quakeforge/include/client/entities.h
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

84 lines
2 KiB
C

/*
entities.h
Entity management
Copyright (C) 2012 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2012/6/28
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __client_entities_h
#define __client_entities_h
#include "QF/darray.h"
#include "QF/msg.h"
#include "QF/qtypes.h"
#include "QF/simd/types.h"
typedef struct entitystateset_s DARRAY_TYPE (struct entity_state_s)
entitystateset_t;
extern entitystateset_t cl_static_entities;
// entity_state_t is the information conveyed from the server
// in an update message
typedef struct entity_state_s {
int number; // edict index
unsigned flags; // nolerp, etc
vec4f_t origin;
vec4f_t velocity;
vec3_t angles;
uint16_t modelindex;
uint16_t frame;
int weaponframe;
int effects;
byte colormap;
byte skinnum;
// QSG 2
byte alpha;
byte scale;
byte glow_size;
byte glow_color;
byte colormod;
} entity_state_t;
typedef struct {
entity_state_t * const baseline;
entity_state_t * const * const frame;
const int num_frames;
const int num_entities;
} entstates_t;
extern entstates_t nq_entstates;
extern entstates_t qw_entstates;
extern vec3_t ent_colormod[256];
struct entity_s;
void CL_TransformEntity (struct entity_s ent, float scale,
const vec3_t angles, vec4f_t position);
#endif//__client_entities_h