quakeforge/include/QF/scene/entity.h
Bill Currie 0e64f959e2 [scene] Move visibility management into scene code
Well, sort of: it's still really in the renderer, but now calling
R_AddEfrags automatically updates the visibility structure as necessary,
and deleting an entity cleans up the efrags automatically. I wanted this
over twenty years ago.
2022-11-13 15:08:18 +09:00

153 lines
3.8 KiB
C

/*
entity.h
Entity management
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2021/02/26
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_scene_entity_h
#define __QF_scene_entity_h
#include "QF/darray.h"
#include "QF/qtypes.h"
#include "QF/set.h"
#include "QF/simd/vec4f.h"
#include "QF/simd/mat4f.h"
/** \defgroup scene_entity Entity management
\ingroup scene
*/
///@{
#include "QF/scene/scene.h"
#include "QF/scene/transform.h"
typedef struct entity_s {
ecs_registry_t *reg;
uint32_t id;
} entity_t;
#define nullentity ((entity_t) { .id = nullent })
typedef struct animation_s {
int frame;
float syncbase; // randomize time base for local animations
float frame_start_time;
float frame_interval;
int pose1;
int pose2;
float blend;
int nolerp; // don't lerp this frame (pose data invalid)
} animation_t;
typedef struct visibility_s {
struct efrag_s *efrag; // linked list of efrags
int topnode_id; // bmodels, first world node that
// splits bmodel, or NULL if not split
// applies to other models, too
// found in an active leaf
int trivial_accept; // view clipping (frustum and depth)
} visibility_t;
typedef struct renderer_s {
struct model_s *model; // NULL = no model
struct skin_s *skin;
float colormod[4]; // color tint and alpha for model
int skinnum; // for Alias models
int fullbright;
float min_light;
int render_id;
mat4f_t full_transform;
} renderer_t;
typedef struct entityset_s DARRAY_TYPE (entity_t) entityset_t;
typedef struct efrag_s {
struct mleaf_s *leaf;
struct efrag_s *leafnext;
entity_t entity;
uint32_t queue_num;
struct efrag_s *entnext;
} efrag_t;
typedef struct entqueue_s {
set_t *queued_ents;
entityset_t *ent_queues;
int num_queues;
} entqueue_t;
#define ENTINLINE GNU89INLINE inline
entqueue_t *EntQueue_New (int num_queues);
void EntQueue_Delete (entqueue_t *queue);
ENTINLINE void EntQueue_AddEntity (entqueue_t *queue, entity_t ent,
int queue_num);
void EntQueue_Clear (entqueue_t *queue);
ENTINLINE int Entity_Valid (entity_t ent);
ENTINLINE transform_t Entity_Transform (entity_t ent);
#undef ENTINLINE
#ifndef IMPLEMENT_ENTITY_Funcs
#define ENTINLINE GNU89INLINE inline
#else
#define ENTINLINE VISIBLE
#endif
ENTINLINE
void
EntQueue_AddEntity (entqueue_t *queue, entity_t ent, int queue_num)
{
int id = Ent_Index (ent.id);
if (!set_is_member (queue->queued_ents, id)) {
// entity ids are negative (ones-complement)
set_add (queue->queued_ents, id);
DARRAY_APPEND (&queue->ent_queues[queue_num], ent);
}
}
ENTINLINE
int
Entity_Valid (entity_t ent)
{
return ent.reg && ECS_EntValid (ent.id, ent.reg);
}
ENTINLINE
transform_t
Entity_Transform (entity_t ent)
{
// The transform hierarchy reference is a component on the entity thus
// the entity id is the transform id.
return (transform_t) { .reg = ent.reg, .id = ent.id, .comp = scene_href };
}
struct mod_brush_s;
void R_AddEfrags (struct mod_brush_s *, entity_t ent);
void R_ClearEfragChain (efrag_t *ef);
///@}
#endif//__QF_scene_entity_h