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- // Copyright (C) 2002-2012 Nikolaus Gebhardt
- // This file is part of the "Irrlicht Engine".
- // For conditions of distribution and use, see copyright notice in irrlicht.h
- #ifndef __I_SCENE_NODE_H_INCLUDED__
- #define __I_SCENE_NODE_H_INCLUDED__
- #include "IAttributeExchangingObject.h"
- #include "ESceneNodeTypes.h"
- #include "ECullingTypes.h"
- #include "EDebugSceneTypes.h"
- #include "ISceneNodeAnimator.h"
- #include "ITriangleSelector.h"
- #include "SMaterial.h"
- #include "irrString.h"
- #include "aabbox3d.h"
- #include "matrix4.h"
- #include "irrList.h"
- #include "IAttributes.h"
- namespace irr
- {
- namespace scene
- {
- class ISceneManager;
- //! Typedef for list of scene nodes
- typedef core::list<ISceneNode*> ISceneNodeList;
- //! Typedef for list of scene node animators
- typedef core::list<ISceneNodeAnimator*> ISceneNodeAnimatorList;
- //! Scene node interface.
- /** A scene node is a node in the hierarchical scene graph. Every scene
- node may have children, which are also scene nodes. Children move
- relative to their parent's position. If the parent of a node is not
- visible, its children won't be visible either. In this way, it is for
- example easily possible to attach a light to a moving car, or to place
- a walking character on a moving platform on a moving ship.
- */
- class ISceneNode : virtual public io::IAttributeExchangingObject
- {
- public:
- //! Constructor
- ISceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id=-1,
- const core::vector3df& position = core::vector3df(0,0,0),
- const core::vector3df& rotation = core::vector3df(0,0,0),
- const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
- : RelativeTranslation(position), RelativeRotation(rotation), RelativeScale(scale),
- Parent(0), SceneManager(mgr), TriangleSelector(0), ID(id),
- AutomaticCullingState(EAC_BOX), DebugDataVisible(EDS_OFF),
- IsVisible(true), IsDebugObject(false)
- {
- if (parent)
- parent->addChild(this);
- updateAbsolutePosition();
- }
- //! Destructor
- virtual ~ISceneNode()
- {
- // delete all children
- removeAll();
- // delete all animators
- ISceneNodeAnimatorList::Iterator ait = Animators.begin();
- for (; ait != Animators.end(); ++ait)
- (*ait)->drop();
- if (TriangleSelector)
- TriangleSelector->drop();
- }
- //! This method is called just before the rendering process of the whole scene.
- /** Nodes may register themselves in the render pipeline during this call,
- precalculate the geometry which should be renderered, and prevent their
- children from being able to register themselves if they are clipped by simply
- not calling their OnRegisterSceneNode method.
- If you are implementing your own scene node, you should overwrite this method
- with an implementation code looking like this:
- \code
- if (IsVisible)
- SceneManager->registerNodeForRendering(this);
- ISceneNode::OnRegisterSceneNode();
- \endcode
- */
- virtual void OnRegisterSceneNode()
- {
- if (IsVisible)
- {
- ISceneNodeList::Iterator it = Children.begin();
- for (; it != Children.end(); ++it)
- (*it)->OnRegisterSceneNode();
- }
- }
- //! OnAnimate() is called just before rendering the whole scene.
- /** Nodes may calculate or store animations here, and may do other useful things,
- depending on what they are. Also, OnAnimate() should be called for all
- child scene nodes here. This method will be called once per frame, independent
- of whether the scene node is visible or not.
- \param timeMs Current time in milliseconds. */
- virtual void OnAnimate(u32 timeMs)
- {
- if (IsVisible)
- {
- // animate this node with all animators
- ISceneNodeAnimatorList::Iterator ait = Animators.begin();
- while (ait != Animators.end())
- {
- // continue to the next node before calling animateNode()
- // so that the animator may remove itself from the scene
- // node without the iterator becoming invalid
- ISceneNodeAnimator* anim = *ait;
- ++ait;
- if ( anim->isEnabled() )
- {
- anim->animateNode(this, timeMs);
- }
- }
- // update absolute position
- updateAbsolutePosition();
- // perform the post render process on all children
- ISceneNodeList::Iterator it = Children.begin();
- for (; it != Children.end(); ++it)
- (*it)->OnAnimate(timeMs);
- }
- }
- //! Renders the node.
