- unsigned int mComponentCount; ///< Total number of components
- FreeList mIds; ///< FreeList of Ids
- Vector<TransformComponentAnimatable> mTxComponentAnimatable; ///< Animatable part of the components
- Vector<TransformComponentStatic> mTxComponentStatic; ///< Static part of the components
- Vector<unsigned int> mInheritanceMode; ///< Inheritance mode of the components
- Vector<TransformId> mComponentId; ///< Ids of the components
- Vector<Vector3> mSize; ///< Size of the components
- Vector<TransformId> mParent; ///< Parent of the components
- Vector<Matrix> mWorld; ///< Local to world transform of the components
- Vector<Matrix> mLocal; ///< Local to parent space transform of the components
- Vector<TransformComponentAnimatable> mTxComponentAnimatableBaseValue; ///< Base values for the animatable part of the components
- Vector<Vector3> mSizeBase; ///< Base value for the size of the components
- Vector<bool> mComponentDirty; ///< 1u if some of the parts of the component has changed in this frame, 0 otherwise
- Vector<bool> mLocalMatrixDirty; ///< 1u if the local matrix has been updated in this frame, 0 otherwise
- Vector<SOrderItem> mOrderedComponents; ///< Used to reorder components when hierarchy changes
- bool mReorder; ///< Flag to determine if the components have to reordered in the next Update
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+ uint32_t mComponentCount; ///< Total number of components
+ FreeList mIds; ///< FreeList of Ids
+ Vector< TransformComponentAnimatable > mTxComponentAnimatable; ///< Animatable part of the components
+ Vector< TransformComponentStatic > mTxComponentStatic; ///< Static part of the components
+ Vector< uint32_t > mInheritanceMode; ///< Inheritance mode of the components
+ Vector< TransformId > mComponentId; ///< Ids of the components
+ Vector< Vector3 > mSize; ///< Size of the components
+ Vector< TransformId > mParent; ///< Parent of the components
+ Vector< Matrix > mWorld; ///< Local to world transform of the components
+ Vector< Matrix > mLocal; ///< Local to parent space transform of the components
+ Vector< Vector4 > mBoundingSpheres; ///< Bounding spheres. xyz is the center and w is the radius
+ Vector< TransformComponentAnimatable > mTxComponentAnimatableBaseValue; ///< Base values for the animatable part of the components
+ Vector< Vector3 > mSizeBase; ///< Base value for the size of the components
+ Vector< bool > mComponentDirty; ///< 1u if some of the parts of the component has changed in this frame, 0 otherwise
+ Vector< bool > mLocalMatrixDirty; ///< 1u if the local matrix has been updated in this frame, 0 otherwise
+ Vector< SOrderItem > mOrderedComponents; ///< Used to reorder components when hierarchy changes
+ bool mReorder; ///< Flag to determine if the components have to reordered in the next Update