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https://git.code.sf.net/p/quake/quakeforge
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6ec8e29429
The root transform of each hierarchy can be extracted from the first transform of the list in the hierarchy, so no information is lost. The main reason for the change is I discovered (obvious in hindsight) that deleting root transforms was O(n) due to keeping them in an array, thus the use of a linked list (I don't expect a hierarchy to be in more than one such list), and I didn't want the transforms to be in a linked list.
16 lines
384 B
C
16 lines
384 B
C
#ifndef __scn_internal_h
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#define __scn_internal_h
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#include "QF/progs.h"
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#include "QF/scene/entity.h"
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#include "QF/scene/hierarchy.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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typedef struct scene_resources_s {
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PR_RESMAP (entity_t) entities;
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PR_RESMAP (hierarchy_t) hierarchies;
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PR_RESMAP (transform_t) transforms;
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} scene_resources_t;
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#endif//__scn_internal_h
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