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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. |
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.. | ||
test | ||
camera.c | ||
component.c | ||
entity.c | ||
hierarchy.c | ||
light.c | ||
Makemodule.am | ||
scene.c | ||
transform.c |