quakeforge/include/QF/scene/scene.h
Bill Currie fb818d15d9 [scene] Support extra component systems
I've finally come across the need for "client" (hah) code to have
additional components on scene entities.
2023-08-05 01:35:09 +09:00

95 lines
2.2 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
*/
///@{
enum scene_components {
scene_href, //hierarchical transform
scene_animation,
scene_visibility,
scene_renderer,
scene_active,
scene_old_origin, //XXX FIXME XXX should not be here
scene_colormap,
scene_dynlight,
scene_light,
scene_efrags,
scene_lightstyle,
scene_lightleaf,
scene_lightid,
//FIXME these should probably be private to the sw renderer (and in a
//group, which needs to be implemented), but need to sort out a good
//scheme for semi-dynamic components
scene_sw_matrix, // world transform matrix
scene_sw_frame, // animation frame
scene_sw_brush, // brush model data pointer
scene_comp_count
};
typedef struct scene_s {
struct ecs_registry_s *reg;
struct model_s *worldmodel;
int num_models;
struct model_s **models;
struct mleaf_s *viewleaf;
struct lightingdata_s *lights;
} scene_t;
typedef struct scene_system_s {
struct ecs_system_s *system;
const struct component_s *components;
uint32_t component_count;
} scene_system_t;
scene_t *Scene_NewScene (scene_system_t *extra_systems);
void Scene_DeleteScene (scene_t *scene);
struct entity_s Scene_CreateEntity (scene_t *scene);
void Scene_DestroyEntity (scene_t *scene, struct entity_s entity);
void Scene_FreeAllEntities (scene_t *scene);
///@}
#endif//__QF_scene_scene_h