Chapter
2 Key Concepts
2.1 Intro
2.1.1 Overview
2.1.2 TOC
2.1.3 Conventions
2.2 Overview
2.2.1 File Structure
2.2.2 Header
2.2.3 Scene graph
2.2.4 Prototypes
2.2.5 Routing
2.2.6 Generating files
2.2.7 Presentation
& Interaction
2.2.8 Profiles
2.3 UTF-8 syntax
2.3.1 Clear text
2.3.2 Statements
2.3.3 Node
2.3.4 Field
2.3.5 PROTO
2.3.6 IS
2.3.7 EXTERNPROTO
2.3.8 USE
2.3.9 ROUTE
2.4 Scene graph
2.4.1 Root nodes
2.4.2 Hierarchy
2.4.3 Descendants
& ancestors
2.4.4 Hierarchy
2.4.5 Units & coord sys
2.5 VRML & WWW
2.5.1 MIME type
2.5.2 URLs
2.5.3 Relative URLs
2.5.4 data:
2.5.5 Scripting protocols
2.5.6 URNs
2.6 Nodes
2.6.1 Intro
2.6.2 DEF/USE
2.6.3 Geometry
2.6.4 Bboxes
2.6.5 Grouping & children
2.6.6 Lights
2.6.7 Sensors
2.6.8 Interpolators
2.6.9 Time nodes
2.6.10 Bindable children
2.6.11 Textures
2.7 Field, eventIn,
& eventOut
2.8 PROTO
2.8.1 Declaration
2.8.2 Definition
2.8.3 Scoping
2.9 EXTERNPROTO
2.9.1 Interface
2.9.2 URL
2.9.3 Extensions
2.10 Events
2.10.1 Intro
2.10.2 Routes
2.10.3 Execution
2.10.4 Loops
2.10.5 Fan-in & fan-out
2.11 Time
2.11.1 Intro
2.11.2 Origin
2.11.3 Discrete/cont
2.12 Scripting
2.12.1 Intro
2.12.2 Execution
2.12.3 Initialize/shutdown
2.12.4 eventsProcessed
2.12.5 Direct outputs
2.12.6 Asynchronous
2.12.7 Languages
2.12.8 EventIns
2.12.9 fields & events
2.12.10 Browser interface
2.13 Navigation
2.13.1 Intro
2.13.2 Navigation
2.13.3 Viewing
2.13.4 Collisions
2.14 Lighting
2.14.1 Intro
2.14.2 'off'
2.14.3 'on'
2.14.4 Equations
2.14.5 References
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Chapter 2 Key Concepts
This chapter describes key concepts related to
the definition and use of the VRML specification. This includes syntax
fundamentals, how nodes are combined into scene graphs, how nodes receive
and generate events, how to create new node types using prototypes,
how to distribute and share new nodes, how to incorporate user-programmed
scripts into a VRML file, and various general topics on nodes.
TIP:
This
chapter quickly jumps into technical details. If you are looking
for an overview or introduction, read Chapter
1, Introduction, or one of the recommended tutorial books listed
in Appendix F. |
This chapter describes key concepts of the definition and use of the
VRML standard. This includes how nodes are combined into scene graphs,
how nodes receive and generate events, how to create node types using
prototypes, how to add node types to VRML and export them for use by
others, how to incorporate scripts into a VRML file, and various general
topics on nodes.
See table at left for contents for this chapter.
The following conventions are used throughout this standard:
Italics are used for event and field names, and are also used
when new terms are introduced and equation variables are referenced.
A fixed-space font is used for URL addresses and source
code examples. VRML file examples appear in bold,
fixed-space font.
Node type names are appropriately capitalized (e.g., "The Billboard
node is a grouping node..."). However, the concept of the node
is often referred to in lower case in order to refer to the semantics
of the node, not the node itself (e.g., "To rotate the billboard...",
"A special case of billboarding is...").
Throughout this document references are denoted using the "[ABCD]"
notation, where "[ABCD]" is an abbreviation of the reference
title that is described in detail in the Bibliography.
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