add macOS implementation
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175
macos/include/filament/Scene.h
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175
macos/include/filament/Scene.h
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/*
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* Copyright (C) 2015 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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//! \file
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#ifndef TNT_FILAMENT_SCENE_H
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#define TNT_FILAMENT_SCENE_H
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#include <filament/FilamentAPI.h>
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#include <utils/compiler.h>
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#include <utils/Invocable.h>
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namespace utils {
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class Entity;
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} // namespace utils
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namespace filament {
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class IndirectLight;
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class Skybox;
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/**
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* A Scene is a flat container of Renderable and Light instances.
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*
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* A Scene doesn't provide a hierarchy of Renderable objects, i.e.: it's not a scene-graph.
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* However, it manages the list of objects to render and the list of lights. Renderable
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* and Light objects can be added or removed from a Scene at any time.
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*
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* A Renderable *must* be added to a Scene in order to be rendered, and the Scene must be
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* provided to a View.
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*
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*
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* Creation and Destruction
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* ========================
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*
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* A Scene is created using Engine.createScene() and destroyed using
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* Engine.destroy(const Scene*).
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*
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* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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* #include <filament/Scene.h>
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* #include <filament/Engine.h>
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* using namespace filament;
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*
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* Engine* engine = Engine::create();
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*
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* Scene* scene = engine->createScene();
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* engine->destroy(&scene);
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* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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*
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* @see View, Renderable, Light
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*/
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class UTILS_PUBLIC Scene : public FilamentAPI {
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public:
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/**
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* Sets the Skybox.
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*
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* The Skybox is drawn last and covers all pixels not touched by geometry.
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*
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* @param skybox The Skybox to use to fill untouched pixels, or nullptr to unset the Skybox.
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*/
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void setSkybox(Skybox* skybox) noexcept;
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/**
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* Returns the Skybox associated with the Scene.
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*
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* @return The associated Skybox, or nullptr if there is none.
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*/
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Skybox* getSkybox() const noexcept;
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/**
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* Set the IndirectLight to use when rendering the Scene.
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*
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* Currently, a Scene may only have a single IndirectLight. This call replaces the current
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* IndirectLight.
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*
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* @param ibl The IndirectLight to use when rendering the Scene or nullptr to unset.
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* @see getIndirectLight
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*/
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void setIndirectLight(IndirectLight* ibl) noexcept;
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/**
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* Get the IndirectLight or nullptr if none is set.
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*
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* @return the the IndirectLight or nullptr if none is set
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* @see setIndirectLight
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*/
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IndirectLight* getIndirectLight() const noexcept;
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/**
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* Adds an Entity to the Scene.
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*
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* @param entity The entity is ignored if it doesn't have a Renderable or Light component.
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*
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* \attention
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* A given Entity object can only be added once to a Scene.
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*
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*/
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void addEntity(utils::Entity entity);
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/**
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* Adds a list of entities to the Scene.
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*
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* @param entities Array containing entities to add to the scene.
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* @param count Size of the entity array.
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*/
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void addEntities(const utils::Entity* entities, size_t count);
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/**
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* Removes the Renderable from the Scene.
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*
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* @param entity The Entity to remove from the Scene. If the specified
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* \p entity doesn't exist, this call is ignored.
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*/
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void remove(utils::Entity entity);
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/**
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* Removes a list of entities to the Scene.
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*
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* This is equivalent to calling remove in a loop.
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* If any of the specified entities do not exist in the scene, they are skipped.
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*
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* @param entities Array containing entities to remove from the scene.
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* @param count Size of the entity array.
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*/
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void removeEntities(const utils::Entity* entities, size_t count);
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/**
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* Returns the number of Renderable objects in the Scene.
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*
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* @return number of Renderable objects in the Scene.
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*/
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size_t getRenderableCount() const noexcept;
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/**
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* Returns the total number of Light objects in the Scene.
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*
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* @return The total number of Light objects in the Scene.
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*/
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size_t getLightCount() const noexcept;
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/**
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* Returns true if the given entity is in the Scene.
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*
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* @return Whether the given entity is in the Scene.
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*/
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bool hasEntity(utils::Entity entity) const noexcept;
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/**
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* Invokes user functor on each entity in the scene.
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*
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* It is not allowed to add or remove an entity from the scene within the functor.
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*
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* @param functor User provided functor called for each entity in the scene
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*/
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void forEach(utils::Invocable<void(utils::Entity entity)>&& functor) const noexcept;
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};
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} // namespace filament
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#endif // TNT_FILAMENT_SCENE_H
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