|
|
|
@ -5,6 +5,20 @@ namespace MWRender
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
/// Node masks used for controlling visibility of game objects.
|
|
|
|
|
/// @par Any node in the OSG scene graph can have a node mask. When traversing the scene graph,
|
|
|
|
|
/// the node visitor's traversal mask is OR'ed with the node mask. If the result of this test is
|
|
|
|
|
/// 0, then the node <i>and all its child nodes</i> are not processed.
|
|
|
|
|
/// @par Important traversal masks are the camera's cull mask (determines what is visible),
|
|
|
|
|
/// the update visitor mask (what is updated) and the intersection visitor mask (what is
|
|
|
|
|
/// selectable through mouse clicks or other intersection tests).
|
|
|
|
|
/// @par In practice, it can be useful to make a "hierarchy" out of the node masks - e.g. in OpenMW,
|
|
|
|
|
/// all 3D rendering nodes are child of a Scene Root node with Mask_Scene. When we do not want 3D rendering,
|
|
|
|
|
/// we can just omit Mask_Scene from the traversal mask, and do not need to omit all the individual
|
|
|
|
|
/// element masks (water, sky, terrain, etc.) since the traversal will already have stopped at the Scene root node.
|
|
|
|
|
/// @par The comments within the VisMask enum should give some hints as to what masks are commonly "child" of
|
|
|
|
|
/// another mask, or what type of node this mask is usually set on.
|
|
|
|
|
/// @note The mask values are not serialized within models, nor used in any other way that would break backwards
|
|
|
|
|
/// compatibility if the enumeration values were to be changed. Feel free to change them when it makes sense.
|
|
|
|
|
enum VisMask
|
|
|
|
|
{
|
|
|
|
|
Mask_UpdateVisitor = 0x1, // reserved for separating UpdateVisitors from CullVisitors
|
|
|
|
@ -24,8 +38,6 @@ namespace MWRender
|
|
|
|
|
Mask_Sun = (1<<10),
|
|
|
|
|
Mask_WeatherParticles = (1<<11),
|
|
|
|
|
|
|
|
|
|
// child of Water
|
|
|
|
|
|
|
|
|
|
// top level masks
|
|
|
|
|
Mask_Scene = (1<<12),
|
|
|
|
|
Mask_GUI = (1<<13),
|
|
|
|
|