- virtual void render() = 0;
- //! Returns the name of the node.
- /** \return Name as character string. */
- virtual const c8* getName() const
- {
- return Name.c_str();
- }
- //! Sets the name of the node.
- /** \param name New name of the scene node. */
- virtual void setName(const c8* name)
- {
- Name = name;
- }
- //! Sets the name of the node.
- /** \param name New name of the scene node. */
- virtual void setName(const core::stringc& name)
- {
- Name = name;
- }
- //! Get the axis aligned, not transformed bounding box of this node.
- /** This means that if this node is an animated 3d character,
- moving in a room, the bounding box will always be around the
- origin. To get the box in real world coordinates, just
- transform it with the matrix you receive with
- getAbsoluteTransformation() or simply use
- getTransformedBoundingBox(), which does the same.
- \return The non-transformed bounding box. */
- virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
- //! Get the axis aligned, transformed and animated absolute bounding box of this node.
- /** Note: The result is still an axis-aligned bounding box, so it's size
- changes with rotation.
- \return The transformed bounding box. */
- virtual const core::aabbox3d<f32> getTransformedBoundingBox() const
- {
- core::aabbox3d<f32> box = getBoundingBox();
- AbsoluteTransformation.transformBoxEx(box);
- return box;
- }
- //! Get a the 8 corners of the original bounding box transformed and
- //! animated by the absolute transformation.
- /** Note: The result is _not_ identical to getTransformedBoundingBox().getEdges(),
- but getting an aabbox3d of these edges would then be identical.
- \param edges Receives an array with the transformed edges */
- virtual void getTransformedBoundingBoxEdges(core::array< core::vector3d<f32> >& edges) const
- {
- edges.set_used(8);
- getBoundingBox().getEdges( edges.pointer() );
- for ( u32 i=0; i<8; ++i )
- AbsoluteTransformation.transformVect( edges[i] );
- }
- //! Get the absolute transformation of the node. Is recalculated every OnAnimate()-call.
- /** NOTE: For speed reasons the absolute transformation is not
- automatically recalculated on each change of the relative
- transformation or by a transformation change of an parent. Instead the
- update usually happens once per frame in OnAnimate. You can enforce
- an update with updateAbsolutePosition().
- \return The absolute transformation matrix. */
- virtual const core::matrix4& getAbsoluteTransformation() const
- {
- return AbsoluteTransformation;
- }
- //! Returns the relative transformation of the scene node.
- /** The relative transformation is stored internally as 3
- vectors: translation, rotation and scale. To get the relative
- transformation matrix, it is calculated from these values.
- \return The relative transformation matrix. */
- virtual core::matrix4 getRelativeTransformation() const
- {
- core::matrix4 mat;
- mat.setRotationDegrees(RelativeRotation);
- mat.setTranslation(RelativeTranslation);
- if (RelativeScale != core::vector3df(1.f,1.f,1.f))
- {
- core::matrix4 smat;
- smat.setScale(RelativeScale);
- mat *= smat;
- }
- return mat;
- }
- //! Returns whether the node should be visible (if all of its parents are visible).
- /** This is only an option set by the user, but has nothing to
- do with geometry culling
- \return The requested visibility of the node, true means
- visible (if all parents are also visible). */
- virtual bool isVisible() const
- {
- return IsVisible;
- }
- //! Check whether the node is truly visible, taking into accounts its parents' visibility
- /** \return true if the node and all its parents are visible,
- false if this or any parent node is invisible. */
- virtual bool isTrulyVisible() const
- {
- if(!IsVisible)
- return false;
- if(!Parent)
- return true;
- return Parent->isTrulyVisible();
- }
- //! Sets if the node should be visible or not.
- /** All children of this node won't be visible either, when set
- to false. Invisible nodes are not valid candidates for selection by
- collision manager bounding box methods.
- \param isVisible If the node shall be visible. */
- virtual void setVisible(bool isVisible)
- {
- IsVisible = isVisible;
- }
- //! Get the id of the scene node.
- /** This id can be used to identify the node.
- \return The id. */
- virtual s32 getID() const
- {
- return ID;
- }
- //! Sets the id of the scene node.
