quakeforge/include/QF/scene/hierarchy.h
Bill Currie de786ce197 [scene] Use hierref_t instead of transform_t in hierarchy
Hierarchies are now much closer to being more general in that they are
not tied to 3d transforms. This is a major step to moving the whole
entity/transform system into an ECS.
2022-10-22 13:04:07 +09:00

84 lines
2.3 KiB
C

/*
hierarchy.h
Hierarchy 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_hierarchy_h
#define __QF_scene_hierarchy_h
#include "QF/darray.h"
#include "QF/qtypes.h"
#include "QF/scene/types.h"
#include "QF/simd/vec4f.h"
#include "QF/simd/mat4f.h"
/** \defgroup entity Hierarchy management
\ingroup utils
*/
///@{
/** Descriptors for components attached to every entity in the hierarchy.
*/
typedef struct hierarchy_type_s {
uint32_t num_components;
const struct component_s *components;
} hierarchy_type_t;
typedef struct hierref_s {
struct hierarchy_s *hierarchy;
uint32_t index; ///< index in hierarchy
int32_t id; ///< scene id
} hierref_t;
typedef struct hierarchy_s {
struct hierarchy_s *next;
struct hierarchy_s **prev;
struct scene_s *scene;
uint32_t num_objects;
uint32_t max_objects;
hierref_t **ref;
struct entity_s **entity; //FIXME should not exist
uint32_t *childCount;
uint32_t *childIndex;
uint32_t *parentIndex;
const hierarchy_type_t *type;
void **components;
} hierarchy_t;
hierarchy_t *Hierarchy_New (struct scene_s *scene,
const hierarchy_type_t *type, int createRoot);
void Hierarchy_Reserve (hierarchy_t *hierarchy, uint32_t count);
hierarchy_t *Hierarchy_Copy (struct scene_s *scene, const hierarchy_t *src);
void Hierarchy_Delete (hierarchy_t *hierarchy);
uint32_t Hierarchy_InsertHierarchy (hierarchy_t *dst, const hierarchy_t *src,
uint32_t dstParent, uint32_t srcRoot);
void Hierarchy_RemoveHierarchy (hierarchy_t *hierarchy, uint32_t index);
///@}
#endif//__QF_scene_hierarchy_h