Using scene graph
Overview of scene management capabilities.
Contents
Scene graph provides way to hiearchically manage your objects, their transformation, physics interaction, animation and rendering. The library is contained in SceneGraph namespace, see its documentation for more information about building and usage with CMake.
There are naturally many possible feature combinations (2D vs. 3D, different transformation representations, animated vs. static, object can have collision shape, participate in physics events, have forward vs. deferred rendering...) and to make everything possible without combinatiorial explosion and allow the users to provide their own features, scene graph in Magnum is composed of three main components:
- objects, providing parent/children hierarchy
- transformations, implementing particular transformation type
- features, providing rendering capabilities, collision detection, physics etc.
Transformations
Transformation handles object position, rotation etc. and its basic property is dimension count (2D or 3D) and underlying floating-point type. All classes in SceneGraph are templated on underlying type. However, in most cases Float is used and thus nearly all classes have convenience aliases so you don't have to explicitly specify it.
Scene graph has various transformation implementations for both 2D and 3D. Each implementation has its own advantages and disadvantages — for example when using matrices you can have nearly arbitrary transformations, but composing transformations, computing their inverse and accounting for floating-point drift is rather costly operation. On the other hand quaternions won't allow you to scale or shear objects, but have far better performance characteristics.
It's also possible to implement your own transformation class for specific needs, see source of builtin transformation classes for more information.
Magnum provides the following transformation classes. See documentation of each class for more detailed information:
- SceneGraph::
MatrixTransformation2D — arbitrary 2D transformations but with slow inverse transformations and no floating-point drift reduction - SceneGraph::
MatrixTransformation3D — arbitrary 3D transformations but with slow inverse transformations and no floating-point drift reduction - SceneGraph::
RigidMatrixTransformation2D — 2D translation, rotation and reflection (no scaling), with relatively fast inverse transformations and floating-point drift reduction - SceneGraph::
RigidMatrixTransformation3D — 3D translation, rotation and reflection (no scaling), with relatively fast inverse transformations and floating-point drift reduction - SceneGraph::
DualComplexTransformation — 2D translation and rotation with fast inverse transformations and floating-point drift reduction - SceneGraph::
DualQuaternionTransformation — 3D translation and rotation with fast inverse transformation and floating-point drift reduction - SceneGraph::
TranslationTransformation*D — Just 2D/3D translation (no rotation, scaling or anything else)
Common usage of transformation classes is to typedef Scene and Object with desired transformation type to save unnecessary typing later:
typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D> Scene3D; typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D> Object3D;
The object type is subclassed from the transformation type and so the Object3D
type will then contain all members from both SceneGraph::
Scene3D scene; Object3D object; object.setParent(&scene) .rotateY(15.0_degf) .translate(Vector3::xAxis(5.0f));
Scene hierarchy
Scene hierarchy is skeleton part of scene graph. In the root there is SceneGraph::
Then you can start building the hierarchy by parenting one object to another. Parent object can be either passed in constructor or set using SceneGraph::
Scene3D scene; Object3D* first = new Object3D{&scene}; Object3D* second = new Object3D{first};
The hierarchy takes care of memory management — when an object is destroyed, all its children are destroyed too. See detailed explanation of construction and destruction order below for information about possible issues. To reflect the implicit memory management in the code better, you can use SceneGraph::new
call in the code above:
Scene3D scene; Object3D& first = scene.addChild<Object3D>(); Object3D& second = first.addChild<Object3D>();
Object features
The object itself handles only parent/child relationship and transformation. To make the object renderable, animable, add collision shape to it etc., you have to add a feature to it.
Magnum provides the following builtin features. See documentation of each class for more detailed information and usage examples:
- SceneGraph::
Camera*D — Handles projection matrix, aspect ratio correction etc.. Used for rendering parts of the scene. - SceneGraph::
Drawable*D — Adds drawing functionality to given object. Group of drawables can be then rendered using the camera feature. - SceneGraph::
Animable*D — Adds animation functionality to given object. Group of animables can be then controlled using SceneGraph:: AnimableGroup*D. - Shapes::
Shape — Adds collision shape to given object. Group of shapes can be then controlled using Shapes:: ShapeGroup*D. See Collision detection for more information. - DebugTools::
ObjectRenderer*D, DebugTools:: ShapeRenderer*D, DebugTools:: ForceRenderer*D — Visualize object properties, object shape or force vector for debugging purposes. See Debugging helpers for more information.
Each feature takes reference to holder object in constructor, so adding a feature to an object might look just like the following, as in some cases you don't even need to keep the pointer to it. List of object features is accessible through SceneGraph::
Object3D& o; new MyFeature{o, ...};
Some features are passive, some active. Passive features can be just added to an object, with no additional work except for possible configuration (for example collision shape). Active features require the user to implement some virtual function (for example to draw the object on screen or perform animation step). To make things convenient, features can be added directly to object itself using multiple inheritance, so you can conveniently add all the active features you want and implement needed functions in your own SceneGraph::
class BouncingBall: public Object3D, SceneGraph::Drawable3D, SceneGraph::Animable3D { public: explicit BouncingBall(Object3D* parent): Object3D{parent}, SceneGraph::Drawable3D{*this}, SceneGraph::Animable3D{*this} {} private: // drawing implementation for Drawable feature void draw(...) override; // animation step for Animable feature void animationStep(...) override; };
From the outside there is no difference between features added "at runtime" and features added using multiple inheritance, they can be both accessed from feature list.
