When organizing your world, you often want to arrange your 3D objects in a hierarchy. We have two transformation hierarchies in our engine:
The "outer" tree containing scenes:
You can group and transform the scenes using containers like T3DTransform and T3DOrient. Existing management of creatures (TCreature) and items on level (TItemOnWorld) and player (TPlayer) uses such transformations to move creatures, player etc. Loading a level by TGameSceneManager.LoadLevel initializes the whole tree for you, but you can also do it by hand.
Note that you can implement your own 3D objects that are visible
TCastleScene) and / or that group and transform
other objects. The base class is
T3D. All the classes
mentioned above descend from it.
This is a very simple tree, that allows you to simply transform and group 3D objects.
Changing this tree dynamically has absolutely zero cost. This includes changing transformations of items (moving, rotating, scaling them), or completely rearranging the tree (adding, removing items), or hiding / showing the items (use the Exists property). It is ultimately fast and can be done as often as you need.
Downside: do not make this tree too deep and complicated. This tree needs to be traversed each time you render or check collisions with the 3D world. Although we successfully use it with hundreds of transformations, but be careful — at some point the processing time will become noticeable.
Summary: absolutely dynamic tree, but don't make it too deep and complicated.
The "inner" tree inside every scene, containing X3D nodes:
Inside TCastleScene there is a transformation hierarchy of X3D nodes, starting in TCastleSceneCore.RootNode. Loading the scene by TCastleSceneCore.Load automatically builds a tree of X3D nodes based on 3D model contents. You can also build (or process) the X3D nodes tree by code. There are various grouping and transforming nodes, most notably Transform node (TTransformNode) (see X3D grouping component). Everything you see is expressed as a combination of X3D nodes — meshes, materials, textures, shaders, lighting, animations, collisions...
Each single TCastleScene has a tree of X3D nodes.
In the simplest cases (if you load scenes using
you will create one TCastleScene instance for each 3D model file you have.
But you're not limited to this approach, as you can split and merge
X3D graphs freely.
See an example code
for how to load multiple 3D model files into a single X3D graph
Properties of the X3D transformation hierarchy:
Changing the transformations in this tree is very fast and optimized, but may have a tiny cost at some point. Rebuilding this tree right now is poorly optimized (it may be improved in the future, but there's a limit to how much it can be done).
Upside: you can go wild with the transformation level here
(the actual rendering and many other read operations look only at flattened
TCastleScene.Shapes mentioned below).
3D collisions, and the "frustum culling" rendering optimization, use a tree (like an octree) to minimize the number of calculations. This is very efficient if you have a lot of 3D shapes.
Summary: this tree is somewhat less dynamic. It is very optimized for some changes, like changing transformations of existing objects, but poorly optimized for an arbitrary rearranging at runtime. Rendering and processing is always lighting fast, regardless of the tree depth or complication.
For completeness, we should also mention another transformation tree.
The X3D nodes hierarchy is automatically reflected as (a little flattened and simplified)
tree of shapes in the
TCastleSceneCore.Shapes property.The visible nodes of this tree are X3D
with geometry nodes inside
This tree can be completely ignored by your code. It is automatically created and managed inside the TCastleScene. Sometimes you can use this tree to speedup some operations — instead of traversing the tree in TCastleSceneCore.RootNode, it's sometimes enough to traverse simpler tree TCastleSceneCore.Shapes.