Monthly Archives: June 2012
Lately, I have rewritten a large part of the hierarchical scenegraph management code.
Scene objects (objects to be rendered in 3D view or affect the 3D scene in a way, such as models or light sources) can be simply added to the scene, but scene objects can be added as a child to other scene objects also to form an object tree. In the latter case, the child objects inherit base transformation from their parent – or chain of parents. It means that if the 3D transform of a parent node changes (due to physics interaction for example) then its children follow the parent node in 3D space, keeping their relative (local) transformation from it. We can construct compound objects in this way: we can attach light sources to car models or street lights, build objects from multiple models, and so on.
Spatial index tracks these transformation changes as well, so features based on spatial queries are remaining functional.
To test this, I have added a simple physics interaction to the FPS character controller, making possible to pick up objects and drop or throw them. See the results on YouTube: