Example #1
0
bool ISceneNode::OnPreDetachChild(NodePtr pNode)
{
	// Node is about to become part of the world, so let's leave it exactly where it is
	pNode->SetLocalPosition(pNode->GetPosition());
	return true;
}
Example #2
0
bool ISceneNode::OnPreAttachChild(NodePtr pNode)
{
	// Make it so that the child remains where it was in the world
	pNode->SetLocalPosition(pNode->GetPosition() - GetPosition());
	return true;
}