/*
 * Copyright (c) 2016-2017, Adam <Adam@sigterm.info>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 * 1. Redistributions of source code must retain the above copyright notice, this
 *    list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright notice,
 *    this list of conditions and the following disclaimer in the documentation
 *    and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
 * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package net.runelite.api;

/**
 * Represents the entire 3D scene
 */
public interface Scene
{
	/**
	 * Gets the tiles in the scene
	 *
	 * @return the tiles in [plane][x][y]
	 */
	Tile[][][] getTiles();

	int getDrawDistance();
	void setDrawDistance(int drawDistance);

	/**
	 * Get the minimum scene level which will be rendered
	 *
	 * @return the plane of the minimum level
	 */
	int getMinLevel();

	/**
	 * Set the minimum scene level which will be rendered
	 *
	 * @param minLevel the plane of the minimum level
	 */
	void setMinLevel(int minLevel);

	/**
	 * Remove a game object from the scene
	 * @param gameObject
	 */
	void removeGameObject(GameObject gameObject);

	void generateHouses();

	void setRoofRemovalMode(int flags);
}

@@ -2116,11 +2116,397 @@
  flags);
+%0A%0A%09/**%0A%09 * Get the underlay ids for the scene. The value stored is id + 1, with 0 for no underlay.%0A%09 * @return%0A%09 */%0A%09byte%5B%5D%5B%5D%5B%5D getUnderlayIds();%0A%0A%09/**%0A%09 * Get the overlay ids for the scene. The value stored is id + 1, with 0 for no overlay.%0A%09 * @return%0A%09 */%0A%09byte%5B%5D%5B%5D%5B%5D getOverlayIds();%0A%0A%09/**%0A%09 * Get the shapes of the tiles for the scene.%0A%09 * @return%0A%09 */%0A%09byte%5B%5D%5B%5D%5B%5D getTileShapes();
 %0A%7D%0A

add scene tile shapes, underlay, and overlay ids