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https://git.code.sf.net/p/quake/quakeforge
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The main goal of this change was to make it easier to tell when a hierarchy has been deleted, but as a side benefit, it got rid of the use of PR_RESMAP. Also, it's easy to track the number of hierarchies. Unfortunately, it showed how brittle the component side of the ECS is (scene and canvas registries assumed their components were the first (no long the case), thus the sweeping changes). Centerprint doesn't work (but it hasn't for a while).
96 lines
2.3 KiB
C
96 lines
2.3 KiB
C
/*
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scene.h
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Entity management
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2021/02/26
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __QF_scene_scene_h
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#define __QF_scene_scene_h
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#include "QF/darray.h"
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#include "QF/scene/types.h"
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/** \defgroup scene Scene management
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\ingroup utils
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*/
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///@{
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enum scene_components {
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scene_href, //hierarchical transform
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scene_animation,
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scene_visibility,
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scene_renderer,
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scene_active,
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scene_old_origin, //XXX FIXME XXX should not be here
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scene_colormap,
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scene_dynlight,
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scene_light,
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scene_efrags,
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scene_lightstyle,
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scene_lightleaf,
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scene_lightid,
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//FIXME these should probably be private to the sw renderer (and in a
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//group, which needs to be implemented), but need to sort out a good
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//scheme for semi-dynamic components
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scene_sw_matrix, // world transform matrix
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scene_sw_frame, // animation frame
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scene_sw_brush, // brush model data pointer
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scene_comp_count
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};
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typedef struct scene_s {
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struct ecs_registry_s *reg;
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uint32_t base;
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struct model_s *worldmodel;
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int num_models;
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struct model_s **models;
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struct mleaf_s *viewleaf;
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struct lightingdata_s *lights;
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} scene_t;
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typedef struct scene_system_s {
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struct ecs_system_s *system;
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const struct component_s *components;
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uint32_t component_count;
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} scene_system_t;
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scene_t *Scene_NewScene (scene_system_t *extra_systems);
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void Scene_DeleteScene (scene_t *scene);
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struct entity_s Scene_CreateEntity (scene_t *scene);
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void Scene_DestroyEntity (scene_t *scene, struct entity_s entity);
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void Scene_FreeAllEntities (scene_t *scene);
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///@}
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#endif//__QF_scene_scene_h
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