Feature request: void ISceneNode::setData (void*) and void* ISceneNode::getData ()
This is very necessary for map editors for item selection (well, may be for other purposes?). In my own editor I certainly have my own classes representing items like MapMesh, MapLight, MapZone, etc, which contain an ISceneNode to be visible (editable, etc) in a map scene. I select items with getSceneNodeFromCameraBB (or whatever). This gives me pointer to ISceneNode. But how do I get MapMesh, or MapLight, or whatever from ISceneNode*, if it is CONTAINED WITHIN the above classes? Of course, here comes get/setID into play. I get ID and search all my arrays of MapMesh'es, or MapLight's, or whatever for this particular ID. Well, when I have 1000 objects I think it'll be taking goddamn much time to JUST SELECT an item. So, when (I hope it'll be added) ISceneNode has setData and getData (like ODE developer(s) already did - hooray) I'll be able to feed my MapMesh, MapLight or whatever to setData (void*) and then I'll be able to just dynamic_cast void* getData () to my MapMesh*, MapLight* or whatever and have an item selected without any searching withing arrays of objects!
It's not hard to implement (a minute or two indeed), so, please, do this for all those who create map editors (may be for others too?) based on Irrlicht (like I do).
Thanks in advance.

