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8464d71264
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.
86 lines
2.4 KiB
C
86 lines
2.4 KiB
C
/*
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hierarchy.h
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Hierarchy 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_hierarchy_h
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#define __QF_scene_hierarchy_h
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#include "QF/darray.h"
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#include "QF/qtypes.h"
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#include "QF/scene/types.h"
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#include "QF/simd/vec4f.h"
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#include "QF/simd/mat4f.h"
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/** \defgroup entity Hierarchy management
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\ingroup utils
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*/
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///@{
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/** Descriptors for components attached to every entity in the hierarchy.
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*/
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typedef struct hierarchy_type_s {
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uint32_t num_components;
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const struct component_s *components;
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} hierarchy_type_t;
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#define null_transform (~0u)
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typedef struct hierref_s {
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struct hierarchy_s *hierarchy;
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uint32_t index; ///< index in hierarchy
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int32_t id; ///< scene id
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} hierref_t;
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typedef struct hierarchy_s {
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struct hierarchy_s *next;
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struct hierarchy_s **prev;
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struct scene_s *scene;
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uint32_t num_objects;
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uint32_t max_objects;
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struct transform_s **transform; //FIXME use hierref_t
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struct entity_s **entity; //FIXME should not exist
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uint32_t *childCount;
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uint32_t *childIndex;
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uint32_t *parentIndex;
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const hierarchy_type_t *type;
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void **components;
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} hierarchy_t;
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hierarchy_t *Hierarchy_New (struct scene_s *scene,
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const hierarchy_type_t *type, int createRoot);
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void Hierarchy_Reserve (hierarchy_t *hierarchy, uint32_t count);
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hierarchy_t *Hierarchy_Copy (struct scene_s *scene, const hierarchy_t *src);
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void Hierarchy_Delete (hierarchy_t *hierarchy);
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uint32_t Hierarchy_InsertHierarchy (hierarchy_t *dst, const hierarchy_t *src,
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uint32_t dstParent, uint32_t srcRoot);
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void Hierarchy_RemoveHierarchy (hierarchy_t *hierarchy, uint32_t index);
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///@}
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#endif//__QF_scene_hierarchy_h
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