- /** This id can be used to identify the node.
- \param id The new id. */
- virtual void setID(s32 id)
- {
- ID = id;
- }
- //! Adds a child to this scene node.
- /** If the scene node already has a parent it is first removed
- from the other parent.
- \param child A pointer to the new child. */
- virtual void addChild(ISceneNode* child)
- {
- if (child && (child != this))
- {
- // Change scene manager?
- if (SceneManager != child->SceneManager)
- child->setSceneManager(SceneManager);
- child->grab();
- child->remove(); // remove from old parent
- Children.push_back(child);
- child->Parent = this;
- }
- }
- //! Removes a child from this scene node.
- /** If found in the children list, the child pointer is also
- dropped and might be deleted if no other grab exists.
- \param child A pointer to the child which shall be removed.
- \return True if the child was removed, and false if not,
- e.g. because it couldn't be found in the children list. */
- virtual bool removeChild(ISceneNode* child)
- {
- ISceneNodeList::Iterator it = Children.begin();
- for (; it != Children.end(); ++it)
- if ((*it) == child)
- {
- (*it)->Parent = 0;
- (*it)->drop();
- Children.erase(it);
- return true;
- }
- return false;
- }
- //! Removes all children of this scene node
- /** The scene nodes found in the children list are also dropped
- and might be deleted if no other grab exists on them.
- */
- virtual void removeAll()
- {
- ISceneNodeList::Iterator it = Children.begin();
- for (; it != Children.end(); ++it)
- {
- (*it)->Parent = 0;
- (*it)->drop();
- }
- Children.clear();
- }
- //! Removes this scene node from the scene
- /** If no other grab exists for this node, it will be deleted.
- */
- virtual void remove()
- {
- if (Parent)
- Parent->removeChild(this);
- }
- //! Adds an animator which should animate this node.
- /** \param animator A pointer to the new animator. */
- virtual void addAnimator(ISceneNodeAnimator* animator)
- {
- if (animator)
- {
- Animators.push_back(animator);
- animator->grab();
- }
- }
- //! Get a list of all scene node animators.
- /** \return The list of animators attached to this node. */
- const core::list<ISceneNodeAnimator*>& getAnimators() const
- {
- return Animators;
- }
- //! Removes an animator from this scene node.
- /** If the animator is found, it is also dropped and might be
- deleted if not other grab exists for it.
- \param animator A pointer to the animator to be deleted. */
- virtual void removeAnimator(ISceneNodeAnimator* animator)
- {
- ISceneNodeAnimatorList::Iterator it = Animators.begin();
- for (; it != Animators.end(); ++it)
- {
- if ((*it) == animator)
- {
- (*it)->drop();
- Animators.erase(it);
- return;
- }
- }
- }
- //! Removes all animators from this scene node.
- /** The animators might also be deleted if no other grab exists
- for them. */
- virtual void removeAnimators()
- {
- ISceneNodeAnimatorList::Iterator it = Animators.begin();
- for (; it != Animators.end(); ++it)
- (*it)->drop();
- Animators.clear();
- }
- //! Returns the material based on the zero based index i.
- /** To get the amount of materials used by this scene node, use
- getMaterialCount(). This function is needed for inserting the
- node into the scene hierarchy at an optimal position for
- minimizing renderstate changes, but can also be used to
- directly modify the material of a scene node.
- \param num Zero based index. The maximal value is getMaterialCount() - 1.
- \return The material at that index. */
- virtual video::SMaterial& getMaterial(u32 num)
- {
- return video::IdentityMaterial;
- }
- //! Get amount of materials used by this scene node.
- /** \return Current amount of materials of this scene node. */
- virtual u32 getMaterialCount() const
- {
- return 0;
- }
- //! Sets all material flags at once to a new value.
- /** Useful, for example, if you want the whole mesh to be
- affected by light.
- \param flag Which flag of all materials to be set.
- \param newvalue New value of that flag. */
- void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
- {
- for (u32 i=0; i<getMaterialCount(); ++i)
- getMaterial(i).setFlag(flag, newvalue);
- }
- //! Sets the texture of the specified layer in all materials of this scene node to the new texture.
- /** \param textureLayer Layer of texture to be set. Must be a
- value smaller than MATERIAL_MAX_TEXTURES.
