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https://git.code.sf.net/p/quake/quakeforge
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1dff24dbd0
It copies an entire hierarchy (minus actual entities, but I'm as yet unsure how to proceed with them), even across scenes as the source scene is irrelevant and the destination scene is used for creating the new transforms.
18 lines
441 B
C
18 lines
441 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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transform_t *__transform_alloc (struct scene_s *scene);
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#endif//__scn_internal_h
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