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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.
32 lines
880 B
C
32 lines
880 B
C
/*
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component.c
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Component handling
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Copyright (C) 2022 Bill Currke
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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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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#define IMPLEMENT_COMPONENT_Funcs
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#include "QF/scene/component.h"
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