void KillableTargetActor::SwitchVisitor::apply(osg::Switch& switchNode)
{
   for (unsigned i = 0; i < switchNode.getNumChildren(); ++i)
   {
      if (switchNode.getChild(i)->getName() == mSwitchState)
      {
         switchNode.setSingleChildOn(i);
         break;
      }
   }
}
void
CountsVisitor::apply(osg::Switch& node)
{
    pushStateSet(node.getStateSet());

    _switches++;
    osg::ref_ptr<osg::Object> rp = (osg::Object*)&node;
    _uSwitches.insert(rp);
    _totalChildren += node.getNumChildren();
    apply(node.getStateSet());

    if (++_depth > _maxDepth)
        _maxDepth = _depth;
    traverse((osg::Node&)node);
    _depth--;

    popStateSet();
}