Let's Twist Again...

Billboards

Just a couple more things to cover before we get on to the cool animation stuff, and the first is the Billboard node. This is really just a fancy Transform which automatically rotates to face the user. Needless to say, this is quite handy for things like text labels, sprites, and so on and so forth. Let's take a look at the node itself and see what we've got to play with.

Billboard {
	eventIn		MFNode		addChildren
	eventIn		MFNode		removeChildren
	exposedField	SFVec3f		axisOfRotation		0 1 0
	exposedField	MFNode		children		[]
	field		SFVec3f		bboxCenter		0 0 0
	field		SFVec3f		bboxSize		-1 -1 -1
}

As with all grouping nodes, we have the addChildren, removeChildren, bboxCenter and bboxSize fields and events, all of which we'll deal with later. We also have a children field, which contains the geometry you want on you billboard. So, if you want a cube to always have the same face to the user, put it in the children field. This leaves only the axisOfRotation field. This is the axis about which the billboard will rotate. The default is 0 1 0, which is the y-axis. This is what you would normally want, so that the user can always see the board. However, if you have an object at an angle, or whatever, you might want a different axis. There is a special case for billboards of an axis of 0 0 0. Normally, this is not a valid axis, but it tells the billboard that it can rotate in ANY axis at all. Normally, when the board is rotating around an axis, if you are looking down that axis, you will not see the billboard clearly. If you have an axis of 0 0 0, it will face the user no matter where they are.

Well, that's about it for the Billboard, very short but quite a funky thing to play with. Take a look at this example and it's code for a demonstration. All the trees are on billboards aligned with the y-axis, so they always face the user.

More Transforms

We covered the Transform node ages and ages ago, but there's more we can do with it. Last time, we only covered simple rotations, translations, and scalings. The complete Transform node is more complex than that, however. The full definition is shown here:

Transform {
	eventIn		MFNode		addChildren
	eventIn		MFNode		removeChildren
	exposedField	SFVec3f		center			0 0 0
	exposedField	MFNode		children		[]
	exposedField	SFRotation	rotation		0 0 1 0
	exposedField	SFVec3f		scale			1 1 1
	exposedField	SFRotation	scaleOrientation	0 0 1 0
	exposedField	SFVec3f		translation		0 0 0 
	field		SFVec3f		bboxCenter		0 0 0
	field		SFVec3f		bboxSize		-1 -1 -1
}

As you can see, this grouping node also has the addChildren, removeChildren, bboxCenter and bboxSize fields and events. We'll cover these later with scripting and optimisation issues. For now, we'll leave them alone and concentrate on the other fields. We've already covered the rotation, scale, translation and children fields. However, there are a couple of fields that govern how the rotations and scalings are applied. The center and scaleOrientation fields transform the local coordinate system of the node while the other transformations are applied.

The center field affects the rotation and scale transformations. It defines the local origin of the transformation. So, if you define a center at 5 0 0, the rotations and scalings are done relative to that point. The object will rotate around that point, which is equivalent to translating the object by the inverse of the center, rotating it, and then translating it back again. This also affects scalings, so if you scale something but move the scaling origin, the scaling will scale all the coordinates of the object relative to the center instead of the local origin.

The scaleOrientation field has much the same effect on the scaling, only this time it's a rotation being applied instead of a translation. It give you the power to scale in arbitrary directions. With scale, you can only scale along the axes, which is a bit limited. Using scaleOrientation, you can rotate the scaling directions for an object. It has the same effect as applying the inverse rotation, scaling, and then rotating back. Essentially, it rotates the scaling axes by the scaleOrientation field.

Take a look at this example and the code that goes with it. On the left, we have a rotation about an arbitrary point. The red point marks the centre, about which the green box has been rotated. The purple boxes have been scaled. The centre one is a normal box, with no scaling. The box below it has been scaled by 2 in the X direction. The one above it has been scaled by 2 in teh X direction again, but with a scaleOrientation of 0 0 1 0.78. This rotates the X axis anticlockwise by 45 degrees, giving a strange-looking scaling.

Do The Funky Chicken

That about wraps it up for the static stuff. Now, in Part 3, we're going to take a look at animation and stuff like that. Hold on!


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