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https://git.code.sf.net/p/quake/quakeforge
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e9ad7b748b
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle loading a new map (for quake) in the renderer, and will eventually be how any new scene is loaded.
62 lines
1.6 KiB
C
62 lines
1.6 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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struct model_s *worldmodel;
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int num_models;
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struct model_s **models;
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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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