WIP on physics/stage BSP stuff
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@@ -4,18 +4,12 @@
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#include <SDL3/SDL.h>
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#include <akstdlib.h>
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#include <akgl/actor.h>
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#define AKGL_STAGE_PARTITION_HORIZONTAL 0
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#define AKGL_STAGE_PARTITION_VERTICAL 1
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#define AKGL_STAGE_PARTITION_MAXDEPTH 4
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// Stages are collections of lights and cameras in a 2D or 3D space wherein actors
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// and backgrounds are placed and directed for action.
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typedef struct akgl_Stage {
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aksl_TreeNode bsp;
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akerr_ErrorContext AKERR_NOIGNORE *(*partition)(struct akgl_Stage *self);
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akerr_ErrorContext AKERR_NOIGNORE *(*partition_actor)(struct akgl_Stage *self, akgl_Actor *actor);
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} akgl_Stage;
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typedef struct akgl_BSPContext {
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aksl_TreeNode *left;
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aksl_TreeNode *right;
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@@ -25,11 +19,27 @@ typedef struct akgl_BSPContext {
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typedef struct akgl_BSPLeaf {
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SDL_FRect extent;
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aksl_ListNode *actors;
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}
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} akgl_BSPLeaf;
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// Stages are collections of lights and cameras in a 2D or 3D space wherein actors
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// and backgrounds are placed and directed for action.
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typedef struct akgl_Stage {
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aksl_TreeNode bsp;
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akgl_BSPLeaf _rootleaf;
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akerr_ErrorContext AKERR_NOIGNORE *(*partition)(struct akgl_Stage *self);
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akerr_ErrorContext AKERR_NOIGNORE *(*partition_actor)(struct akgl_Stage *self, akgl_Actor *actor);
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} akgl_Stage;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d(akgl_Stage *self);
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// A function to divide the stage into a binary space partition tree with lists of actors in each partition
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akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition(akgl_Stage *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition_switchdirection(uint8_t direction, uint8_t *dest);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp_actoriter(aksl_ListNode *node, void *data);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp(aksl_TreeNode *root, aksl_ListNode *actors, SDL_FRect extents, uint8_t direction, uint8_t depth, uint8_t maxdepth);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bspfree(akgl_Stage *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition(akgl_Stage *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp_move(akgl_Stage *self, akgl_Actor *actor);
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#endif // _STAGE_H_
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