Kambi VRML game engine
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Grouping component

This component defines the basic nodes to operate on groups of other nodes. Transform node allows to additionally translate, rotate or scale a group of nodes. Switch node allows to choose one children from a group of nodes (which is a useful tool for various interactive animations).

See also X3D specification of Grouping component.

Supported:

  • StaticGroup

    (Although it doesn't make any extra optimization, and works exactly like a regular Group. Our Group already has all the optimizations possible, you can just use it and refrain from changing it's contents.)

  • Switch, Group, Transform

    Including special optimizations for animating transformations (be sure to select Separate Shapes No Transform optimization method, default since view3dscene >= 3.7.0).

Note that explicit bounding boxes are (for now! This may change in the future!) not used by the engine. That is, don't bother calculating / filling the fields bboxCenter and bboxSize for our engine. The engine currently always internally calculates and keeps up-to-date best-fit boxes (and spheres) for collision, all by itself.