Similarly to object hierarchy, when destroying object, all its features (both member and inherited) are destroyed. See detailed explanation of construction and destruction order for information about possible issues. Also, there is a SceneGraph::
Object3D& o; o.addFeature<MyFeature>(...);
Transformation caching in features
Some features need to operate with absolute transformations and their inversions — for example camera needs its inverse transformation to render the scene, collision detection needs to know about positions of surrounding objects etc. To avoid computing the transformations from scratch every time, the feature can cache them.
The cached data stay until the object is marked as dirty — that is by changing transformation, changing parent or explicitly calling SceneGraph::
Most probably you will need caching in SceneGraph::
class CachingObject: public Object3D, SceneGraph::AbstractFeature3D { public: explicit CachingObject(Object3D* parent): Object3D{parent}, SceneGraph::AbstractFeature3D{*this} { setCachedTransformations(SceneGraph::CachedTransformation::Absolute); } protected: void clean(const Matrix4& absoluteTransformation) override { _absolutePosition = absoluteTransformation.translation(); } private: Vector3 _absolutePosition; };
When you need to use the cached value, you can explicitly request the cleanup by calling SceneGraph::
Polymorphic access to object transformation
Features by default have access only to SceneGraph::
To solve this, the transformation classes are subclassed from interfaces sharing common functionality, so the feature can use that interface instead of being specialized for all relevant transformation implementations. The following interfaces are available, each having its own set of virtual functions to control the transformation:
- SceneGraph::
AbstractTransformation*D — base for all transformations - SceneGraph::
AbstractTranslation*D — base for all transformations providing translation - SceneGraph::
AbstractTranslationRotation2D, SceneGraph:: AbstractTranslationRotation3D — base for all transformations providing translation and rotation - SceneGraph::
AbstractBasicTranslationRotationScaling2D, SceneGraph:: AbstractBasicTranslationRotationScaling3D — base for all transformations providing translation, rotation and scaling
These interfaces provide virtual functions which can be used to modify object transformations. The virtual calls are used only when calling through the interface and not when using the concrete implementation directly to avoid negative performance effects. There are no functions to retrieve object transformation, you need to use the above transformation caching mechanism for that.
In the following example we are able to get pointer to both SceneGraph::
class TransformingFeature: public SceneGraph::AbstractFeature3D { public: template<class T> TransformingFeature(SceneGraph::Object<T>& object): SceneGraph::AbstractFeature3D(object), transformation(object) {} private: SceneGraph::AbstractTranslationRotation3D& transformation; };
If we take for example SceneGraph::
Construction and destruction order
There aren't any limitations and usage trade-offs of what you can and can't do when working with objects and features, but there are two issues which you should be aware of:
Object hierarchy
When objects are created on the heap (the preferred way, using new
), they can be constructed in any order and they will be destroyed when their parent is destroyed. When creating them on the stack, however, they will be destroyed when they go out of scope. Normally, the natural order of creation is not a problem:
{ Scene3D scene; Object3D object(&scene); }
The object is created last, so it will be destroyed first, removing itself from scene
's children list, causing no problems when destroying scene
object later. However, if their order is swapped, it will cause problems:
{ Object3D object; Scene3D scene; object.setParent(&scene); } // crash!
The scene will be destroyed first, deleting all its children, which is wrong, because object
is created on stack. If this doesn't already crash, the object
destructor is called (again), making things even worse.
Member and inherited features
When destroying the object, all its features are destroyed. For features added as member it's no issue, features added using multiple inheritance must be inherited after the Object class:
class MyObject: public Object3D, MyFeature { public: MyObject(Object3D* parent): Object3D(parent), MyFeature(*this) {} };
When constructing MyObject
, Object3D
constructor is called first and then MyFeature
constructor adds itself to Object3D
's list of features. When destroying MyObject
, its destructor is called and then the destructors of ancestor classes — first MyFeature
destructor, which will remove itself from Object3D
's list, then Object3D
destructor.
However, if we would inherit MyFeature
first, it will cause problems:
class MyObject: MyFeature, public Object3D { public: MyObject(Object3D* parent): MyFeature(*this), Object3D(parent) {} // crash! };
MyFeature
tries to add itself to feature list in not-yet-constructed Object3D
, causing undefined behavior. Then, if this doesn't already crash, Object3D
is created, creating empty feature list, making the feature invisible.
If we would construct them in swapped order (if it is even possible), it wouldn't help either:
class MyObject: MyFeature, public Object3D { public: MyObject(Object3D* parent): Object3D(parent), MyFeature(*this) {} // crash on destruction! };
On destruction, Object3D
destructor is called first, deleting MyFeature
, which is wrong, because MyFeature
is in the same object. After that (if the program didn't already crash) destructor of MyFeature
is called (again).