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/**
* @file scene.c
* @author your name (you@domain.com)
* @brief
* @version 0.1
* @date 2024-10-18
*
* @copyright Copyright (c) 2024
*
*/
#include <celeritas.h>
// Retained mode scene tree that handles performant transform propagation, and allows systems, or other languages via bindings, to
// manipulate rendering/scene data without *owning* said data.
typedef struct scene_tree_node {
const char* label;
} scene_tree_node;
DEFINE_HANDLE(scene_node_handle);
TYPED_POOL(scene_tree_node, scene_node);
typedef struct render_scene_tree {
} render_scene_tree;
// What kind of operations and mutations can we perform on the tree?
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