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https://git.code.sf.net/p/quake/quakeforge
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8acd5c558b
This puts the hierarchy (transform) reference, animation, visibility, renderer, active, and old_origin data in separate components. There are a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately in sw, reasons known, missing brush models in vulkan). While quake doesn't really need an ECS, the direction I want to take QF does, and it does seem to have improved memory bandwidth a little (uncertain). However, there's a lot more work to go (especially fixing the above bugs), but this seems to be a good start.
84 lines
2 KiB
C
84 lines
2 KiB
C
/*
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entities.h
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Entity management
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/6/28
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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 __client_entities_h
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#define __client_entities_h
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#include "QF/darray.h"
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#include "QF/msg.h"
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#include "QF/qtypes.h"
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#include "QF/simd/types.h"
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typedef struct entitystateset_s DARRAY_TYPE (struct entity_state_s)
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entitystateset_t;
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extern entitystateset_t cl_static_entities;
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// entity_state_t is the information conveyed from the server
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// in an update message
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typedef struct entity_state_s {
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int number; // edict index
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unsigned flags; // nolerp, etc
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vec4f_t origin;
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vec4f_t velocity;
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vec3_t angles;
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uint16_t modelindex;
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uint16_t frame;
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int weaponframe;
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int effects;
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byte colormap;
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byte skinnum;
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// QSG 2
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byte alpha;
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byte scale;
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byte glow_size;
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byte glow_color;
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byte colormod;
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} entity_state_t;
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typedef struct {
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entity_state_t * const baseline;
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entity_state_t * const * const frame;
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const int num_frames;
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const int num_entities;
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} entstates_t;
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extern entstates_t nq_entstates;
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extern entstates_t qw_entstates;
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extern vec3_t ent_colormod[256];
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struct entity_s;
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void CL_TransformEntity (struct entity_s ent, float scale,
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const vec3_t angles, vec4f_t position);
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#endif//__client_entities_h
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