2021-07-24 05:19:52 +00:00
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/*
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2022-10-08 16:08:48 +00:00
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hierarchy.h
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2021-07-24 05:19:52 +00:00
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2022-12-13 04:36:51 +00:00
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ECS Hierarchy management
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2021-07-24 05:19:52 +00:00
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/02/26
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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2022-10-26 06:22:09 +00:00
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#ifndef __QF_ecs_hierarchy_h
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#define __QF_ecs_hierarchy_h
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2021-07-24 05:19:52 +00:00
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#include "QF/qtypes.h"
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/** \defgroup entity Hierarchy management
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\ingroup utils
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*/
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///@{
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2022-10-09 17:00:33 +00:00
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/** Descriptors for components attached to every entity in the hierarchy.
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*/
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typedef struct hierarchy_type_s {
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uint32_t num_components;
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const struct component_s *components;
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} hierarchy_type_t;
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typedef struct hierref_s {
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struct hierarchy_s *hierarchy;
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uint32_t index; ///< index in hierarchy
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} hierref_t;
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2021-07-24 05:19:52 +00:00
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typedef struct hierarchy_s {
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2022-10-09 17:00:33 +00:00
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uint32_t num_objects;
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uint32_t max_objects;
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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uint32_t *ent;
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2022-10-09 17:00:33 +00:00
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uint32_t *childCount;
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uint32_t *childIndex;
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uint32_t *parentIndex;
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2023-07-07 05:42:49 +00:00
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uint32_t *nextIndex;
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uint32_t *lastIndex;
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2022-10-09 17:00:33 +00:00
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const hierarchy_type_t *type;
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void **components;
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2022-12-18 12:11:21 +00:00
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struct ecs_registry_s *reg;
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2022-12-11 15:20:20 +00:00
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uint32_t href_comp;
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2023-07-07 05:42:49 +00:00
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bool tree_mode; // use for fast building
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2021-07-24 05:19:52 +00:00
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} hierarchy_t;
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2023-07-07 05:42:49 +00:00
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#define nullindex (~0u)
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2022-12-11 15:20:20 +00:00
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hierarchy_t *Hierarchy_New (struct ecs_registry_s *reg, uint32_t href_comp,
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2022-10-09 17:00:33 +00:00
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const hierarchy_type_t *type, int createRoot);
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2022-05-08 02:14:00 +00:00
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void Hierarchy_Reserve (hierarchy_t *hierarchy, uint32_t count);
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2022-12-11 15:20:20 +00:00
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hierarchy_t *Hierarchy_Copy (struct ecs_registry_s *reg, uint32_t href_comp,
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2022-10-26 06:22:09 +00:00
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const hierarchy_t *src);
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2021-07-24 05:19:52 +00:00
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void Hierarchy_Delete (hierarchy_t *hierarchy);
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2023-07-07 05:42:49 +00:00
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void Hierarchy_SetTreeMode (hierarchy_t *hierarchy, bool tree_mode);
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2021-07-24 05:19:52 +00:00
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uint32_t Hierarchy_InsertHierarchy (hierarchy_t *dst, const hierarchy_t *src,
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uint32_t dstParent, uint32_t srcRoot);
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2022-11-07 15:16:29 +00:00
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void Hierarchy_RemoveHierarchy (hierarchy_t *hierarchy, uint32_t index,
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int delEntities);
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2022-11-05 08:38:14 +00:00
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hierref_t Hierarchy_SetParent (hierarchy_t *dst, uint32_t dstParent,
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hierarchy_t *src, uint32_t srcIndex);
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2023-03-05 12:29:26 +00:00
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void Hierref_DestroyComponent (void *href);
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2021-07-24 05:19:52 +00:00
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///@}
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2022-10-26 06:22:09 +00:00
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#endif//__QF_ecs_hierarchy_h
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