The Viewer interface represents a renderable 3D scene.
The appearance node.
The core of audio for jReality.
The camera represents essentially a projection from three dimensions into two, that is a specification of a viewing frustrum.
A clipping plane through the origin with normal pointing in positive z direction.
Cylinder with axis from (0,0,-1) to (0,0,1) and radius 1.
This is a directional (or parallel or distant) light.
A geometry leaf.
A geometry specified as a combinatorial set of faces.
A geometric object consisting of a set of edges: lists of vertices joined by line segments.
Light is the abstract super class to all lights in the scene.
A point light class.
A set of points in 3 space.
A utility class providing static methods for applying a set of changes simultaneously to an element of the scene graph.
This basic building block of the jReality scene graph.
Base class for scene graph member nodes.
A SceneGraphPath represents a directed path between two nodes in the scene graph.
This class observes the given path for changes of the resulting path matrix/effective appearance.
A visitor for traversing the scene graph.
Sphere centered at (0, 0, 0) with radius 1.
This is a spot light.
A simple transformation class which wraps a 4x4 real matrix.
Thrown on attempt of creating a cyclic graph.
The jReality scene graph is built around the base class SceneGraphNode. A jReality scene graph can be traversed using an instance of SceneGraphVisitor. The scene graph tree structure is provided by the class SceneGraphComponent, which can contain a list of children in addition to specific instances providing support for appearances, transformation, geometry, lights, cameras, and tools. The Viewer interface represents a renderable 3D scene; each of its implementing classes represents a different "backend".