out_results->entities_intersected[out_results->num_entities_intersected] = &mesh->base; out_results->num_entities_intersected++; } } } int scene_entity_archetype_add(struct Scene* scene, const char* filename) { // check if we have already added this archetype, if we have, return that index // otherwise add it and return the index int index = -1; for(int i = 0; i < MAX_ENTITY_ARCHETYPES; i++) { if(strncmp(filename, &scene->entity_archetypes[i][0], MAX_FILENAME_LEN) == 0) { index = i; break; } } if(index == -1) { for(int i = 0; i < MAX_ENTITY_ARCHETYPES; i++) { if(scene->entity_archetypes[i][0] == '\0') { strncpy(&scene->entity_archetypes[i][0], filename, MAX_FILENAME_LEN); index = i; break; } } } if(index == -1) log_warning("Out of archetype indices!"); return index; } struct Entity* scene_entity_duplicate(struct Scene* scene, struct Entity* entity) { assert(scene && entity); struct Entity* new_entity = NULL; if(entity->archetype_index != -1) { new_entity = entity_load(scene->entity_archetypes[entity->archetype_index], DIRT_INSTALL); scene_entity_parent_set(scene, new_entity, entity->transform.parent); return new_entity; } switch(entity->type) { case ET_DEFAULT: { new_entity = scene_entity_create(scene, entity->name, entity->transform.parent); } break; case ET_LIGHT: { struct Light* light = (struct Light*)entity; struct Light* new_light = scene_light_create(scene, entity->name, entity->transform.parent, light->type); new_light->inner_angle = light->inner_angle; new_light->outer_angle = light->outer_angle; new_light->falloff = light->falloff; new_light->intensity = light->intensity; new_light->cast_shadow = light->cast_shadow; new_light->pcf_enabled = light->pcf_enabled; new_light->valid = light->valid; new_light->type = light->type; new_light->radius = light->radius; new_light->depth_bias = light->depth_bias; vec3_assign(&new_light->color, &light->color); memcpy(new_light->shadow_map, light->shadow_map, sizeof(int) * 4); // Fix this when we implement shadow mapping new_entity = &new_light->base; } break; case ET_STATIC_MESH: { struct Static_Mesh* mesh = (struct Static_Mesh*)entity; struct Static_Mesh* new_mesh = scene_static_mesh_create(scene, entity->name, entity->transform.parent, geom_get(mesh->model.geometry_index)->filename, mesh->model.material->type); memcpy(new_mesh->model.material_params, mesh->model.material_params, sizeof(struct Variant) * MMP_MAX); new_entity = &new_mesh->base; //Handle collision related information here! } break; case ET_SOUND_SOURCE: { struct Sound_Source* sound_source = (struct Sound_Source*)entity; struct Sound_Source* new_sound_source = scene_sound_source_create(scene, entity->name, entity->transform.parent, sound_source->source_buffer->filename, sound_source->type, sound_source->loop, sound_source->playing); new_sound_source->min_distance = sound_source->min_distance; new_sound_source->max_distance = sound_source->max_distance; new_sound_source->rolloff_factor = sound_source->rolloff_factor; new_sound_source->volume = sound_source->volume; new_sound_source->attenuation_type = sound_source->attenuation_type; struct Sound* sound = game_state_get()->sound; sound_source_instance_attenuation_set(sound, new_sound_source->source_instance, new_sound_source->attenuation_type, new_sound_source->rolloff_factor); sound_source_instance_min_max_distance_set(sound, new_sound_source->source_instance, new_sound_source->min_distance, new_sound_source->max_distance); sound_source_instance_volume_set(sound, new_sound_source->source_instance, new_sound_source->volume); new_entity = &new_sound_source->base; } break; default: { log_message("Cannot duplicate unsupported entity type: %s", entity_type_name_get(entity)); } break; } transform_copy(new_entity, entity, false); for(int i = 0; i < array_len(entity->transform.children); i++) { struct Entity* child_entity = entity->transform.children[i]; struct Entity* new_child_entity = scene_entity_duplicate(scene, child_entity); if(new_child_entity) scene_entity_parent_set(scene, new_child_entity, new_entity); else log_error("scene:entity_duplicate", "Failed to create child entity from %s", child_entity->name); } return new_entity; }