aboutsummaryrefslogtreecommitdiff
path: root/engine/src/core/com/jme3/scene/Spatial.java
blob: 3785d6ec9fb53beb4e6e1756289f3acf76c7d392 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
/*
 * Copyright (c) 2009-2010 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
 *   may be used to endorse or promote products derived from this software
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
package com.jme3.scene;

import com.jme3.asset.Asset;
import com.jme3.asset.AssetKey;
import com.jme3.bounding.BoundingVolume;
import com.jme3.collision.Collidable;
import com.jme3.export.*;
import com.jme3.light.Light;
import com.jme3.light.LightList;
import com.jme3.material.Material;
import com.jme3.math.*;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.renderer.queue.RenderQueue;
import com.jme3.renderer.queue.RenderQueue.Bucket;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.control.Control;
import com.jme3.util.SafeArrayList;
import com.jme3.util.TempVars;
import java.io.IOException;
import java.util.*;
import java.util.logging.Logger;

/**
 * <code>Spatial</code> defines the base class for scene graph nodes. It
 * maintains a link to a parent, it's local transforms and the world's
 * transforms. All other scene graph elements, such as {@link Node} and
 * {@link Geometry} are subclasses of <code>Spatial</code>.
 *
 * @author Mark Powell
 * @author Joshua Slack
 * @version $Revision: 4075 $, $Data$
 */
public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {

    private static final Logger logger = Logger.getLogger(Spatial.class.getName());

    /**
     * Specifies how frustum culling should be handled by 
     * this spatial.
     */
    public enum CullHint {

        /** 
         * Do whatever our parent does. If no parent, default to {@link #Dynamic}.
         */
        Inherit,
        /**
         * Do not draw if we are not at least partially within the view frustum
         * of the camera. This is determined via the defined
         * Camera planes whether or not this Spatial should be culled.
         */
        Dynamic,
        /** 
         * Always cull this from the view, throwing away this object
         * and any children from rendering commands.
         */
        Always,
        /**
         * Never cull this from view, always draw it. 
         * Note that we will still get culled if our parent is culled.
         */
        Never;
    }

    /**
     * Specifies if this spatial should be batched
     */
    public enum BatchHint {

        /** 
         * Do whatever our parent does. If no parent, default to {@link #Always}.
         */
        Inherit,
        /** 
         * This spatial will always be batched when attached to a BatchNode.
         */
        Always,
        /** 
         * This spatial will never be batched when attached to a BatchNode.
         */
        Never;
    }
    /**
     * Refresh flag types
     */
    protected static final int RF_TRANSFORM = 0x01, // need light resort + combine transforms
            RF_BOUND = 0x02,
            RF_LIGHTLIST = 0x04; // changes in light lists          
    protected CullHint cullHint = CullHint.Inherit;
    protected BatchHint batchHint = BatchHint.Inherit;
    /** 
     * Spatial's bounding volume relative to the world.
     */
    protected BoundingVolume worldBound;
    /**
     * LightList
     */
    protected LightList localLights;
    protected transient LightList worldLights;
    /** 
     * This spatial's name.
     */
    protected String name;
    // scale values
    protected transient Camera.FrustumIntersect frustrumIntersects = Camera.FrustumIntersect.Intersects;
    protected RenderQueue.Bucket queueBucket = RenderQueue.Bucket.Inherit;
    protected ShadowMode shadowMode = RenderQueue.ShadowMode.Inherit;
    public transient float queueDistance = Float.NEGATIVE_INFINITY;
    protected Transform localTransform;
    protected Transform worldTransform;
    protected SafeArrayList<Control> controls = new SafeArrayList<Control>(Control.class);
    protected HashMap<String, Savable> userData = null;
    /**
     * Used for smart asset caching
     * 
     * @see AssetKey#useSmartCache() 
     */
    protected AssetKey key;
    /** 
     * Spatial's parent, or null if it has none.
     */
    protected transient Node parent;
    /**
     * Refresh flags. Indicate what data of the spatial need to be
     * updated to reflect the correct state.
     */
    protected transient int refreshFlags = 0;

    /**
     * Serialization only. Do not use.
     */
    public Spatial() {
        localTransform = new Transform();
        worldTransform = new Transform();

        localLights = new LightList(this);
        worldLights = new LightList(this);

        refreshFlags |= RF_BOUND;
    }

    /**
     * Constructor instantiates a new <code>Spatial</code> object setting the
     * rotation, translation and scale value to defaults.
     *
     * @param name
     *            the name of the scene element. This is required for
     *            identification and comparison purposes.
     */
    public Spatial(String name) {
        this();
        this.name = name;
    }

    public void setKey(AssetKey key) {
        this.key = key;
    }

    public AssetKey getKey() {
        return key;
    }

    /**
     * Indicate that the transform of this spatial has changed and that
     * a refresh is required.
     */
    protected void setTransformRefresh() {
        refreshFlags |= RF_TRANSFORM;
        setBoundRefresh();
    }

    protected void setLightListRefresh() {
        refreshFlags |= RF_LIGHTLIST;
    }

