text: // Copyright (c) 2013-2015 Marco Biasini
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
  // SOFTWARE.
  
  define(function() {
  
  "use strict";
  
  // A scene node holds a set of child nodes to be rendered on screen. Later on,
  // the SceneNode might grow additional functionality commonly found in a scene
  // graph, e.g. coordinate transformations.
  function SceneNode(gl) {
    this._children = [];
    this._visible = true;
    this._name = name || '';
    this._gl = gl;
    this._order = 1;
  }
  
  
  SceneNode.prototype = {
  
    order : function(order) {
      if (order !== undefined) {
        this._order = order;
      }
      return this._order;
    },
  
    add : function(node) {
      this._children.push(node);
    },
  
    draw : function(cam, shaderCatalog, style, pass) {
      for (var i = 0, e = this._children.length; i !== e; ++i) {
        this._children[i].draw(cam, shaderCatalog, style, pass);
      }
    },
  
    show : function() {
      this._visible = true;
    },
  
    hide : function() {
      this._visible = false;
    },
  
    name : function(name) {
      if (name !== undefined) {
        this._name = name;
      }
      return this._name;
    },
  
    destroy : function() {
      for (var i = 0; i < this._children.length; ++i) {
        this._children[i].destroy();
      }
    },
  
    visible : function() {
      return this._visible;
    }
  };
  
  return SceneNode;
  
  });
  
  
  