Modifying Nodes and Node Properties

The previous chapter we learned how to setup a first application. We also learned about the InstanceGraph. Next we will use it to modify nodes.

Note

Most of the webvis API functions are executed asynchronous using promises. We will use await to schedule the operations.

Nodes

Each node has a unique ID, through which it is accessed. The node directly above one node is the parentNode and the ones underneath are the childNodes. Nodes have different properties, which can be changed.

Node Properties

Different aspects (e.g. visual representation, location, …) of a node are stored in node properties. Changing these properties will reflect in direct visual feedback, as is demonstrated in this tutorial. Therefore we will use the setProperty function.

Changing Visibility

appearanceURI link nodes are visible:

await context.setProperty(nodeID, "enabled", true); //makes a node visible

Changing Color and Transparency

We use the enum member appearanceURI to change the color and transparency.

<!--> makes the node appear semi-transparent red <-->
await context.setProperty(nodeId, "appearanceURI", "ff000050");

transparency

There are predefinded colors All CSS color names and RGB hex-codes are supported:

urn:X-l3d:color:red
urn:X-l3d:color:rgb:ff0000
urn:X-l3d:color:rgba:ff0000ff

This playground changes the appearance of two resources:

Pickable

pickable defines, if you can click on a node and therefore interact with it. Resulting that nodes can’t be selected with the mouse in the viewer, but still in the tree view.

If a pickable node is clicked on, it will appear yellow.

await context.setProperty(nodeID, "pickable", false);

pickable

Per default all nodes are pickable.

Render Mode

Different render modes are available and can be changed with the renderMode property and the desired RenderMode enum member.

await context.setProperty(nodeID,"renderMode",webvis.RenderMode.enum);

shaded

wireframe

shaded with wireframe

masked

masked with wireframe

shaded

wireframe

shadedwithwireframe

masked

maskedwireframe

[Faces]

[Topology]|

[FacesTopology]

[Occluder]

[OccluderTopolgy]

Transformations

Note

We are using the library http://glmatrix.net/ for our calculations in these exampes. However, other math libraries and number arrays can be used as well:

// both matrices are equal
const glMatrix_matrix = glMatrix.mat4.fromTranslation(glMatrix.mat4.create(), glMatrix.vec3.fromValues(2,3,4));
const plain_array = [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 2, 3, 4, 1];

The following will give you a short overview about transformations in instant3Dhub.

Every node in a scene has a transformation property, which is implemented as a 4x4 matrix in homogenous coordinates. It’s used to store and manipulate the position, rotation and scale of the node.

The hierarchical transformation is accessed by the localTransform property. <br> To change this property first a matrix is created with the wanted values and then the localTransform changed accordingly. Use the following functions:

Translation:

const m = glMatrix.mat4.fromTranslation(glMatrix.mat4.create(), glMatrix.vec3.fromValues( x, y, z)); // axes as vector
await context.setProperty(nodeID, "localTransform", m);

box_transhor

This playground shows some simple translation:

Rotation:

const m = glMatrix.mat4.fromRotation(glMatrix.mat4.create(), radian_value, glMatrix.vec3.fromValues(x, y, z));
await context.setProperty(nodeID, "localTransform", m);

box_rot

Some common radian values:

Degrees

Radians (approx)

30°

0.524

45°

0.785

60°

1.047

90°

1.571

180°

3.142

270°

4.712

360°

6.283

The general equation for conversion from degrees to radians is:

Degrees*Math.PI /180 = Radians

This playground shows some basic rotation:

Scaling

Scaling a node works in a similar way as the previous transformations.

const m = glMatrix.mat4.fromScaling(glMatrix.mat4.create(), glMatrix.vec3.fromValues(0.2,1,1)); // axes as vector (x,y,z)
await context.setProperty(nodeID, "localTransform", m);

scaling

Multiple transformations at a time

In order to e.g. scale and translate a node, you need to concatenate the matrices.

      const m = glMatrix.mat4.fromScaling(glMatrix.mat4.create(), glMatrix.vec3.fromValues(x,y,z));
      const n = glMatrix.mat4.fromTranslation(glMatrix.mat4.create(), glMatrix.vec3.fromValues(x,y,));

      const o = glMatrix.mat4.multiply(glMatrix.mat4.create(),n,m) // important: the first operations is the furthest to the right e.g. scaling before translation
      await context.setProperty(nodeID, "localTransform", o);



.. playground:: ../playground_data/multiple_transformations

Labels

You can add labels to the nodes. This improves the clarity of the tree.

await context.setProperty(nodeID,"label"); //changes the "name" of the node to "label"

Sometimes it’s convenient to do it directly while creating the node:

await context.add({label: "nodeName", dataURI: "/URI/to/data"});

Initial Properties

To instantiate a node with predefined values, the inital property is used: `` const nodeID = context.add({label:”NodeLabel”, dataURI: “some_src”, initialProperties: {enum_property: value}}); ``

Recursivity in webvis

Using the dynamic structure of the InstanceGraph, properties can be overridden recursively. If one node is changed, then all the nodes underneath it are changed in the same way too. The followin playground clarifies this by coloring three different parts of the instanceGraph. The first button changes just one single Node, which has no childNodes. Therefore only it’s own color changes. The second button colors one sub tree, which childNodes are the cone and sphere, hence both nodes change in color. The last button modifies the root node.

More Properties

There are a lot more properties, which work in the same way, as showed in the examples above. Click here for a complete list.

Next we will learn about the event system of webvis and how to interact with events.