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While this does require an extra call after registering components, it allows for multiple component sets (ie, sub-systems) to be registered before the component pools are created. The base id for the registered component set is returned so it can be passed to the subsystem as needed.
87 lines
2.1 KiB
C
87 lines
2.1 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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enum scene_components {
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scene_href, //hierarchical transform
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scene_animation,
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scene_visibility,
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scene_renderer,
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scene_active,
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scene_old_origin, //XXX FIXME XXX should not be here
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scene_colormap,
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scene_canvas,
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scene_vref, //view hierarchy reference
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//FIXME these should probably be private to the sw renderer (and in a
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//group, which needs to be implemented), but need to sort out a good
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//scheme for semi-dynamic components
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scene_sw_matrix, // world transform matrix
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scene_sw_frame, // animation frame
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scene_sw_brush, // brush model data pointer
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scene_comp_count
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};
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typedef struct scene_s {
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struct ecs_registry_s *reg;
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struct scene_resources_s *const resources;
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struct hierarchy_s *hierarchies;
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struct model_s *worldmodel;
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int num_models;
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struct model_s **models;
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struct mleaf_s *viewleaf;
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struct lightingdata_s *lights;
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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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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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