quakeforge/libs/scene/Makemodule.am
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

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include libs/scene/test/Makemodule.am
scene_deps=libs/models/libQFmodels.la libs/util/libQFutil.la
lib_LTLIBRARIES += libs/scene/libQFscene.la
libs_scene_libQFscene_la_LDFLAGS= $(lib_ldflags)
libs_scene_libQFscene_la_LIBADD= $(scene_deps)
libs_scene_libQFscene_la_DEPENDENCIES= $(scene_deps)
libs_scene_libQFscene_la_SOURCES= \
libs/scene/camera.c \
libs/scene/component.c \
libs/scene/entity.c \
libs/scene/hierarchy.c \
libs/scene/light.c \
libs/scene/scene.c \
libs/scene/transform.c