    /**
     * Indicate that the bounding of this spatial has changed and that
     * a refresh is required.
     */
    protected void setBoundRefresh() {
        refreshFlags |= RF_BOUND;

        // XXX: Replace with a recursive call?
        Spatial p = parent;
        while (p != null) {
            if ((p.refreshFlags & RF_BOUND) != 0) {
                return;
            }

            p.refreshFlags |= RF_BOUND;
            p = p.parent;
        }
    }

    /**
     * <code>checkCulling</code> checks the spatial with the camera to see if it
     * should be culled.
     * <p>
     * This method is called by the renderer. Usually it should not be called
     * directly.
     *
     * @param cam The camera to check against.
     * @return true if inside or intersecting camera frustum
     * (should be rendered), false if outside.
     */
    public boolean checkCulling(Camera cam) {
        if (refreshFlags != 0) {
            throw new IllegalStateException("Scene graph is not properly updated for rendering.\n"
                    + "State was changed after rootNode.updateGeometricState() call. \n"
                    + "Make sure you do not modify the scene from another thread!\n"
                    + "Problem spatial name: " + getName());
        }

        CullHint cm = getCullHint();
        assert cm != CullHint.Inherit;
        if (cm == Spatial.CullHint.Always) {
            setLastFrustumIntersection(Camera.FrustumIntersect.Outside);
            return false;
        } else if (cm == Spatial.CullHint.Never) {
            setLastFrustumIntersection(Camera.FrustumIntersect.Intersects);
            return true;
        }

        // check to see if we can cull this node
        frustrumIntersects = (parent != null ? parent.frustrumIntersects
                : Camera.FrustumIntersect.Intersects);

        if (frustrumIntersects == Camera.FrustumIntersect.Intersects) {
            if (getQueueBucket() == Bucket.Gui) {
                return cam.containsGui(getWorldBound());
            } else {
                frustrumIntersects = cam.contains(getWorldBound());
            }
        }

        return frustrumIntersects != Camera.FrustumIntersect.Outside;
    }

    /**
     * Sets the name of this spatial.
     *
     * @param name
     *            The spatial's new name.
     */
    public void setName(String name) {
        this.name = name;
    }

    /**
     * Returns the name of this spatial.
     *
     * @return This spatial's name.
     */
    public String getName() {
        return name;
    }

    /**
     * Returns the local {@link LightList}, which are the lights
     * that were directly attached to this <code>Spatial</code> through the
     * {@link #addLight(com.jme3.light.Light) } and 
     * {@link #removeLight(com.jme3.light.Light) } methods.
     * 
     * @return The local light list
     */
    public LightList getLocalLightList() {
        return localLights;
    }

    /**
     * Returns the world {@link LightList}, containing the lights
     * combined from all this <code>Spatial's</code> parents up to and including
     * this <code>Spatial</code>'s lights.
     * 
     * @return The combined world light list
     */
    public LightList getWorldLightList() {
        return worldLights;
    }

    /**
     * <code>getWorldRotation</code> retrieves the absolute rotation of the
     * Spatial.
     *
     * @return the Spatial's world rotation quaternion.
     */
    public Quaternion getWorldRotation() {
        checkDoTransformUpdate();
        return worldTransform.getRotation();
    }

    /**
     * <code>getWorldTranslation</code> retrieves the absolute translation of
     * the spatial.
     *
     * @return the Spatial's world tranlsation vector.
     */
    public Vector3f getWorldTranslation() {
        checkDoTransformUpdate();
        return worldTransform.getTranslation();
    }

    /**
     * <code>getWorldScale</code> retrieves the absolute scale factor of the
     * spatial.
     *
     * @return the Spatial's world scale factor.
     */
    public Vector3f getWorldScale() {
        checkDoTransformUpdate();
        return worldTransform.getScale();
    }

    /**
     * <code>getWorldTransform</code> retrieves the world transformation
     * of the spatial.
     *
     * @return the world transform.
     */
    public Transform getWorldTransform() {
        checkDoTransformUpdate();
        return worldTransform;
    }

    /**
     * <code>rotateUpTo</code> is a utility function that alters the
     * local rotation to point the Y axis in the direction given by newUp.
     *
     * @param newUp
     *            the up vector to use - assumed to be a unit vector.
     */
    public void rotateUpTo(Vector3f newUp) {
        TempVars vars = TempVars.get();

        Vector3f compVecA = vars.vect1;
        Quaternion q = vars.quat1;

        // First figure out the current up vector.
        Vector3f upY = compVecA.set(Vector3f.UNIT_Y);
        Quaternion rot = localTransform.getRotation();
        rot.multLocal(upY);

        // get angle between vectors
        float angle = upY.angleBetween(newUp);

        // figure out rotation axis by taking cross product
        Vector3f rotAxis = upY.crossLocal(newUp).normalizeLocal();