- \param texture New texture to be used. */
- void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
- {
- if (textureLayer >= video::MATERIAL_MAX_TEXTURES)
- return;
- for (u32 i=0; i<getMaterialCount(); ++i)
- getMaterial(i).setTexture(textureLayer, texture);
- }
- //! Sets the material type of all materials in this scene node to a new material type.
- /** \param newType New type of material to be set. */
- void setMaterialType(video::E_MATERIAL_TYPE newType)
- {
- for (u32 i=0; i<getMaterialCount(); ++i)
- getMaterial(i).MaterialType = newType;
- }
- //! Gets the scale of the scene node relative to its parent.
- /** This is the scale of this node relative to its parent.
- If you want the absolute scale, use
- getAbsoluteTransformation().getScale()
- \return The scale of the scene node. */
- virtual const core::vector3df& getScale() const
- {
- return RelativeScale;
- }
- //! Sets the relative scale of the scene node.
- /** \param scale New scale of the node, relative to its parent. */
- virtual void setScale(const core::vector3df& scale)
- {
- RelativeScale = scale;
- }
- //! Gets the rotation of the node relative to its parent.
- /** Note that this is the relative rotation of the node.
- If you want the absolute rotation, use
- getAbsoluteTransformation().getRotation()
- \return Current relative rotation of the scene node. */
- virtual const core::vector3df& getRotation() const
- {
- return RelativeRotation;
- }
- //! Sets the rotation of the node relative to its parent.
- /** This only modifies the relative rotation of the node.
- \param rotation New rotation of the node in degrees. */
- virtual void setRotation(const core::vector3df& rotation)
- {
- RelativeRotation = rotation;
- }
- //! Gets the position of the node relative to its parent.
- /** Note that the position is relative to the parent. If you want
- the position in world coordinates, use getAbsolutePosition() instead.
- \return The current position of the node relative to the parent. */
- virtual const core::vector3df& getPosition() const
- {
- return RelativeTranslation;
- }
- //! Sets the position of the node relative to its parent.
- /** Note that the position is relative to the parent.
- \param newpos New relative position of the scene node. */
- virtual void setPosition(const core::vector3df& newpos)
- {
- RelativeTranslation = newpos;
- }
- //! Gets the absolute position of the node in world coordinates.
- /** If you want the position of the node relative to its parent,
- use getPosition() instead.
- NOTE: For speed reasons the absolute position is not
- automatically recalculated on each change of the relative
- position or by a position change of an parent. Instead the
- update usually happens once per frame in OnAnimate. You can enforce
- an update with updateAbsolutePosition().
- \return The current absolute position of the scene node (updated on last call of updateAbsolutePosition). */
- virtual core::vector3df getAbsolutePosition() const
- {
- return AbsoluteTransformation.getTranslation();
- }
- //! Set a culling style or disable culling completely.
- /** Box cullling (EAC_BOX) is set by default. Note that not
- all SceneNodes support culling and that some nodes always cull
- their geometry because it is their only reason for existence,
- for example the OctreeSceneNode.
- \param state The culling state to be used. Check E_CULLING_TYPE for possible values.*/
- void setAutomaticCulling( u32 state)
- {
- AutomaticCullingState = state;
- }
- //! Gets the automatic culling state.
- /** \return The automatic culling state. */
- u32 getAutomaticCulling() const
- {
- return AutomaticCullingState;
- }
- //! Sets if debug data like bounding boxes should be drawn.
- /** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE.
- Please note that not all scene nodes support all debug data types.
- \param state The debug data visibility state to be used. */
- virtual void setDebugDataVisible(u32 state)
- {
- DebugDataVisible = state;
- }
- //! Returns if debug data like bounding boxes are drawn.
- /** \return A bitwise OR of the debug data values from
- @ref irr::scene::E_DEBUG_SCENE_TYPE that are currently visible. */
- u32 isDebugDataVisible() const
- {
- return DebugDataVisible;
- }
- //! Sets if this scene node is a debug object.
- /** Debug objects have some special properties, for example they can be easily
- excluded from collision detection or from serialization, etc. */
- void setIsDebugObject(bool debugObject)
- {
- IsDebugObject = debugObject;
- }
- //! Returns if this scene node is a debug object.
