Commit graph

11 commits

Author SHA1 Message Date
Th3T3chn0G1t
3098b5d3f7 Implement clang support
Fixing a load of issues related to autoconf and some small source-level issues to re-add clang support.
autoconf feature detection probably needs some addressing - partially as -Werror is applied late.
2023-08-11 14:25:01 +09:00
Bill Currie
10037927ea [ecs] Add hierarchy-only tests
The hierarchy-specific tests from the transform tests have been moved
into the ecs tests and the transform tests renamed appropriately. As
part of the process, hierarchies can now have a null type (ie, no
additional components maintained by the hierarchy). This should make
sorting out the issues highlighted by sbar a bit easier.
2022-11-05 21:29:38 +09:00
Bill Currie
52b09e81cd [ecs,scene] Update tests for move to separate ecs lib
And fix an issue spotted in hierarchy.c: incorrect move of objects and
lack of check for valid entity when updating hierarchy reference
indices.
2022-10-27 15:35:29 +09:00
Bill Currie
db7f8a461e [ecs] Move ECS core into its own library
While the libraries are probably getting a little out of hand, the
separation into its own directory is probably a good thing as an ECS
should not be tied to scenes. This should make the ECS more generally
useful.
2022-10-26 17:24:03 +09:00
Bill Currie
8acd5c558b [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 22:24:36 +09:00
Bill Currie
de786ce197 [scene] Use hierref_t instead of transform_t in hierarchy
Hierarchies are now much closer to being more general in that they are
not tied to 3d transforms. This is a major step to moving the whole
entity/transform system into an ECS.
2022-10-22 13:04:07 +09:00
Bill Currie
b607fe0878 [scene] Add has/get component functions
And define nullent as 0 is a valid entity.
2022-10-21 19:12:20 +09:00
Bill Currie
06ccc3023b [scene] Start work on a full-on ECS system
That does feel a little redundant, but I think the System in ECS is
referring to the systems that run on the components, while the other
system is the support code for the ECS. Anyway...

This is based heavily on the information provided by @skipjack in his
github blog about EnTT. Currently, entity recycling and sparse arrays
for component pools have been implemented, and adding components to an
entity has been tested.
2022-10-16 18:29:25 +09:00
Bill Currie
8464d71264 [scene] Move hierarchies to an ECS-based system
This is the beginning of adding ECS to QF. While the previous iteration
of hierarchies was a start in the direction towards ECS, this pulls most
of the 3d-specific transform stuff out of the hierarchy "objects",
making all the matrices and vectors/quaternions actual components (in
the ECS sense). There's more work to be done with respect to the
transform and entity members of hierarchy_t (entity should probably go
away entirely, and transform should become hierref_t (or whatever its
final name becomes), but I wanted to get things working sooner than
later.

The motivation for the effort was to allow views to use hierarchy_t,
which should be possible once I get entity and transform sorted out.

I am really glad I already had automated tests for hierarchies, as
things proved to be a little tricky to get working due to forgetting why
certain things were there.
2022-10-10 02:00:33 +09:00
Bill Currie
ba3879c6e0 [scene] Make transforms owned by the scene
This actually has at least two benefits: the transform id is managed by
the scene and thus does not need separate management by the Ruamoko
wrapper functions, and better memory handling of the transform objects.
Another benefit that isn't realized yet is that this is a step towards
breaking the renderers free of quake and quakeworld: although the
clients don't actually use the scene yet, it will be a good place to
store the rendering information (functions to run, etc).
2022-02-14 20:01:36 +09:00
Bill Currie
40a26e4bc8 [scene] Rename libQFentity to libQFscene
And start working on scene management.
2021-07-24 14:20:59 +09:00