        // Build a rotation quat and apply current local rotation.
        q.fromAngleNormalAxis(angle, rotAxis);
        q.mult(rot, rot);

        vars.release();

        setTransformRefresh();
    }

    /**
     * <code>lookAt</code> is a convenience method for auto-setting the local
     * rotation based on a position and an up vector. It computes the rotation
     * to transform the z-axis to point onto 'position' and the y-axis to 'up'.
     * Unlike {@link Quaternion#lookAt(com.jme3.math.Vector3f, com.jme3.math.Vector3f) } 
     * this method takes a world position to look at and not a relative direction.
     *
     * @param position
     *            where to look at in terms of world coordinates
     * @param upVector
     *            a vector indicating the (local) up direction. (typically {0,
     *            1, 0} in jME.)
     */
    public void lookAt(Vector3f position, Vector3f upVector) {
        Vector3f worldTranslation = getWorldTranslation();

        TempVars vars = TempVars.get();

        Vector3f compVecA = vars.vect4;
        vars.release();

        compVecA.set(position).subtractLocal(worldTranslation);
        getLocalRotation().lookAt(compVecA, upVector);

        setTransformRefresh();
    }

    /**
     * Should be overridden by Node and Geometry.
     */
    protected void updateWorldBound() {
        // the world bound of a leaf is the same as it's model bound
        // for a node, the world bound is a combination of all it's children
        // bounds
        // -> handled by subclass
        refreshFlags &= ~RF_BOUND;
    }

    protected void updateWorldLightList() {
        if (parent == null) {
            worldLights.update(localLights, null);
            refreshFlags &= ~RF_LIGHTLIST;
        } else {
            if ((parent.refreshFlags & RF_LIGHTLIST) == 0) {
                worldLights.update(localLights, parent.worldLights);
                refreshFlags &= ~RF_LIGHTLIST;
            } else {
                assert false;
            }
        }
    }

    /**
     * Should only be called from updateGeometricState().
     * In most cases should not be subclassed.
     */
    protected void updateWorldTransforms() {
        if (parent == null) {
            worldTransform.set(localTransform);
            refreshFlags &= ~RF_TRANSFORM;
        } else {
            // check if transform for parent is updated
            assert ((parent.refreshFlags & RF_TRANSFORM) == 0);
            worldTransform.set(localTransform);
            worldTransform.combineWithParent(parent.worldTransform);
            refreshFlags &= ~RF_TRANSFORM;
        }
    }

    /**
     * Computes the world transform of this Spatial in the most 
     * efficient manner possible.
     */
    void checkDoTransformUpdate() {
        if ((refreshFlags & RF_TRANSFORM) == 0) {
            return;
        }

        if (parent == null) {
            worldTransform.set(localTransform);
            refreshFlags &= ~RF_TRANSFORM;
        } else {
            TempVars vars = TempVars.get();

            Spatial[] stack = vars.spatialStack;
            Spatial rootNode = this;
            int i = 0;
            while (true) {
                Spatial hisParent = rootNode.parent;
                if (hisParent == null) {
                    rootNode.worldTransform.set(rootNode.localTransform);
                    rootNode.refreshFlags &= ~RF_TRANSFORM;
                    i--;
                    break;
                }

                stack[i] = rootNode;

                if ((hisParent.refreshFlags & RF_TRANSFORM) == 0) {
                    break;
                }

                rootNode = hisParent;
                i++;
            }

            vars.release();

            for (int j = i; j >= 0; j--) {
                rootNode = stack[j];
                //rootNode.worldTransform.set(rootNode.localTransform);
                //rootNode.worldTransform.combineWithParent(rootNode.parent.worldTransform);
                //rootNode.refreshFlags &= ~RF_TRANSFORM;
                rootNode.updateWorldTransforms();
            }
        }
    }

    /**
     * Computes this Spatial's world bounding volume in the most efficient
     * manner possible.
     */
    void checkDoBoundUpdate() {
        if ((refreshFlags & RF_BOUND) == 0) {
            return;
        }

        checkDoTransformUpdate();

        // Go to children recursively and update their bound
        if (this instanceof Node) {
            Node node = (Node) this;
            int len = node.getQuantity();
            for (int i = 0; i < len; i++) {
                Spatial child = node.getChild(i);
                child.checkDoBoundUpdate();
            }
        }

        // All children's bounds have been updated. Update my own now.
        updateWorldBound();
    }

    private void runControlUpdate(float tpf) {
        if (controls.isEmpty()) {
            return;
        }

        for (Control c : controls.getArray()) {
            c.update(tpf);
        }
    }

    /**
     * Called when the Spatial is about to be rendered, to notify
     * controls attached to this Spatial using the Control.render() method.
     *
     * @param rm The RenderManager rendering the Spatial.
     * @param vp The ViewPort to which the Spatial is being rendered to.
     *
     * @see Spatial#addControl(com.jme3.scene.control.Control)
     * @see Spatial#getControl(java.lang.Class) 
     */
    public void runControlRender(RenderManager rm, ViewPort vp) {
        if (controls.isEmpty()) {
            return;
        }

        for (Control c : controls.getArray()) {
            c.render(rm, vp);
        }
    }

    /**
     * Add a control to the list of controls.
     * @param control The control to add.
     *
     * @see Spatial#removeControl(java.lang.Class) 
     */
    public void addControl(Control control) {
        controls.add(control);
        control.setSpatial(this);
    }

