Uses of Class

Packages that use SFInt32
The CADGeometry component is provided for Computer-Aided Design (CAD) nodes.
The Core component supplies the base functionality for the X3D run-time system, including the abstract base node type, field types, the event model, and routing.
The Cube Map Environmental Texturing component describes how additional texturing effects are defined to produce environmental effects such as reflections from objects.
The Distributed Interactive Simulation (DIS) component provides networked interoperability with the IEEE DIS protocol for sharing state and conducting real-time platform-level simulations across multiple host computers.
The Event Utility nodes provide the capability to filter, trigger, convert, or sequence numerous event-types for common interactive applications without the use of a Script node.
The X3D Java fields package provides a comprehensive set of strongly typed X3D Java classes for concrete implementation of X3D field types.
The Follower nodes (Chasers and Dampers) support dynamic creation of smooth parameter transitions at run time.
The Geometry3D component describes how three-dimensional geometry is specified and defines ElevationGrid, Extrusion, IndexedFaceSet, and most primitive geometry nodes (Box, Cone, Cylinder, Sphere).
The Geospatial component defines how to associate real-world locations in an X3D scene and specifies nodes particularly tuned for geospatial applications.
The Grouping component describes how nodes are organized into groups to establish a transformation hierarchy for the X3D scene graph.
The Humanoid Animation (HAnim) component for X3D defines node bindings and other details for implementing ISO/IEC 19774, the HAnim International Specification.
The Layering component describes how to layer a set of subscene layers into a composite scene.
The NURBS component describes Non-uniform Rational B-Spline (NURBS) geometry and interpolation nodes.
The Particle Systems component specifies how to model particles and their interactions through the application of basic physics principles to affect motion.
The Rendering component includes fundamental rendering primitives such as TriangleSet and PointSet nodes, as well as geometric properties nodes that define how coordinate indices, colors, normals and texture coordinates are specified.
The Rigid Body Physics component describes how to model rigid bodies and their interactions through the application of basic physics principles to effect motion.
The Programmable Shaders component describes how programmable shaders are specified and how they affect the visual appearance of geometry.
The Shape component defines nodes for associating geometry with their visible properties and the scene environment.
The Sound component defines how sound is delivered to an X3D world as well as how sounds are accessed.
The Texturing component specifies how 2D texture images are defined and then positioned on associated geometry.
The Texturing3D component specifies how 3D volumetric textures describe surface properties as data points in a volume of space, rather than a flat surface.
The Volume Rendering component provides the ability to specify and render volumetric data sets.