quakeforge/include/QF/scene
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
..
camera.h [renderer] Move to using dynamic frame buffers 2022-03-24 12:56:29 +09:00
component.h [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
entity.h [vulkan] Use a buffer for entity transform and color data 2022-05-25 00:17:57 +09:00
hierarchy.h [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
light.h [client] Clean up light loading 2022-05-05 23:49:31 +09:00
scene.h [vulkan] Move non-specific lighting code out of Vulkan 2022-05-05 23:49:30 +09:00
transform.h [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
types.h [scene] Rename libQFentity to libQFscene 2021-07-24 14:20:59 +09:00