Paradox Game Engine  v1.0.0 beta06
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ModelNodeFlags.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using System;
4 using SiliconStudio.Core;
5 
6 namespace SiliconStudio.Paradox.Effects
7 {
8  /// <summary>
9  /// Flags describing state of a <see cref="ModelNodeDefinition"/>.
10  /// </summary>
11  [Flags]
12  [DataContract]
13  public enum ModelNodeFlags
14  {
15  /// <summary>
16  /// If true, <see cref="ModelNodeTransformation.Transform"/> will be used to update <see cref="ModelNodeTransformation.LocalMatrix"/>.
17  /// </summary>
18  EnableTransform = 1,
19 
20  /// <summary>
21  /// If true, associated <see cref="Mesh"/> will be rendered.
22  /// </summary>
23  EnableRender = 2,
24 
25  /// <summary>
26  /// The default flags.
27  /// </summary>
29  }
30 }
Flags
Enumeration of the new Assimp's flags.
Use the default mode depending on the type of the field/property.
If true, associated Mesh will be rendered.
If true, ModelNodeTransformation.Transform will be used to update ModelNodeTransformation.LocalMatrix.
ModelNodeFlags
Flags describing state of a ModelNodeDefinition.