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Next: Manipulating Scene Nodes Up: Data Hierarchy Tree and Previous: Walking Through the Time

Hierarchy Management

 

The data hierarchy tree and its displaying concept was described previous in this section 4.3.5. Now the interactives for building up a scene tree will be described.

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Mark an object in the scene tree (data hierarchy tree) for operations with two operands, e. g. for copying.

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Copy the marked instance. Can be activated only if you stay on a scene node. A new scene below the current scene will be included whose object is a reference to the marked instance. Since all sub-objects are part of the marked instance the whole branch is copied.

This type of copy is preferable to the following ``real'' copy if the same object shall be displayed for example by using different display methods. Then you make a few of these ``soft''-copies and change the display method of the corresponding scene nodes.

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Hardcopy the marked branch. Can be activated only on a scene node. A new scene below the current scene will be included whose object is a real copy of the marked instance.

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Include a new scene node at the present position.

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Delete the current object. If it is a scene node only delete its right branch (object branch), the down branch (next branch) moves to the current position. If the marked instance is deleted it will remain alive as marked instance, as a target for further copy operations.

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Delete the current object. If it is a scene node delete its two branches. If the marked instance is deleted it will remain alive as marked instance, as a target for further copy operations.



SFB 256 Universität Bonn and IAM Universität Freiburg

Copyright © by the Sonderforschungsbereich 256 at the Institut für Angewandte Mathematik, Universität Bonn.