irrlicht/include/ESceneNodeUpdateAbs.h
cutealien 04d814ee31 Allow nodes ignoring parent transformations with ESNUA_RELATIVE
New AbsPosUpdateBehavior which makes updateAbsolutePosition calls behave as if a node had no parent.
Allows for micro optimizations in cases where we have non-moving root node (all scenenodes are always added to the SceneManager which is generally not moved but it's transformation is still multiplied each frame for each node)
As a side-effect this also allows abusing the SceneManager to group objects without affecting transformations.
No real extra cost since I added ESNUA_TRANSFORM_POSITION already.
Thought turns out those matrix transformations are so fast that I also didn't noticed any difference in tests with > 20.000 nodes.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6481 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-02 16:05:22 +00:00

40 lines
1.0 KiB
C++

// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_E_SCENE_NODE_UPDATE_ABS_H_INCLUDED
#define IRR_E_SCENE_NODE_UPDATE_ABS_H_INCLUDED
namespace irr
{
namespace scene
{
//! Options how ISceneNode::updateAbsolutePosition calculates the AbsoluteTransformation
enum ESCENE_NODE_UPDATE_ABS
{
//! Node and parent transformation matrices are multiplied (default)
ESNUA_TRANSFORM_MATRIX,
//! Only transform the position of the node transformation matrix
//! by the parent transformation matrix.
//! Parent will not affect the rotation/scale of the node transformation.
ESNUA_TRANSFORM_POSITION,
//! Use the relative matrix as absolute transformation matrix
//! Parent node transformation is ignored just like when the parent is set to 0
ESNUA_RELATIVE
};
//! Names for culling type
const c8* const SceneNodeUpdateAbsNames[] =
{
"matrix",
"pos",
"relative",
0
};
} // end namespace scene
} // end namespace irr
#endif