A 3d fps game made in OpenGL
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Symmetry/src/game/scene.c

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31 KiB

#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 <assert.h>
#include <string.h>
#include <stdlib.h>
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;
}