townengine/apps/tools/twndel/state.h
2025-03-11 07:40:18 +03:00

119 lines
2.6 KiB
C

#ifndef STATE_H
#define STATE_H
#include "twn_game_api.h"
#define POINTS_PER_METER 128
#define UNDO_STACK_SIZE 32
#define CAMERA_FOV ((float)M_PI_2 * 0.75f)
#define POINT_LIMIT 65534
#define FACE_LIMIT 2048
#define OBJECT_LIMIT 16
#define TEXTURE_LIMIT 32
#define INVALID_POINT (POINT_LIMIT+1)
#define INVALID_FACE (FACE_LIMIT+1)
#define INVALID_OBJECT (OBJECT_LIMIT+1)
#define INVALID_TEXTURE (TEXTURE_LIMIT+1)
#define CAMERA_ROTATION_SPEED 0.04f
#define CAMERA_TRANSLATION_SPEED 0.04f
#define SELECTION_SPHERE_RADIUS 32
/* should be an odd number */
#define SNAP_LINES_SHOW 7
#define SNAP_LINES_WIDTH 1.0f
#define SNAP_LINES_COLOR ((Color){200,200,200,150})
typedef struct Operation {
enum {
OPERATION_MOVE_POINT,
OPERATION_SET_TEXTURE,
OPERATION_TRIANGULATE,
} kind;
union {
struct {
uint16_t point;
int16_t delta_x;
int16_t delta_y;
int16_t delta_z;
uint8_t object;
} move_point;
struct {
uint16_t face;
int16_t delta_texture;
uint8_t object;
} set_texture;
struct {
uint16_t old_face;
uint16_t new_face;
uint8_t object;
} triangulate;
} data;
bool chained;
} Operation;
typedef struct Point {
int16_t x, y, z;
} Point;
/* TODO: store topology in terms on edge connections? might be bad, as it's stateful */
/* triangles have p3 = INVALID_POINT */
/* lines have p2, p3 = INVALID_POINT */
/* billboards have p1, p2, p3 = INVALID_POINT */
typedef struct Face {
uint16_t p[4];
/* texture origin, as point on face plane, in absolute coordinates */
int16_t tex_x, tex_y;
uint8_t texture;
uint8_t tex_scale;
} Face;
typedef struct Object {
char *name;
bool is_invisible;
Point position;
char *textures[TEXTURE_LIMIT + 1];
uint8_t textures_sz;
Point rotation;
Face faces[FACE_LIMIT];
uint16_t faces_sz;
} Object;
typedef struct State {
Operation op_stack[UNDO_STACK_SIZE];
uint32_t op_stack_ptr;
bool op_active;
Vec3 active_center;
Vec3 camera_position;
Vec3 camera_direction;
float camera_zoom;
bool camera_is_orthographic;
/* defaults to wireframe */
bool solid_display_mode;
/* positions skipped */
uint8_t grid_snap_granularity;
Point points[POINT_LIMIT];
uint16_t points_sz;
Object objects[OBJECT_LIMIT];
uint8_t objects_sz;
/* which axes are blocked and which are not */
/* order: x, y, z */
bool axis_mask[3];
char *current_texture;
uint8_t current_hovered_obj;
uint16_t current_hovered_face;
} State;
#endif