contact | contactGeo | contactStereo | contactGeoStereo | |
---|---|---|---|---|
Available | Available | Available | Available | |
Available | N/A | N/A | N/A | |
Available | N/A | N/A | N/A | |
Available | N/A | N/A | N/A | |
Available | N/A | N/A | N/A |
The Cells & Portals technique allows the visibility management of complex indoor environments. The Cells & Portals technique also combines several Extension nodes. Please see node definitions for Cell and Portal.
Cell
{
  eventIn  MFNode  addChildren
  exposedField  SFVec3f  bboxCenter
  exposedField  SFVec3f  bboxSize
  exposedField  MFNode  children
  exposedField  SFInt32  content
  exposedField  MFNode  portals
  eventIn  MFNode  removeChildren
}
Field type | Node name | Data type | Default | Description |
---|---|---|---|---|
[in] | addChildren | MFNode | eventIn for adding children | |
[in out] | bboxCenter | SFVec3f | 0 0 0 | bbox center |
[in out] | bboxSize | SFVec3f | -1 -1 -1 | Size of bounding box |
[in out] | children | MFNode | [] | All nodes being part of the cell |
[in out] | content | SFInt32 | For application use. Depending on the application, it is possible to define content types like water, closed space, normal space, etc. (e.g. User can not walk into a Cell containing water.) | |
[in out] | portals | MFNode | [] | Specifies list of Portals for the Cell |
[in] | removeChildren | MFNode | eventIn for removing children |
Cells and Portals inside In this demo a scene is generated by a recursive function. The scene represents a number of rooms connected with 2, 3 and 4 doors depending on the location. The use of Cells and Portals nodes with BspTree node increases the speed of the algorithm by factor of 2-3. Another similar demo for the outer arrangement of objects may be found here: | |
Cells and Portals outside The demo represents a scene with regularily placed boxes (houses) and streets between them. The Cells and Portals use the information about the position and size of these objects to make a culling of the occluded objects. A similar algorithm for the inner arrangement of objects may be found here: To the demo |