API for "rigging" an entity from a DCC Asset. This creates an entity with suitable components
to represent the DCC Asset.
struct tm_scene_tree_node_t *(*parse_scene_tree)(const struct tm_the_truth_o *tt,
const tm_tt_id_t dcc_asset, struct tm_temp_allocator_i *ta, char **names);
Parses the scene tree out of the DCC asset into a `carray.inl`
of scene tree nodes that can
be used by the `scene_tree_component.h`
If `names` is non-zero, it will be used to return a `char` `carray.inl`
with all the names
of the scene tree nodes, each name separated by `\0` in the array. This can be used to set
bool (*rig_from_dcc_asset)(struct tm_the_truth_o *tt, const tm_tt_id_t entity,
const tm_tt_id_t dcc_asset, const tm_tt_id_t mesh_cg, uint64_t task_id,
Rigs an entity from a `TM_TT_TYPE__DCC_ASSET`
. `entity` is the
into which the DCC asset will be rigged. If the DCC asset contains
multiple scenes, then `entity` will be used as a wrapper. `mesh_cg` is the
to use for meshes in the DCC Asset.
`task_id` will be used with `tm_progress_report_api->set_task_progress()`
to set the
progress of the rigging task. Can be zero if not called from a task.