List 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