    /**
     * Removes the first control that is an instance of the given class.
     *
     * @see Spatial#addControl(com.jme3.scene.control.Control) 
     */
    public void removeControl(Class<? extends Control> controlType) {
        for (int i = 0; i < controls.size(); i++) {
            if (controlType.isAssignableFrom(controls.get(i).getClass())) {
                Control control = controls.remove(i);
                control.setSpatial(null);
            }
        }
    }

    /**
     * Removes the given control from this spatial's controls.
     * 
     * @param control The control to remove
     * @return True if the control was successfuly removed. False if 
     * the control is not assigned to this spatial.
     * 
     * @see Spatial#addControl(com.jme3.scene.control.Control) 
     */
    public boolean removeControl(Control control) {
        boolean result = controls.remove(control);
        if (result) {
            control.setSpatial(null);
        }

        return result;
    }

    /**
     * Returns the first control that is an instance of the given class,
     * or null if no such control exists.
     *
     * @param controlType The superclass of the control to look for.
     * @return The first instance in the list of the controlType class, or null.
     *
     * @see Spatial#addControl(com.jme3.scene.control.Control) 
     */
    public <T extends Control> T getControl(Class<T> controlType) {
        for (Control c : controls.getArray()) {
            if (controlType.isAssignableFrom(c.getClass())) {
                return (T) c;
            }
        }
        return null;
    }

    /**
     * Returns the control at the given index in the list.
     *
     * @param index The index of the control in the list to find.
     * @return The control at the given index.
     *
     * @throws IndexOutOfBoundsException
     *      If the index is outside the range [0, getNumControls()-1]
     *
     * @see Spatial#addControl(com.jme3.scene.control.Control)
     */
    public Control getControl(int index) {
        return controls.get(index);
    }

    /**
     * @return The number of controls attached to this Spatial.
     * @see Spatial#addControl(com.jme3.scene.control.Control)
     * @see Spatial#removeControl(java.lang.Class) 
     */
    public int getNumControls() {
        return controls.size();
    }

    /**
     * <code>updateLogicalState</code> calls the <code>update()</code> method
     * for all controls attached to this Spatial.
     *
     * @param tpf Time per frame.
     *
     * @see Spatial#addControl(com.jme3.scene.control.Control)
     */
    public void updateLogicalState(float tpf) {
        runControlUpdate(tpf);
    }

    /**
     * <code>updateGeometricState</code> updates the lightlist,
     * computes the world transforms, and computes the world bounds
     * for this Spatial.
     * Calling this when the Spatial is attached to a node
     * will cause undefined results. User code should only call this
     * method on Spatials having no parent.
     * 
     * @see Spatial#getWorldLightList()
     * @see Spatial#getWorldTransform()
     * @see Spatial#getWorldBound()
     */
    public void updateGeometricState() {
        // assume that this Spatial is a leaf, a proper implementation
        // for this method should be provided by Node.

        // NOTE: Update world transforms first because
        // bound transform depends on them.
        if ((refreshFlags & RF_LIGHTLIST) != 0) {
            updateWorldLightList();
        }
        if ((refreshFlags & RF_TRANSFORM) != 0) {
            updateWorldTransforms();
        }
        if ((refreshFlags & RF_BOUND) != 0) {
            updateWorldBound();
        }

        assert refreshFlags == 0;
    }

    /**
     * Convert a vector (in) from this spatials' local coordinate space to world
     * coordinate space.
     *
     * @param in
     *            vector to read from
     * @param store
     *            where to write the result (null to create a new vector, may be
     *            same as in)
     * @return the result (store)
     */
    public Vector3f localToWorld(final Vector3f in, Vector3f store) {
        checkDoTransformUpdate();
        return worldTransform.transformVector(in, store);
    }

    /**
     * Convert a vector (in) from world coordinate space to this spatials' local
     * coordinate space.
     *
     * @param in
     *            vector to read from
     * @param store
     *            where to write the result
     * @return the result (store)
     */
    public Vector3f worldToLocal(final Vector3f in, final Vector3f store) {
        checkDoTransformUpdate();
        return worldTransform.transformInverseVector(in, store);
    }

    /**
     * <code>getParent</code> retrieves this node's parent. If the parent is
     * null this is the root node.
     *
     * @return the parent of this node.
     */
    public Node getParent() {
        return parent;
    }

    /**
     * Called by {@link Node#attachChild(Spatial)} and
     * {@link Node#detachChild(Spatial)} - don't call directly.
     * <code>setParent</code> sets the parent of this node.
     *
     * @param parent
     *            the parent of this node.
     */
    protected void setParent(Node parent) {
        this.parent = parent;
    }

    /**
     * <code>removeFromParent</code> removes this Spatial from it's parent.
     *
     * @return true if it has a parent and performed the remove.
     */
    public boolean removeFromParent() {
        if (parent != null) {
            parent.detachChild(this);
            return true;
        }
        return false;
    }

    /**
     * determines if the provided Node is the parent, or parent's parent, etc. of this Spatial.
     *
     * @param ancestor
     *            the ancestor object to look for.
     * @return true if the ancestor is found, false otherwise.
     */
    public boolean hasAncestor(Node ancestor) {
        if (parent == null) {
            return false;
        } else if (parent.equals(ancestor)) {
            return true;
        } else {
            return parent.hasAncestor(ancestor);
        }
    }

