boolean doChildren = true;
if (scene instanceof SkinnedMesh) {
final SkeletonPose pose = ((SkinnedMesh) scene).getCurrentPose();
if (pose != null && (allowSkeletonRedraw || !alreadyDrawn.contains(pose.getSkeleton()))) {
// If we're in view, go ahead and draw our associated skeleton pose
final Camera cam = Camera.getCurrentCamera();
final int state = cam.getPlaneState();
if (cam.contains(scene.getWorldBound()) != Camera.FrustumIntersect.Outside) {
SkeletalDebugger.drawSkeleton(pose, scene, renderer, showLabels);
alreadyDrawn.add(pose.getSkeleton());
} else {
doChildren = false;
}
cam.setPlaneState(state);
}
}
// Recurse down the scene if we're a Node and we were not flagged to ignore children.
if (doChildren && scene instanceof Node) {