mirror of
https://git.code.sf.net/p/quake/quakeforge
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0e64f959e2
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.
153 lines
3.8 KiB
C
153 lines
3.8 KiB
C
/*
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entity.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_entity_h
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#define __QF_scene_entity_h
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#include "QF/darray.h"
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#include "QF/qtypes.h"
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#include "QF/set.h"
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#include "QF/simd/vec4f.h"
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#include "QF/simd/mat4f.h"
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/** \defgroup scene_entity Entity management
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\ingroup scene
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*/
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///@{
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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typedef struct entity_s {
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ecs_registry_t *reg;
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uint32_t id;
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} entity_t;
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#define nullentity ((entity_t) { .id = nullent })
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typedef struct animation_s {
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int frame;
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float syncbase; // randomize time base for local animations
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float frame_start_time;
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float frame_interval;
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int pose1;
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int pose2;
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float blend;
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int nolerp; // don't lerp this frame (pose data invalid)
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} animation_t;
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typedef struct visibility_s {
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struct efrag_s *efrag; // linked list of efrags
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int topnode_id; // bmodels, first world node that
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// splits bmodel, or NULL if not split
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// applies to other models, too
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// found in an active leaf
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int trivial_accept; // view clipping (frustum and depth)
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} visibility_t;
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typedef struct renderer_s {
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struct model_s *model; // NULL = no model
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struct skin_s *skin;
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float colormod[4]; // color tint and alpha for model
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int skinnum; // for Alias models
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int fullbright;
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float min_light;
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int render_id;
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mat4f_t full_transform;
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} renderer_t;
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typedef struct entityset_s DARRAY_TYPE (entity_t) entityset_t;
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typedef struct efrag_s {
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struct mleaf_s *leaf;
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struct efrag_s *leafnext;
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entity_t entity;
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uint32_t queue_num;
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struct efrag_s *entnext;
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} efrag_t;
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typedef struct entqueue_s {
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set_t *queued_ents;
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entityset_t *ent_queues;
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int num_queues;
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} entqueue_t;
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#define ENTINLINE GNU89INLINE inline
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entqueue_t *EntQueue_New (int num_queues);
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void EntQueue_Delete (entqueue_t *queue);
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ENTINLINE void EntQueue_AddEntity (entqueue_t *queue, entity_t ent,
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int queue_num);
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void EntQueue_Clear (entqueue_t *queue);
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ENTINLINE int Entity_Valid (entity_t ent);
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ENTINLINE transform_t Entity_Transform (entity_t ent);
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#undef ENTINLINE
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#ifndef IMPLEMENT_ENTITY_Funcs
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#define ENTINLINE GNU89INLINE inline
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#else
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#define ENTINLINE VISIBLE
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#endif
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ENTINLINE
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void
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EntQueue_AddEntity (entqueue_t *queue, entity_t ent, int queue_num)
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{
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int id = Ent_Index (ent.id);
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if (!set_is_member (queue->queued_ents, id)) {
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// entity ids are negative (ones-complement)
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set_add (queue->queued_ents, id);
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DARRAY_APPEND (&queue->ent_queues[queue_num], ent);
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}
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}
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ENTINLINE
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int
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Entity_Valid (entity_t ent)
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{
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return ent.reg && ECS_EntValid (ent.id, ent.reg);
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}
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ENTINLINE
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transform_t
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Entity_Transform (entity_t ent)
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{
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// The transform hierarchy reference is a component on the entity thus
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// the entity id is the transform id.
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return (transform_t) { .reg = ent.reg, .id = ent.id, .comp = scene_href };
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}
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struct mod_brush_s;
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void R_AddEfrags (struct mod_brush_s *, entity_t ent);
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void R_ClearEfragChain (efrag_t *ef);
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///@}
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#endif//__QF_scene_entity_h
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