quakeforge/include/QF/scene/scene.h
Bill Currie ba3879c6e0 [scene] Make transforms owned by the scene
This actually has at least two benefits: the transform id is managed by
the scene and thus does not need separate management by the Ruamoko
wrapper functions, and better memory handling of the transform objects.
Another benefit that isn't realized yet is that this is a step towards
breaking the renderers free of quake and quakeworld: although the
clients don't actually use the scene yet, it will be a good place to
store the rendering information (functions to run, etc).
2022-02-14 20:01:36 +09:00

58 lines
1.4 KiB
C

/*
scene.h
Entity 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_scene_h
#define __QF_scene_scene_h
#include "QF/darray.h"
#include "QF/scene/types.h"
/** \defgroup scene Scene management
\ingroup utils
*/
///@{
typedef struct scene_s {
struct scene_resources_s *const resources;
xformset_t roots;
} scene_t;
scene_t *Scene_NewScene (void);
void Scene_DeleteScene (scene_t *scene);
struct entity_s *Scene_CreateEntity (scene_t *scene);
struct entity_s *Scene_GetEntity (scene_t *scene, int id) __attribute__((pure));
void Scene_DestroyEntity (scene_t *scene, struct entity_s *entity);
void Scene_FreeAllEntities (scene_t *scene);
///@}
#endif//__QF_scene_scene_h