The Inventor Mentor:
Programming Object-Oriented
3D Graphics with Open Inventor™,
Release 2List of Figures
| Table of Contents | List of Figures | List of Examples | List of Tables |
- Figure 1. Scene Graph Symbols
- Figure 2. Plate 1
- Figure 3. Plate 2
- Figure 4. Plate 3
- Figure 5. Plate 4
- Figure 6. Plate 5
- Figure 7. Plate 6
- Figure 8. Plate 7
- Figure 9. Plate 8
- Figure 10. Plate 9
- Figure 11. Plate 10
- Figure 12. Plate 11
- Figure 13. Plate 12
- Figure 14. Plate 13
- Figure 15. Plate 14
- Figure 16. Plate 15
- Figure 17. Plate 16
- Figure 18. Plate 17
- Figure 19. Plate 18
- Figure 20. Plate 19
- Figure 21. Plate 20
- Figure 22. Plate 21
- Figure 23. Plate 22
- Figure 24. Plate 23
- Figure 25. Plate 24
- Figure 26. Plate 25
- Figure 27. Plate 26
- Figure 28. Plate 27
- Figure 29. Plate 28
- Figure 30. Plate 29
- Figure 31. Plate 30
- Figure 32. Plate 31
- Figure 33. Plate 32
- Figure 34. Plate 33
- Figure 35. Plate 34
- Figure 36. Plate 35
- Figure 37. Plate 36
- Figure 38. Plate 37
- Figure 39. Plate 38
- Figure 40. Plate 39
- Figure 41. Plate 40
- Figure 1-1. Inventor Architecture
- Figure 1-2. Example of a Scene Graph
- Figure 1-3. Handle-Box Manipulator
- Figure 1-4. Example of a Component: Directional Light Editor (lower right)
- Figure 1-5. Inventor Class Tree Summary (Part 1 of 3)
- Figure 1-6. Inventor Class Tree Summary (Part 2 of 3)
- Figure 1-7. Inventor Class Tree Summary (Part 3 of 3)
- Figure 3-1. An Inventor Database
- Figure 3-2. Shape-Node Classes
- Figure 3-3. Property-Node Classes
- Figure 3-4. Group-Node Classes
- Figure 3-5. Simple Group
- Figure 3-6. Combining Groups
- Figure 3-7. Separator Groups
- Figure 3-8. Scene Graph with Level-of-Detail Node
- Figure 3-9. Different Levels of Detail for an Object
- Figure 3-10. Scene Graph Showing Shared Instancing of the Leg Group
- Figure 3-11. Rendered Image of the Robot
- Figure 3-12. Path Representing the Left Foot
- Figure 3-13. Reference Counts
- Figure 3-14. Incrementing the Reference Count
- Figure 3-15. Decrementing the Reference Count
- Figure 4-1. Camera-Node Classes
- Figure 4-2. View Volume and Viewing Projection for an SoPerspectiveCamera Node
- Figure 4-3. View Volume and Viewing Projection for an SoOrthographicCamera Node
- Figure 4-4. Mapping the Camera Aspect Ratio to the Viewport
- Figure 4-5. Scene Graph for Camera Example
- Figure 4-6. Camera Example
- Figure 4-7. Light-Node Classes
- Figure 4-8. Light Types
- Figure 4-9. Fields for SoSpotLight Node
- Figure 4-10. Scene Graph for Light Example
- Figure 5-1. Shape-Node Classes
- Figure 5-2. Nodes Used to Create a Simple Indexed Face Set
- Figure 5-3. Scene Graph for Face Set Example
- Figure 5-4. Scene Graph for Indexed Face-Set Example
- Figure 5-5. Scene Graph for Triangle Strip Set Example
- Figure 5-6. Scene Graph for Quad Mesh Example
- Figure 5-7. Property-Node Classes
- Figure 5-8. Scene Graph for Material Binding Example
- Figure 5-9. Cumulative Effect of Transformation Nodes
- Figure 5-10. Two Groups with Transformations in Different Order
- Figure 6-1. 2D Text Example
- Figure 6-2. Defining a Customized Profile for 3D Text
- Figure 6-3. 2D Plane for Drawing a Text Profile
- Figure 6-4. Scene Graph for Simple 3D Text Example
- Figure 6-5. Scene Graph for Advanced 3D Text Example
- Figure 7-1. Texture Mapping
- Figure 7-2. Texture Coordinates
- Figure 7-3. Wrapping the Texture around the Object
- Figure 7-4. Format for Storing a One-Component Texture in Memory
- Figure 7-5. Format for Storing a Two-Component Texture in Memory
- Figure 7-6. Format for Storing a Three-Component Texture in Memory
- Figure 7-7. How the SoTexture2Transform Node Relates to the Texture Coordinates
- Figure 7-8. Effects of Different Scale Factors on a Texture Map
- Figure 7-9. Default Texture Mapping for SoSphere
- Figure 7-10. Default Texture Mapping for SoCube
- Figure 7-11. Default Texture Mapping for SoCylinder
- Figure 7-12. Default Texture Mapping for SoCone
- Figure 7-13. Default Texture Mapping for SoNurbsSurface
- Figure 7-14. Default Texture Mapping for SoText3
- Figure 8-1. Mapping a Parametric Curve to Object Space
- Figure 8-2. Using Control Points to Shape the Curve
- Figure 8-3. Piecewise Cubic Curve
- Figure 8-4. Continuity of a Curve