    /**
     * <code>getLocalRotation</code> retrieves the local rotation of this
     * node.
     *
     * @return the local rotation of this node.
     */
    public Quaternion getLocalRotation() {
        return localTransform.getRotation();
    }

    /**
     * <code>setLocalRotation</code> sets the local rotation of this node
     * by using a {@link Matrix3f}.
     *
     * @param rotation
     *            the new local rotation.
     */
    public void setLocalRotation(Matrix3f rotation) {
        localTransform.getRotation().fromRotationMatrix(rotation);
        setTransformRefresh();
    }

    /**
     * <code>setLocalRotation</code> sets the local rotation of this node.
     *
     * @param quaternion
     *            the new local rotation.
     */
    public void setLocalRotation(Quaternion quaternion) {
        localTransform.setRotation(quaternion);
        setTransformRefresh();
    }

    /**
     * <code>getLocalScale</code> retrieves the local scale of this node.
     *
     * @return the local scale of this node.
     */
    public Vector3f getLocalScale() {
        return localTransform.getScale();
    }

    /**
     * <code>setLocalScale</code> sets the local scale of this node.
     *
     * @param localScale
     *            the new local scale, applied to x, y and z
     */
    public void setLocalScale(float localScale) {
        localTransform.setScale(localScale);
        setTransformRefresh();
    }

    /**
     * <code>setLocalScale</code> sets the local scale of this node.
     */
    public void setLocalScale(float x, float y, float z) {
        localTransform.setScale(x, y, z);
        setTransformRefresh();
    }

    /**
     * <code>setLocalScale</code> sets the local scale of this node.
     *
     * @param localScale
     *            the new local scale.
     */
    public void setLocalScale(Vector3f localScale) {
        localTransform.setScale(localScale);
        setTransformRefresh();
    }

    /**
     * <code>getLocalTranslation</code> retrieves the local translation of
     * this node.
     *
     * @return the local translation of this node.
     */
    public Vector3f getLocalTranslation() {
        return localTransform.getTranslation();
    }

    /**
     * <code>setLocalTranslation</code> sets the local translation of this
     * spatial.
     *
     * @param localTranslation
     *            the local translation of this spatial.
     */
    public void setLocalTranslation(Vector3f localTranslation) {
        this.localTransform.setTranslation(localTranslation);
        setTransformRefresh();
    }

    /**
     * <code>setLocalTranslation</code> sets the local translation of this
     * spatial.
     */
    public void setLocalTranslation(float x, float y, float z) {
        this.localTransform.setTranslation(x, y, z);
        setTransformRefresh();
    }

    /**
     * <code>setLocalTransform</code> sets the local transform of this
     * spatial.
     */
    public void setLocalTransform(Transform t) {
        this.localTransform.set(t);
        setTransformRefresh();
    }

    /**
     * <code>getLocalTransform</code> retrieves the local transform of
     * this spatial.
     *
     * @return the local transform of this spatial.
     */
    public Transform getLocalTransform() {
        return localTransform;
    }

    /**
     * Applies the given material to the Spatial, this will propagate the
     * material down to the geometries in the scene graph.
     *
     * @param material The material to set.
     */
    public void setMaterial(Material material) {
    }

    /**
     * <code>addLight</code> adds the given light to the Spatial; causing
     * all child Spatials to be effected by it.
     *
     * @param light The light to add.
     */
    public void addLight(Light light) {
        localLights.add(light);
        setLightListRefresh();
    }

    /**
     * <code>removeLight</code> removes the given light from the Spatial.
     * 
     * @param light The light to remove.
     * @see Spatial#addLight(com.jme3.light.Light) 
     */
    public void removeLight(Light light) {
        localLights.remove(light);
        setLightListRefresh();
    }

    /**
     * Translates the spatial by the given translation vector.
     *
     * @return The spatial on which this method is called, e.g <code>this</code>.
     */
    public Spatial move(float x, float y, float z) {
        this.localTransform.getTranslation().addLocal(x, y, z);
        setTransformRefresh();

        return this;
    }

    /**
     * Translates the spatial by the given translation vector.
     *
     * @return The spatial on which this method is called, e.g <code>this</code>.
     */
    public Spatial move(Vector3f offset) {
        this.localTransform.getTranslation().addLocal(offset);
        setTransformRefresh();

        return this;
    }

    /**
     * Scales the spatial by the given value
     *
     * @return The spatial on which this method is called, e.g <code>this</code>.
     */
    public Spatial scale(float s) {
        return scale(s, s, s);
    }

