#include <OSGConfig.h>

using namespace osg;

/*! \defgroup GrpSystemNodeCoresGroups Groups
    \ingroup GrpSystemNodeCores
    
See \ref PageSystemNCGroups for details.
 
*/

/*! \page PageSystemNCGroups Groups

\latexonly Starter:NewChapter \endlatexonly

Groups are all the NodeCores who can be used as interior nodes in the graph.
These nodes can have and actually use their children.

\section NCGroupsGroup Group

A Group is the simplest NodeCore, it doesn't do much. If asked to do something
it calls its children to do the same thing, if asked for information it
gathers it from the children. It does not intoduce a new transformation.

\section NCGroupsSwitch Switch

A Switch node allows to select one of its children for 
traversal instead of all of them (as for the other nodes).
The Switch grouping node traverses zero, all or one of the children.

\section NCGroupsTransform Transform

The Transform node is a grouping node that defines a coordinate system for its 
children that is relative to the coordinate systems of its ancestors.
A Transform Core is the basic means of moving objects around the scene. It
keeps a single Matrix that is applied to all its children.

\section NCGroupsComponentTransform ComponentTransform

A ComponentTransform is close to a Transform, but the transformation is
defined in an easier to use way, the same way it is done in systems like
OpenInventor or VRML: 

The center field specifies a translation offset from the origin of the local coordinate system (0,0,0). 
The rotation field specifies a rotation of the coordinate system. 
The scale field specifies a non-uniform scale of the coordinate system. 
scale values shall be greater than zero. 
The scaleOrientation specifies a rotation of the coordinate system before 
the scale (to specify scales in arbitrary orientations). 
The scaleOrientation applies only to the scale operation. 
The translation field specifies a translation to the coordinate system.

Given a 3-dimensional point P and Transform node, P is transformed into point P' in its parent's 
coordinate system by a series of intermediate transformations. In matrix transformation notation, 
where C (center), SR (scaleOrientation), T (translation), R (rotation), and S (scale) 
are the equivalent transformation matrices,

P' = T � C � R � SR � S � -SR � -C � P

\section NCGroupsDistanceLOD DistanceLOD

Levels of Detail are a simple way of increasing rendering performance. The
basic idea is to have a number of differently detailed versions of an object
and use low-res versions for objects that are far away. 

A DistanceLOD is the simplest version, which switches versions based on
distance to the viewer. The children is selected based on the
center and range settings.

The center field is a translation offset in the local coordinate system that
specifies the centre of the LOD node for distance calculations.

The number of children shall exceed the number of values in the range field by
one (i.e., N+1 children for N range values). The range field contains
monotonic increasing values that shall be greater than 0. In order to
calculate which level to display, the distance is calculated from the viewer's
location, transformed into the local coordinate system of the LOD node
(including any scaling transformations), to the center point of the LOD node. 

\image html distanceLOD.png "DistanceLOD example"
\image latex distanceLOD.eps "DistanceLOD example" width=8cm

\section NCGroupsLights Lights

A Light defines a source of light in the scene. Generally, two types of
information are of interest: The position of the light source (geometry), and
what elements of the scene are lit (semantics). 

Using the position of the light in the graph for geometry allows moving the
Light just like any other node, by putting it below a osg::Transform Node and
changing the transformation. This consistency also simplifies attaching Lights
to moving parts in the scene: just put them below the same Transform and they
will move with the object.

The semantic interpretation also makes sense, it lets you restrict the
influence area of the light to a subgraph of the scene. This can be used for
efficiency, as every active light increases the amount of calculations
necessary per vertex, even if the light doesn't influence the vertex, because
it is too far away. It can also be used to overcome the restrictions on the
number of lights. OpenSG currently only allows 8 concurrently active lights.

It is also not difficult to imagine situations where both interpretations are
necessary at the same time. Take for example a car driving through a night
scene. You'd want to headlights to be fixed to the car and move together with
it. But at the same time they should light the houses you're driving by, and
not the mountains in the distance. 

Thus there should be a way to do both at the same time. OpenSG solves this by
splitting the two tasks to two Nodes. The Light's Node is for the sematntic
part, it defines which object are lit by the Light. FOr the geometrc part the
Light keeps a SFNodePtr to a different Node, the so called beacon. The local
coordinate system of the beacon provides the reference coordinate system for
the light's position.

Thus the typical setup of an OpenSG scenegraph starts with a set of lights,
which light the whole scene, followed by the actual geometry.

Tip: Using the beacon of the camera (see \ref PageSystemWindowCamera)
as the beacon of a light source creates a headlight.

NOTE: Currently OpenSG does not implement the restricted influence area. All
Light sources are global and light the whole scene. Expect that to change
soon! 

Every light is closely related to OpenGL's light specification. It has a
diffuse, specular and ambient color. Additionally it can be switched on and
off using the on field.

\subsection NCGroupsDirectionalLight DirectionalLight

The DirectionalLight just has a direction. 

To use it as a headlight use
(0,0,-1) as a direction. it is the computationally cheapest light source. Thus
for the fastest lit rendering, just a single directional light source. The
osg::SimpleSceneManager's headlight is a directional light source.

\subsection NCGroupsPointLight PointLight

The PointLight has a position to define its location. In addition, as it
really is located in the scene, it has attenuation parameters to change the
light's intensity depending on the distance to the light.

Point lights are more expesinve to compute than directional lights, but not
quite as expesive as spot lights. If you need to see the localized effects of
the light, a point light is a good compromise between speed and quality.

\subsection NCGroupsSpotLight SpotLight

The SpotLight adds a direction to the PointLight and a spotCutOff angle to
define the area that's lit. To define the light intensity fallof within that
area the spotExponent field is used.

Spot lights are very expensive to compute, use them sparingly.


*/