- Figure 8-5. Control Points Influence the Curve
- Figure 8-6. B-Spline Basis Function
- Figure 8-7. Uniform Knot Sequence
- Figure 8-8. Knot Multiplicity
- Figure 8-9. Cubic Bezier Curve
- Figure 8-10. Rational Curves
- Figure 8-11. Scene Graph for B-Spline Curve Example
- Figure 8-12. Curved Surfaces
- Figure 8-13. Scene Graph for a Bezier Surface
- Figure 8-14. Scene Graph for Trimmed Bezier Surface
- Figure 8-15. Trim Curves Used in Example 8-4
- Figure 9-1. Action Classes
- Figure 9-2. Shared Instances of a Shape Node
- Figure 9-3. Caching a Shape
- Figure 9-4. Caching a Shape along with a Changing Property Node
- Figure 9-5. Applying SoGetMatrixAction to a Path
- Figure 9-6. Cone Representing the Picking Ray for a Perspective Camera
- Figure 9-7. Path to Picked Point and Detail List
- Figure 9-8. Detail Classes
- Figure 10-1. Event Processing in Inventor
- Figure 10-2. Event Classes
- Figure 10-3. Inserting an SoSelection Node
- Figure 10-4. Scene Graph with Manipulators
- Figure 10-5. Picking a Shape Node
- Figure 10-6. Highlight Classes
- Figure 10-7. Top-Level Selection Policy (left) and Default Selection Policy (right)
- Figure 11-1. Adjusting Path Indices to Account for Separator Groups
- Figure 11-2. Scene Graph for a Scene with Three Spheres
- Figure 11-3. Pick Path for Violet Sphere
- Figure 11-4. Shared Instances of Nodes
- Figure 12-1. Sensor Classes
- Figure 12-2. Triggering and Rescheduling Timers
- Figure 13-1. Mechanisms Made from a Set of Link Classes
- Figure 13-2. Objects That Use Engines for Animation and Placement
- Figure 13-3. Anatomy of an Engine
- Figure 13-4. Engine Class Tree
- Figure 13-5. Field-to-Field Connections
- Figure 13-6. Multiple Outputs Are Allowed
- Figure 13-7. Scene Graph for the Digital Clock Example
- Figure 13-8. Digital Clock That Uses the Real-Time Global Field
- Figure 13-9. Scene Graph for Elapsed-Time Engine Example
- Figure 13-10. Scene Graph for the Time-Counter Example
- Figure 13-11. Controlling an Object's Movement Using Time-Counter Engines
- Figure 13-12. Scene Graph for Gate Engine Example
- Figure 13-13. SoBoolOperation Engine
- Figure 13-14. Swimming Ducks Controlled by a Boolean Engine
- Figure 13-15. SoCalculator Engine
- Figure 13-16. Scene Graph for Calculator Engine Example
- Figure 13-17. Using a Calculator Engine to Constrain an Object's Movement
- Figure 13-18. Scene Graph for Rotor Node Example
- Figure 13-19. Flashing Sign Controlled by a Blinker Node
- Figure 14-1. Different Types of Paths
- Figure 14-2. Node-Kit Classes
- Figure 14-3. Catalog for SoShapeKit
- Figure 14-4. Basic Version of an SoShapeKit
- Figure 14-5. Catalog for SoAppearanceKit
- Figure 14-6. Creating an Instance of SoShapeKit
- Figure 14-7. Adding the Material Node
- Figure 14-8. Adding Draw-Style and Transform Nodes
- Figure 14-9. Three Node-Kit Classes for Making “Goons”
- Figure 14-10. Obtaining the Path to a Given Part
- Figure 14-11. Extending a Given Path to the Desired Part
- Figure 14-12. Hierarchical Motion Relationships
- Figure 14-13. Using an SoShapeKit with Engines
- Figure 14-14. Using an SoSceneKit with Directional Light and Material Editors
- Figure 14-15. A Balance Scale Created with Node Kits
- Figure 15-1. Dragger Classes
- Figure 15-2. Manipulator Classes
- Figure 15-3. Handle-Box Manipulator
- Figure 15-4. Trackball Manipulator
- Figure 15-5. Connecting a Dragger's Field to Another Field in the Scene Graph
- Figure 15-6. Using a Dragger and Engine to Edit the Radius of a Cone
- Figure 15-7. A Slider Box That Uses Draggers and Engines to Move Text
- Figure 15-8. Specifying the Path to the Target Node
- Figure 15-9. Adding Manipulators to a Scene
- Figure 15-10. Changing the Dragger Parts to Cubes
- Figure 16-1. Component Classes
- Figure 16-2. Material Editor and Render Area Created in Separate Windows
- Figure 16-3. Using the Material Editor Component to Edit a Scene
- Figure 16-4. Examiner Viewer
- Figure 16-5. Inserting a Camera for an Editor Viewer
- Figure 16-6. Inserting a Camera for a Browser Viewer
- Figure 16-7. Inserting Drawing Style and Lighting Model Nodes
- Figure 16-8. Viewer Pop-up Menu
- Figure 17-1. Combining Use of Inventor and OpenGL
- Figure A-1. Sample Class Hierarchy Diagram
- Figure C-1. SoError Class Tree