    /**
     * Scales the spatial by the given scale vector.
     *
     * @return The spatial on which this method is called, e.g <code>this</code>.
     */
    public Spatial scale(float x, float y, float z) {
        this.localTransform.getScale().multLocal(x, y, z);
        setTransformRefresh();

        return this;
    }

    /**
     * Rotates the spatial by the given rotation.
     *
     * @return The spatial on which this method is called, e.g <code>this</code>.
     */
    public Spatial rotate(Quaternion rot) {
        this.localTransform.getRotation().multLocal(rot);
        setTransformRefresh();

        return this;
    }

    /**
     * Rotates the spatial by the yaw, roll and pitch angles (in radians),
     * in the local coordinate space.
     *
     * @return The spatial on which this method is called, e.g <code>this</code>.
     */
    public Spatial rotate(float yaw, float roll, float pitch) {
        TempVars vars = TempVars.get();
        Quaternion q = vars.quat1;
        q.fromAngles(yaw, roll, pitch);
        rotate(q);
        vars.release();

        return this;
    }

    /**
     * Centers the spatial in the origin of the world bound.
     * @return The spatial on which this method is called, e.g <code>this</code>.
     */
    public Spatial center() {
        Vector3f worldTrans = getWorldTranslation();
        Vector3f worldCenter = getWorldBound().getCenter();

        Vector3f absTrans = worldTrans.subtract(worldCenter);
        setLocalTranslation(absTrans);

        return this;
    }

    /**
     * @see #setCullHint(CullHint)
     * @return the cull mode of this spatial, or if set to CullHint.Inherit,
     * the cullmode of it's parent.
     */
    public CullHint getCullHint() {
        if (cullHint != CullHint.Inherit) {
            return cullHint;
        } else if (parent != null) {
            return parent.getCullHint();
        } else {
            return CullHint.Dynamic;
        }
    }

    public BatchHint getBatchHint() {
        if (batchHint != BatchHint.Inherit) {
            return batchHint;
        } else if (parent != null) {
            return parent.getBatchHint();
        } else {
            return BatchHint.Always;
        }
    }

    /**
     * Returns this spatial's renderqueue bucket. If the mode is set to inherit,
     * then the spatial gets its renderqueue bucket from its parent.
     *
     * @return The spatial's current renderqueue mode.
     */
    public RenderQueue.Bucket getQueueBucket() {
        if (queueBucket != RenderQueue.Bucket.Inherit) {
            return queueBucket;
        } else if (parent != null) {
            return parent.getQueueBucket();
        } else {
            return RenderQueue.Bucket.Opaque;
        }
    }

    /**
     * @return The shadow mode of this spatial, if the local shadow
     * mode is set to inherit, then the parent's shadow mode is returned.
     *
     * @see Spatial#setShadowMode(com.jme3.renderer.queue.RenderQueue.ShadowMode)
     * @see ShadowMode
     */
    public RenderQueue.ShadowMode getShadowMode() {
        if (shadowMode != RenderQueue.ShadowMode.Inherit) {
            return shadowMode;
        } else if (parent != null) {
            return parent.getShadowMode();
        } else {
            return ShadowMode.Off;
        }
    }

    /**
     * Sets the level of detail to use when rendering this Spatial,
     * this call propagates to all geometries under this Spatial.
     *
     * @param lod The lod level to set.
     */
    public void setLodLevel(int lod) {
    }

    /**
     * <code>updateModelBound</code> recalculates the bounding object for this
     * Spatial.
     */
    public abstract void updateModelBound();

    /**
     * <code>setModelBound</code> sets the bounding object for this Spatial.
     *
     * @param modelBound
     *            the bounding object for this spatial.
     */
    public abstract void setModelBound(BoundingVolume modelBound);

    /**
     * @return The sum of all verticies under this Spatial.
     */
    public abstract int getVertexCount();

    /**
     * @return The sum of all triangles under this Spatial.
     */
    public abstract int getTriangleCount();

    /**
     * @return A clone of this Spatial, the scene graph in its entirety
     * is cloned and can be altered independently of the original scene graph.
     *
     * Note that meshes of geometries are not cloned explicitly, they
     * are shared if static, or specially cloned if animated.
     *
     * All controls will be cloned using the Control.cloneForSpatial method
     * on the clone.
     *
     * @see Mesh#cloneForAnim() 
     */
    public Spatial clone(boolean cloneMaterial) {
        try {
            Spatial clone = (Spatial) super.clone();
            if (worldBound != null) {
                clone.worldBound = worldBound.clone();
            }
            clone.worldLights = worldLights.clone();
            clone.localLights = localLights.clone();

            // Set the new owner of the light lists
            clone.localLights.setOwner(clone);
            clone.worldLights.setOwner(clone);

            // No need to force cloned to update.
            // This node already has the refresh flags
            // set below so it will have to update anyway.
            clone.worldTransform = worldTransform.clone();
            clone.localTransform = localTransform.clone();

            if (clone instanceof Node) {
                Node node = (Node) this;
                Node nodeClone = (Node) clone;
                nodeClone.children = new SafeArrayList<Spatial>(Spatial.class);
                for (Spatial child : node.children) {
                    Spatial childClone = child.clone(cloneMaterial);
                    childClone.parent = nodeClone;
                    nodeClone.children.add(childClone);
                }
            }

            clone.parent = null;
            clone.setBoundRefresh();
            clone.setTransformRefresh();
            clone.setLightListRefresh();

            clone.controls = new SafeArrayList<Control>(Control.class);
            for (int i = 0; i < controls.size(); i++) {
                clone.controls.add(controls.get(i).cloneForSpatial(clone));
            }

            if (userData != null) {
                clone.userData = (HashMap<String, Savable>) userData.clone();
            }

            return clone;
        } catch (CloneNotSupportedException ex) {
            throw new AssertionError();
        }
    }