- /** Debug objects have some special properties, for example they can be easily
- excluded from collision detection or from serialization, etc.
- \return If this node is a debug object, true is returned. */
- bool isDebugObject() const
- {
- return IsDebugObject;
- }
- //! Returns a const reference to the list of all children.
- /** \return The list of all children of this node. */
- const core::list<ISceneNode*>& getChildren() const
- {
- return Children;
- }
- //! Changes the parent of the scene node.
- /** \param newParent The new parent to be used. */
- virtual void setParent(ISceneNode* newParent)
- {
- grab();
- remove();
- Parent = newParent;
- if (Parent)
- Parent->addChild(this);
- drop();
- }
- //! Returns the triangle selector attached to this scene node.
- /** The Selector can be used by the engine for doing collision
- detection. You can create a TriangleSelector with
- ISceneManager::createTriangleSelector() or
- ISceneManager::createOctreeTriangleSelector and set it with
- ISceneNode::setTriangleSelector(). If a scene node got no triangle
- selector, but collision tests should be done with it, a triangle
- selector is created using the bounding box of the scene node.
- \return A pointer to the TriangleSelector or 0, if there
- is none. */
- virtual ITriangleSelector* getTriangleSelector() const
- {
- return TriangleSelector;
- }
- //! Sets the triangle selector of the scene node.
- /** The Selector can be used by the engine for doing collision
- detection. You can create a TriangleSelector with
- ISceneManager::createTriangleSelector() or
- ISceneManager::createOctreeTriangleSelector(). Some nodes may
- create their own selector by default, so it would be good to
- check if there is already a selector in this node by calling
- ISceneNode::getTriangleSelector().
- \param selector New triangle selector for this scene node. */
- virtual void setTriangleSelector(ITriangleSelector* selector)
- {
- if (TriangleSelector != selector)
- {
- if (TriangleSelector)
- TriangleSelector->drop();
- TriangleSelector = selector;
- if (TriangleSelector)
- TriangleSelector->grab();
- }
- }
- //! Updates the absolute position based on the relative and the parents position
- /** Note: This does not recursively update the parents absolute positions, so if you have a deeper
- hierarchy you might want to update the parents first.*/
- virtual void updateAbsolutePosition()
- {
- if (Parent)
- {
- AbsoluteTransformation =
- Parent->getAbsoluteTransformation() * getRelativeTransformation();
- }
- else
- AbsoluteTransformation = getRelativeTransformation();
- }
- //! Returns the parent of this scene node
- /** \return A pointer to the parent. */
- scene::ISceneNode* getParent() const
- {
- return Parent;
- }
- //! Returns type of the scene node
- /** \return The type of this node. */
- virtual ESCENE_NODE_TYPE getType() const
- {
- return ESNT_UNKNOWN;
- }
- //! Writes attributes of the scene node.
- /** Implement this to expose the attributes of your scene node
- for scripting languages, editors, debuggers or xml
- serialization purposes.
- \param out The attribute container to write into.
- \param options Additional options which might influence the
- serialization. */
- virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_
- {
- if (!out)
- return;
- out->addString("Name", Name.c_str());
- out->addInt("Id", ID );
- out->addVector3d("Position", getPosition() );
- out->addVector3d("Rotation", getRotation() );
- out->addVector3d("Scale", getScale() );
- out->addBool("Visible", IsVisible );
- out->addInt("AutomaticCulling", AutomaticCullingState);
- out->addInt("DebugDataVisible", DebugDataVisible );
- out->addBool("IsDebugObject", IsDebugObject );
- }
- //! Reads attributes of the scene node.
- /** Implement this to set the attributes of your scene node for
- scripting languages, editors, debuggers or xml deserialization
- purposes.
- \param in The attribute container to read from.
