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Home: Autodesk FBX SDK Progammer's Guide
 Traversing the Scene Graph

Traversing the Scene Graph

Creating a scene and getting its root node
                
               
             
             
            
            Introducing the FBX scene
          
       
       
       
       
      In FBX, a scene is
         a container for all the meshes, NURBS, cameras, lights and other
         scene elements that make up a 3D scene.
      
      Each element in the scene
         is called a node. The data structure used
         to organize all the nodes in a 3D scene is commonly called the scene
            graph. In FBX, the scene graph is specifically a tree:
      
         - The root node of the scene graph has
            no parent.
         
 
         - Every other node in the scene graph has
            exactly one parent.
         
 
         - Every node can have zero, one, or many
            children.
         
 
      
      Here
         is a diagram showing an extremely simple scene containing a camera,
         a light, a ball, a hoop, and a stick figure of a basketball player:
      
Notes on FBX scenes:
      
      
         - An FBX application must have a root node.
            But the root node is never saved in an FBX file. Accordingly, do
            not use the root node to represents anything “real” in the scene
            that you may want to save in a file.
         
 
         - The scene object points to the root node
            of the scene. Each node, including the root node, points to its
            children. Accordingly, with the scene object as a starting point,
            you can traverse the entire tree.
         
 
         - An FBX application can have more than
            one scene. But an FBX file can store only one scene.