--- /dev/null
+#ifndef SNODE_H_
+#define SNODE_H_
+
+#include <vector>
+#include "object.h"
+#include "gmath/gmath.h"
+
+class SceneNode {
+private:
+ char *name;
+
+ Vec3 pos;
+ Quat rot;
+ Vec3 scale;
+
+ std::vector<Object*> obj;
+
+ SceneNode *parent;
+ std::vector<SceneNode*> children;
+
+ Mat4 xform;
+ Mat4 inv_xform;
+
+public:
+ SceneNode();
+ explicit SceneNode(Object *obj);
+ ~SceneNode();
+
+ void set_name(const char *s);
+ const char *get_name() const;
+
+ void add_child(SceneNode *node);
+ bool remove_child(SceneNode *node);
+
+ int get_num_children() const;
+ SceneNode *get_child(int idx) const;
+
+ SceneNode *get_parent() const;
+
+ void add_object(Object *obj);
+ bool remove_object(Object *obj);
+
+ int get_num_objects() const;
+ Object *get_object(int idx) const;
+
+ void set_position(const Vec3 &pos);
+ void set_rotation(const Quat &rot);
+ void set_scaling(const Vec3 &scale);
+
+ const Vec3 &get_node_position() const;
+ const Quat &get_node_rotation() const;
+ const Vec3 &get_node_scaling() const;
+
+ Vec3 get_position() const;
+ Quat get_rotation() const;
+ Vec3 get_scaling() const;
+
+ const Mat4 &get_matrix() const;
+ const Mat4 &get_inv_matrix() const;
+
+ void update_node(float dt = 0.0f);
+ void update(float dt = 0.0f);
+
+ bool intersect(const Ray &ray, HitPoint *hit) const;
+};
+
+#endif // SNODE_H_