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https://git.code.sf.net/p/quake/quakeforge
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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.
17 lines
499 B
Text
17 lines
499 B
Text
include libs/scene/test/Makemodule.am
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scene_deps=libs/models/libQFmodels.la libs/util/libQFutil.la
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lib_LTLIBRARIES += libs/scene/libQFscene.la
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libs_scene_libQFscene_la_LDFLAGS= $(lib_ldflags)
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libs_scene_libQFscene_la_LIBADD= $(scene_deps)
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libs_scene_libQFscene_la_DEPENDENCIES= $(scene_deps)
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libs_scene_libQFscene_la_SOURCES= \
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libs/scene/camera.c \
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libs/scene/component.c \
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libs/scene/entity.c \
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libs/scene/hierarchy.c \
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libs/scene/light.c \
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libs/scene/scene.c \
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libs/scene/transform.c
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