- \param options Additional options which might influence the
- deserialization. */
- virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_
- {
- if (!in)
- return;
- Name = in->getAttributeAsString("Name", Name);
- ID = in->getAttributeAsInt("Id", ID);
- setPosition(in->getAttributeAsVector3d("Position", RelativeTranslation));
- setRotation(in->getAttributeAsVector3d("Rotation", RelativeRotation));
- setScale(in->getAttributeAsVector3d("Scale", RelativeScale));
- IsVisible = in->getAttributeAsBool("Visible", IsVisible);
- if (in->existsAttribute("AutomaticCulling"))
- {
- s32 tmpState = in->getAttributeAsEnumeration("AutomaticCulling",
- scene::AutomaticCullingNames);
- if (tmpState != -1)
- AutomaticCullingState = (u32)tmpState;
- else
- AutomaticCullingState = in->getAttributeAsInt("AutomaticCulling");
- }
- DebugDataVisible = in->getAttributeAsInt("DebugDataVisible", DebugDataVisible);
- IsDebugObject = in->getAttributeAsBool("IsDebugObject", IsDebugObject);
- updateAbsolutePosition();
- }
- //! Creates a clone of this scene node and its children.
- /** \param newParent An optional new parent.
- \param newManager An optional new scene manager.
- \return The newly created clone of this node. */
- virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0)
- {
- return 0; // to be implemented by derived classes
- }
- //! Retrieve the scene manager for this node.
- /** \return The node's scene manager. */
- virtual ISceneManager* getSceneManager(void) const { return SceneManager; }
- protected:
- //! A clone function for the ISceneNode members.
- /** This method can be used by clone() implementations of
- derived classes
- \param toCopyFrom The node from which the values are copied
- \param newManager The new scene manager. */
- void cloneMembers(ISceneNode* toCopyFrom, ISceneManager* newManager)
- {
- Name = toCopyFrom->Name;
- AbsoluteTransformation = toCopyFrom->AbsoluteTransformation;
- RelativeTranslation = toCopyFrom->RelativeTranslation;
- RelativeRotation = toCopyFrom->RelativeRotation;
- RelativeScale = toCopyFrom->RelativeScale;
- ID = toCopyFrom->ID;
- setTriangleSelector(toCopyFrom->TriangleSelector);
- AutomaticCullingState = toCopyFrom->AutomaticCullingState;
- DebugDataVisible = toCopyFrom->DebugDataVisible;
- IsVisible = toCopyFrom->IsVisible;
- IsDebugObject = toCopyFrom->IsDebugObject;
- if (newManager)
- SceneManager = newManager;
- else
- SceneManager = toCopyFrom->SceneManager;
- // clone children
- ISceneNodeList::Iterator it = toCopyFrom->Children.begin();
- for (; it != toCopyFrom->Children.end(); ++it)
- (*it)->clone(this, newManager);
- // clone animators
- ISceneNodeAnimatorList::Iterator ait = toCopyFrom->Animators.begin();
- for (; ait != toCopyFrom->Animators.end(); ++ait)
- {
- ISceneNodeAnimator* anim = (*ait)->createClone(this, SceneManager);
- if (anim)
- {
- addAnimator(anim);
- anim->drop();
- }
- }
- }
- //! Sets the new scene manager for this node and all children.
- //! Called by addChild when moving nodes between scene managers
- void setSceneManager(ISceneManager* newManager)
- {
- SceneManager = newManager;
- ISceneNodeList::Iterator it = Children.begin();
- for (; it != Children.end(); ++it)
- (*it)->setSceneManager(newManager);
- }
- //! Name of the scene node.
- core::stringc Name;
- //! Absolute transformation of the node.
- core::matrix4 AbsoluteTransformation;
- //! Relative translation of the scene node.
- core::vector3df RelativeTranslation;
- //! Relative rotation of the scene node.
- core::vector3df RelativeRotation;
- //! Relative scale of the scene node.
- core::vector3df RelativeScale;
- //! Pointer to the parent
- ISceneNode* Parent;
- //! List of all children of this node
- core::list<ISceneNode*> Children;
- //! List of all animator nodes
- core::list<ISceneNodeAnimator*> Animators;
- //! Pointer to the scene manager
- ISceneManager* SceneManager;
- //! Pointer to the triangle selector
- ITriangleSelector* TriangleSelector;
- //! ID of the node.
- s32 ID;
- //! Automatic culling state
- u32 AutomaticCullingState;
- //! Flag if debug data should be drawn, such as Bounding Boxes.
- u32 DebugDataVisible;
- //! Is the node visible?
- bool IsVisible;
- //! Is debug object?
- bool IsDebugObject;
- };
- } // end namespace scene
- } // end namespace irr
- #endif
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