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https://git.code.sf.net/p/quake/quakeforge
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6ec8e29429
The root transform of each hierarchy can be extracted from the first transform of the list in the hierarchy, so no information is lost. The main reason for the change is I discovered (obvious in hindsight) that deleting root transforms was O(n) due to keeping them in an array, thus the use of a linked list (I don't expect a hierarchy to be in more than one such list), and I didn't want the transforms to be in a linked list.
59 lines
1.5 KiB
C
59 lines
1.5 KiB
C
/*
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scene.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_scene_h
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#define __QF_scene_scene_h
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#include "QF/darray.h"
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#include "QF/scene/types.h"
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/** \defgroup scene Scene management
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\ingroup utils
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*/
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///@{
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typedef struct scene_s {
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struct scene_resources_s *const resources;
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struct hierarchy_s *hierarchies;
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} scene_t;
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scene_t *Scene_NewScene (void);
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void Scene_DeleteScene (scene_t *scene);
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struct entity_s *Scene_CreateEntity (scene_t *scene);
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struct entity_s *Scene_GetEntity (scene_t *scene, int id) __attribute__((pure));
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struct transform_s *Scene_GetTransform (scene_t *scene, int id) __attribute__((pure));
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void Scene_DestroyEntity (scene_t *scene, struct entity_s *entity);
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void Scene_FreeAllEntities (scene_t *scene);
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///@}
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#endif//__QF_scene_scene_h
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