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#pragma once
#include "scene_types.h"
#include "core/camera.h"
#include <string>
#include <vector>
namespace Donut
{
// The document: everything the app edits and renders, independent of any
// backend or UI. Workspaces (tabs) read and mutate this; the RenderPath reads
// it to draw. It owns the two viewpoints (cameras) as scene state, plus small
// camera-framing helpers, since a viewpoint is part of the document.
class Scene
{
public:
Scene();
// world-builder content
std::vector<SceneObject> objects{ SceneObject{} };
int selected_object = 0;
// black hole / accretion disk
BlackHoleParams black_hole;
// environment
std::string hdri_path = "assets/hdri/hdr_blue_nebulae_1.hdr";
// viewpoints
Camera sim_camera{ 60.0f, 16.0f / 9.0f, 0.1f, 100.0f }; // black-hole view
Camera scene_camera{ 45.0f, 16.0f / 9.0f, 0.1f, 1000.0f }; // world-builder view
// Camera framing helpers (the sim view supports orbital + free-fly).
auto reset_sim_camera() -> void;
auto set_free_fly(bool enabled) -> void;
auto is_free_fly() const -> bool { return sim_camera.get_camera_mode() == CameraMode::FPS; }
};
}
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