TRANSFORM_PROPERTY_WORLD_SCALE,
TRANSFORM_PROPERTY_WORLD_ORIENTATION,
TRANSFORM_PROPERTY_WORLD_MATRIX,
+ TRANSFORM_PROPERTY_UPDATE_SIZE_HINT,
TRANSFORM_PROPERTY_COUNT,
};
const Vector4& GetBoundingSphere( TransformId id ) const;
/**
+ * Component of node is changed or not
+ * @param[in] id Id of the transform component
+ * @return true if Component box is changed else false.
+ */
+ bool IsComponentChanged( TransformId id ) const;
+
+ /**
* Get the world matrix and size of a given component
* @param[in] id Id of the transform component
* @param[out] The world matrix of the component
void GetWorldMatrixAndSize( TransformId id, Matrix& worldMatrix, Vector3& size ) const;
/**
+ * Get the update size hint,
+ * @param[in] id Id of the transform component
+ * @param[out] The update size hint of the component
+ */
+ void GetUpdateSizeHint( TransformId id, Vector3& updateSizeHint ) const;
+
+
+ /**
* @brief Sets the boolean which states whether the position should use the anchor-point on the given transform component.
* @param[in] id Id of the transform component
* @param[in] value True if the position should use the anchor-point
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 > mPrevWorld; ///< Local to world transform of the components in last frame
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< 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
+ Vector< bool> mComponentChanged; ///< Component is changed or not
+ Vector< Vector3 > mUpdateSizeHint; ///< BoundingBox of the components
+ Vector< Vector3 > mUpdateSizeHintBase; ///< Base value for the boundingBox of the components
bool mReorder; ///< Flag to determine if the components have to reordered in the next Update
};