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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED
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#define IRR_I_DUMMY_TRANSFORMATION_SCENE_NODE_H_INCLUDED
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#include "ISceneNode.h"
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namespace irr
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{
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namespace scene
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{
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//! Dummy scene node for adding additional transformations to the scene graph.
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/** This scene node does not render itself, and does not respond to set/getPosition,
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set/getRotation and set/getScale. Its just a simple scene node that takes a
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matrix as relative transformation, making it possible to insert any transformation
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anywhere into the scene graph.
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This scene node is for example used by the IAnimatedMeshSceneNode for emulating
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joint scene nodes when playing skeletal animations.
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*/
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class IDummyTransformationSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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IDummyTransformationSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
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: ISceneNode(parent, mgr, id) {}
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//! Returns a reference to the current relative transformation matrix.
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/** This is the matrix, this scene node uses instead of scale, translation
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and rotation. */
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virtual core::matrix4& getRelativeTransformationMatrix() = 0;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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