    /**
     * @return A clone of this Spatial, the scene graph in its entirety
     * is cloned and can be altered independently of the original scene graph.
     *
     * Note that meshes of geometries are not cloned explicitly, they
     * are shared if static, or specially cloned if animated.
     *
     * All controls will be cloned using the Control.cloneForSpatial method
     * on the clone.
     *
     * @see Mesh#cloneForAnim() 
     */
    @Override
    public Spatial clone() {
        return clone(true);
    }

    /**
     * @return Similar to Spatial.clone() except will create a deep clone
     * of all geometry's meshes, normally this method shouldn't be used
     * instead use Spatial.clone()
     *
     * @see Spatial#clone()
     */
    public abstract Spatial deepClone();

    public void setUserData(String key, Object data) {
        if (userData == null) {
            userData = new HashMap<String, Savable>();
        }

        if (data instanceof Savable) {
            userData.put(key, (Savable) data);
        } else {
            userData.put(key, new UserData(UserData.getObjectType(data), data));
        }
    }

    @SuppressWarnings("unchecked")
    public <T> T getUserData(String key) {
        if (userData == null) {
            return null;
        }

        Savable s = userData.get(key);
        if (s instanceof UserData) {
            return (T) ((UserData) s).getValue();
        } else {
            return (T) s;
        }
    }

    public Collection<String> getUserDataKeys() {
        if (userData != null) {
            return userData.keySet();
        }

        return Collections.EMPTY_SET;
    }

    /**
     * Note that we are <i>matching</i> the pattern, therefore the pattern
     * must match the entire pattern (i.e. it behaves as if it is sandwiched
     * between "^" and "$").
     * You can set regex modes, like case insensitivity, by using the (?X)
     * or (?X:Y) constructs.
     *
     * @param spatialSubclass Subclass which this must implement.
     *                        Null causes all Spatials to qualify.
     * @param nameRegex  Regular expression to match this name against.
     *                        Null causes all Names to qualify.
     * @return true if this implements the specified class and this's name
     *         matches the specified pattern.
     *
     * @see java.util.regex.Pattern
     */
    public boolean matches(Class<? extends Spatial> spatialSubclass,
            String nameRegex) {
        if (spatialSubclass != null && !spatialSubclass.isInstance(this)) {
            return false;
        }

        if (nameRegex != null && (name == null || !name.matches(nameRegex))) {
            return false;
        }

        return true;
    }

    public void write(JmeExporter ex) throws IOException {
        OutputCapsule capsule = ex.getCapsule(this);
        capsule.write(name, "name", null);
        capsule.write(worldBound, "world_bound", null);
        capsule.write(cullHint, "cull_mode", CullHint.Inherit);
        capsule.write(batchHint, "batch_hint", BatchHint.Inherit);
        capsule.write(queueBucket, "queue", RenderQueue.Bucket.Inherit);
        capsule.write(shadowMode, "shadow_mode", ShadowMode.Inherit);
        capsule.write(localTransform, "transform", Transform.IDENTITY);
        capsule.write(localLights, "lights", null);

        // Shallow clone the controls array to convert its type.
        capsule.writeSavableArrayList(new ArrayList(controls), "controlsList", null);
        capsule.writeStringSavableMap(userData, "user_data", null);
    }

    public void read(JmeImporter im) throws IOException {
        InputCapsule ic = im.getCapsule(this);

        name = ic.readString("name", null);
        worldBound = (BoundingVolume) ic.readSavable("world_bound", null);
        cullHint = ic.readEnum("cull_mode", CullHint.class, CullHint.Inherit);
        batchHint = ic.readEnum("batch_hint", BatchHint.class, BatchHint.Inherit);
        queueBucket = ic.readEnum("queue", RenderQueue.Bucket.class,
                RenderQueue.Bucket.Inherit);
        shadowMode = ic.readEnum("shadow_mode", ShadowMode.class,
                ShadowMode.Inherit);

        localTransform = (Transform) ic.readSavable("transform", Transform.IDENTITY);

        localLights = (LightList) ic.readSavable("lights", null);
        localLights.setOwner(this);

        //changed for backward compatibility with j3o files generated before the AnimControl/SkeletonControl split
        //the AnimControl creates the SkeletonControl for old files and add it to the spatial.
        //The SkeletonControl must be the last in the stack so we add the list of all other control before it.
        //When backward compatibility won't be needed anymore this can be replaced by : 
        //controls = ic.readSavableArrayList("controlsList", null));
        controls.addAll(0, ic.readSavableArrayList("controlsList", null));

        userData = (HashMap<String, Savable>) ic.readStringSavableMap("user_data", null);
    }

    /**
     * <code>getWorldBound</code> retrieves the world bound at this node
     * level.
     *
     * @return the world bound at this level.
     */
    public BoundingVolume getWorldBound() {
        checkDoBoundUpdate();
        return worldBound;
    }

