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Group (Mobile 3D Graphics API (M3G))
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<TD ALIGN="right" VALIGN="top" ROWSPAN=3><EM>
<EM><B>Nov 19, 2003</B></EM></EM>
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SUMMARY: NESTED | <A HREF="#fields_inherited_from_class_javax.microedition.m3g.Node">FIELD</A> | <A HREF="#constructor_summary">CONSTR</A> | <A HREF="#method_summary">METHOD</A></FONT></TD>
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javax.microedition.m3g</FONT>
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Class Group</H2>
<PRE>
java.lang.Object
|
+--<A HREF="../../../javax/microedition/m3g/Object3D.html">javax.microedition.m3g.Object3D</A>
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+--<A HREF="../../../javax/microedition/m3g/Transformable.html">javax.microedition.m3g.Transformable</A>
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+--<A HREF="../../../javax/microedition/m3g/Node.html">javax.microedition.m3g.Node</A>
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+--<B>javax.microedition.m3g.Group</B>
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<DL>
<DT><B>Direct Known Subclasses:</B> <DD><A HREF="../../../javax/microedition/m3g/World.html">World</A></DD>
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<DT>public class <B>Group</B><DT>extends <A HREF="../../../javax/microedition/m3g/Node.html">Node</A></DL>
<P>
<p>A scene graph node that stores an unordered set of nodes as itschildren.</p><p>The parent-child relationship is bidirectional in the sense that if node Ais a child of node B, then B is the (one and only) parent of A. In particular,the <code>getParent</code> method of A will return B. Besides Group nodes, thisalso concerns SkinnedMesh nodes: the skeleton group is the one and only childof a SkinnedMesh.</p><p>A node can have at most one parent at a time, and cycles are prohibited.Furthermore, a World node cannot be a child of any node. These rules areenforced by the <code>addChild</code> method in this class, as well as theconstructor of SkinnedMesh.</p>
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<DT><B>See Also:</B><DD><a href="../../../file-format.html#Group">Binary format</a></DL>
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<TD><B>Fields inherited from class javax.microedition.m3g.<A HREF="../../../javax/microedition/m3g/Node.html">Node</A></B></TD>
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<TD><CODE><A HREF="../../../javax/microedition/m3g/Node.html#NONE">NONE</A>, <A HREF="../../../javax/microedition/m3g/Node.html#ORIGIN">ORIGIN</A>, <A HREF="../../../javax/microedition/m3g/Node.html#X_AXIS">X_AXIS</A>, <A HREF="../../../javax/microedition/m3g/Node.html#Y_AXIS">Y_AXIS</A>, <A HREF="../../../javax/microedition/m3g/Node.html#Z_AXIS">Z_AXIS</A></CODE></TD>
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<TD><CODE><B><A HREF="../../../javax/microedition/m3g/Group.html#Group()">Group</A></B>()</CODE>
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Constructs a new Group node and initializes it with an empty list of children. </TD>
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<CODE> void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/Group.html#addChild(javax.microedition.m3g.Node)">addChild</A></B>(<A HREF="../../../javax/microedition/m3g/Node.html">Node</A> child)</CODE>
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Adds the given node to this Group, potentially changing the order and indices of the previously added children. </TD>
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<CODE> <A HREF="../../../javax/microedition/m3g/Node.html">Node</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/Group.html#getChild(int)">getChild</A></B>(int index)</CODE>
<BR>
Gets a child by index. </TD>
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<CODE> int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/Group.html#getChildCount()">getChildCount</A></B>()</CODE>
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Gets the number of children in this Group.</TD>
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<CODE> boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/Group.html#pick(int, float, float, javax.microedition.m3g.Camera, javax.microedition.m3g.RayIntersection)">pick</A></B>(int scope, float x, float y, <A HREF="../../../javax/microedition/m3g/Camera.html">Camera</A> camera, <A HREF="../../../javax/microedition/m3g/RayIntersection.html">RayIntersection</A> ri)</CODE>
<BR>
Picks the first Mesh or scaled Sprite3D in this Group that is enabled for picking, is intercepted by the given pick ray, and is in the specified <a href="Node.html#Scoping">scope</a>.</TD>
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<CODE> boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../javax/microedition/m3g/Group.html#pick(int, float, float, float, float, float, float, javax.microedition.m3g.RayIntersection)">pick</A></B>(int scope,
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