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Scene.h
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Scene.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact [email protected] (Chris Hebert) for feedback */
#pragma once
#include "Camera.h"
#include "Node.h"
#include "Types.h"
#include <map>
#include <stdint.h>
class Scene
{
public:
typedef uint32_t ID;
typedef std::map<ID, Scene*> Map;
Scene();
Scene(const ID& inID);
~Scene();
void update();
Node::NodeList& Nodes();
Node::NodeList& Cameras();
Node::NodeList& Lights();
void CurrentCamera(Camera* inCamera);
void CurrentCamera(const Camera::ID& inID);
Camera* CurrentCamera();
Camera* newCamera(const float& inX = 0.0f, const float& inY = 0.0f, const float& inZ = -5.0f);
Camera* getCamera(const Camera::ID& inID);
void getTriangles(render::TriangleList& outTriangles);
private:
ID m_id;
Node::NodeList m_root_nodes;
Node::NodeList m_camera_list;
Node::NodeList m_light_list;
Camera* m_current_camera = nullptr;
};