    /**
     * <code>setCullHint</code> sets how scene culling should work on this
     * spatial during drawing. NOTE: You must set this AFTER attaching to a 
     * parent or it will be reset with the parent's cullMode value.
     *
     * @param hint
     *            one of CullHint.Dynamic, CullHint.Always, CullHint.Inherit or
     *            CullHint.Never
     */
    public void setCullHint(CullHint hint) {
        cullHint = hint;
    }

    /**
     * <code>setBatchHint</code> sets how batching should work on this
     * spatial. NOTE: You must set this AFTER attaching to a 
     * parent or it will be reset with the parent's cullMode value.
     *
     * @param hint
     *            one of BatchHint.Never, BatchHint.Always, BatchHint.Inherit 
     */
    public void setBatchHint(BatchHint hint) {
        batchHint = hint;
    }

    /**
     * @return the cullmode set on this Spatial
     */
    public CullHint getLocalCullHint() {
        return cullHint;
    }

    /**
     * @return the batchHint set on this Spatial
     */
    public BatchHint getLocalBatchHint() {
        return batchHint;
    }

    /**
     * <code>setQueueBucket</code> determines at what phase of the
     * rendering process this Spatial will rendered. See the
     * {@link Bucket} enum for an explanation of the various 
     * render queue buckets.
     * 
     * @param queueBucket
     *            The bucket to use for this Spatial.
     */
    public void setQueueBucket(RenderQueue.Bucket queueBucket) {
        this.queueBucket = queueBucket;
    }

    /**
     * Sets the shadow mode of the spatial
     * The shadow mode determines how the spatial should be shadowed,
     * when a shadowing technique is used. See the
     * documentation for the class {@link ShadowMode} for more information.
     *
     * @see ShadowMode
     *
     * @param shadowMode The local shadow mode to set.
     */
    public void setShadowMode(RenderQueue.ShadowMode shadowMode) {
        this.shadowMode = shadowMode;
    }

    /**
     * @return The locally set queue bucket mode
     *
     * @see Spatial#setQueueBucket(com.jme3.renderer.queue.RenderQueue.Bucket)
     */
    public RenderQueue.Bucket getLocalQueueBucket() {
        return queueBucket;
    }

    /**
     * @return The locally set shadow mode
     *
     * @see Spatial#setShadowMode(com.jme3.renderer.queue.RenderQueue.ShadowMode)
     */
    public RenderQueue.ShadowMode getLocalShadowMode() {
        return shadowMode;
    }

    /**
     * Returns this spatial's last frustum intersection result. This int is set
     * when a check is made to determine if the bounds of the object fall inside
     * a camera's frustum. If a parent is found to fall outside the frustum, the
     * value for this spatial will not be updated.
     *
     * @return The spatial's last frustum intersection result.
     */
    public Camera.FrustumIntersect getLastFrustumIntersection() {
        return frustrumIntersects;
    }

    /**
     * Overrides the last intersection result. This is useful for operations
     * that want to start rendering at the middle of a scene tree and don't want
     * the parent of that node to influence culling.
     *
     * @param intersects
     *            the new value
     */
    public void setLastFrustumIntersection(Camera.FrustumIntersect intersects) {
        frustrumIntersects = intersects;
    }

    /**
     * Returns the Spatial's name followed by the class of the spatial <br>
     * Example: "MyNode (com.jme3.scene.Spatial)
     *
     * @return Spatial's name followed by the class of the Spatial
     */
    @Override
    public String toString() {
        return name + " (" + this.getClass().getSimpleName() + ')';
    }

    /**
     * Creates a transform matrix that will convert from this spatials'
     * local coordinate space to the world coordinate space
     * based on the world transform.
     *
     * @param store Matrix where to store the result, if null, a new one
     * will be created and returned.
     *
     * @return store if not null, otherwise, a new matrix containing the result.
     *
     * @see Spatial#getWorldTransform() 
     */
    public Matrix4f getLocalToWorldMatrix(Matrix4f store) {
        if (store == null) {
            store = new Matrix4f();
        } else {
            store.loadIdentity();
        }
        // multiply with scale first, then rotate, finally translate (cf.
        // Eberly)
        store.scale(getWorldScale());
        store.multLocal(getWorldRotation());
        store.setTranslation(getWorldTranslation());
        return store;
    }

    /**
     * Visit each scene graph element ordered by DFS
     * @param visitor
     */
    public abstract void depthFirstTraversal(SceneGraphVisitor visitor);

    /**
     * Visit each scene graph element ordered by BFS
     * @param visitor
     */
    public void breadthFirstTraversal(SceneGraphVisitor visitor) {
        Queue<Spatial> queue = new LinkedList<Spatial>();
        queue.add(this);

        while (!queue.isEmpty()) {
            Spatial s = queue.poll();
            visitor.visit(s);
            s.breadthFirstTraversal(visitor, queue);
        }
    }

    protected abstract void breadthFirstTraversal(SceneGraphVisitor visitor, Queue<Spatial> queue);
}