commit x64 compilation from lulu cause the other branch dont seems to compile properly at home

This commit is contained in:
2026-07-17 16:08:20 +02:00
parent c0f3eeb00d
commit 0efa4ee6f7
625 changed files with 117283 additions and 4426 deletions

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/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
----------------------------------------------------------------------------- */
#include "scene3d/scene.h"
#include "scene3d/mitem_event_interface.h"
#include "ui/ui.h"
#include "motion/motion_automation_source.h"
#include "automation/automation_source_group.h"
#include "physic/physic_world.h"
#include "core/object.h"
#include "core/camera.h"
#include "script/script_engine_types.h"
#include "script/script_variant.h"
#include "sort/sort.h"
using namespace GS;
using namespace GS::Core;
using namespace GS::S3D;
//------------------------------------------------------------------------------
void Scene::SetAsScriptGlobalScene(Script::IVM *_vm)
{
if (!_vm)
_vm = vm;
if (!_vm || !_vm->IsOpen())
return;
_vm->Set("g_scene", Script::Variant(this, Script::typetag_Scene3d));
_vm->Set("g_clock_fq", Platform::Get().GetClockFrequency());
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void Scene::SetMotion(const char *name, Automation::SourceGroup **group, float blend, Automation::Player::AddSourceMode mode, float weight)
{
if (group)
*group = new Automation::SourceGroup;
SceneMotion *scene_motion = NULL;
ListForeachPtr(SceneMotion *, m, motion.motions)
if (m->name == name)
{
scene_motion = m;
break;
}
if (scene_motion)
{
// Start item motions.
ListForeachPtr(SceneMotion::ItemMotion *, m, scene_motion->item_motions)
if (MItem *i = ItemFromUid(m->uid))
i->automation_player->StartAutomation(new Automation::MotionSource(m->motion, group ? *group : NULL), blend, mode, weight);
}
else // fallback to the legacy per-item set motion
ArrayListForeachPtr(MItem *, item, GetActiveList())
if (Motion *motion = item->automation_player->GetMotion(name))
item->automation_player->StartAutomation(new Automation::MotionSource(motion, group ? *group : NULL), blend, mode, weight);
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void Scene::SynchronizePhysics()
{
Matrix4 m;
ArrayListForeachPtr(MItem *, item, active_list)
if (item->physic_item)
switch (item->physic_item_desc.physic_mode)
{
case PhysicItemDesc::Mode_Kinematic:
case PhysicItemDesc::Mode_Static:
item->physic_item->SetEngineMatrix(item->GetBaseItem()->GetMatrix());
break;
case PhysicItemDesc::Mode_Dynamic:
case PhysicItemDesc::Mode_Vehicle:
case PhysicItemDesc::Mode_Character:
item->physic_item->GetGraphicMatrix(m);
item->physic_item->SetEngineMatrix(m);
item->GetBaseItem()->SetMatrix(m);
break;
default: break;
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void Scene::UpdateItemTransformation(MItem *i, const Time &dt)
{
i->Update(dt);
if (Core::Item *b = i->GetBaseItem())
{
if (i->mitem_flags.IsSet(MItem::Flag_Billboard))
{
Vector4 p, s;
if (Core::Item *link = b->GetParent())
{
p = b->GetPosition() * link->GetMatrix();
s = b->GetScale() * link->GetScale();
}
else
{
p = b->GetPosition();
s = b->GetScale();
}
Matrix3 view_matrix(Matrix3::FromMatrix4(current_camera ? current_camera->GetMatrix() : Matrix4::IdentityMatrix()) * Matrix3::RotationMatrixZAxis(b->GetRotation().z));
Matrix4 billboard_matrix(Matrix4::TransformationMatrix(p, view_matrix, s));
b->SnapshotTransformation(billboard_matrix, false, true);
}
/*
[EJ] Force matrix update here so that const references can access
up-to-date informations.
*/
b->GetMatrix();
b->GetInverseMatrix();
}
}
void Scene::Update(uint eval_flag)
{
ScopedSystemProfile(profiler.update);
{
ScopedSystemProfile(profiler.process_queues);
ProcessItemRemovalQueue();
/*
Note: This step is intentionally delayed for one update in order to
evaluate newly activated items before displaying them.
*/
ProcessItemActivationQueue();
/*
Store item previous position/rotation (disregarding the inactive flag).
Note: This is done here because the physic system will alter item's matrix.
*/
ArrayListForeachPtr(MItem *, i, active_list)
if (Core::Item *b = i->GetBaseItem())
b->SetPreviousMatrix(b->GetMatrix());
}
// Update clock.
if (clock->GetRefCount() == 1) // Do not update external clock.
clock->Update();
Time dt = Time::fromSec(clock->GetDeltaf());
// Update triggers (result is cached in trigger).
if (eval_flag & SceneUpdateTrigger)
{
ScopedSystemProfile(profiler.update_triggers);
UpdateTriggers();
}
// Update physics.
if (physic_world.IsValid() && (eval_flag & SceneUpdatePhysic))
{
{
ScopedSystemProfile(profiler.physic_step);
physic_world->Step(dt);
}
{
ScopedSystemProfile(profiler.synchronize_physics);
SynchronizePhysics();
}
}
// Update item transformations.
{
ScopedSystemProfile(profiler.update_item_transformation);
// Evaluate items and hierarchies (matrix).
#if 0
Array <Sort::Entry <int, MItem *> > hierarchy_in(active_list.GetCount()), hierarchy_out(active_list.GetCount());
int count = 0;
ArrayListForeachPtr(MItem *, i, active_list)
if (Item *b = i->GetBaseItem())
{
hierarchy_in[count].o = i;
hierarchy_in[count].v = 0;
for (Item *p = b; p; p = p->GetParent())
++hierarchy_in[count].v;
++count;
}
Array <Sort::Entry <int, MItem *> > *sorted = nSort::ByteSort(count, &hierarchy_in, &hierarchy_out);
for (int n = 0; n < count; ++n)
UpdateItemTransformation((*sorted)[n].o, dt);
#else
ArrayListForeachPtr(MItem *, i, active_list)
UpdateItemTransformation(i, dt);
#endif
}
{
ScopedSystemProfile(profiler.update_skin);
// Synchronize all skins with the final matrices.
ArrayListForeachPtr(MItem *, i, active_list)
if (i->GetItemType() == Type_Object)
((Object *)i->GetBaseItem())->UpdateSkin();
}
// Script events.
if (eval_flag & SceneUpdateEvent)
{
{
ScopedSystemProfile(profiler.scene_on_update);
scene_event->OnUpdate(this);
}
{
ScopedSystemProfile(profiler.items_on_update);
ArrayListForeachPtr(MItem *, i, active_list)
i->item_event->OnUpdate(i);
}
}
// Update UI.
if (ui)
{
ScopedSystemProfile(profiler.ui_update);
ui->Update();
}
}
//------------------------------------------------------------------------------