internal SceneQuery( SceneManager creator )
{
this.creator = creator;
this.queryMask = 0xFFFFFFFF;
// default type mask to everything except lights & fx (previous behaviour)
this.queryTypeMask = ( 0xFFFFFFFF & (uint)~SceneQueryTypeMask.Fx ) & (uint)~SceneQueryTypeMask.Light;
// default to no world fragments queried
AddWorldFragmentType( WorldFragmentType.None );
}