quakeforge/libs/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
..
test [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
camera.c [scene] Add a camera object 2022-02-25 10:41:50 +09:00
component.c [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
entity.c [renderer] Support multiple entity queues 2022-03-05 02:05:39 +09:00
hierarchy.c [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
light.c [model] Move plane info into mnode_t, and visframe out 2022-05-22 12:41:23 +09:00
Makemodule.am [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
scene.c [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00
transform.c [scene] Move hierarchies to an ECS-based system 2022-10-10 02:00:33 +09:00