The last thing we're going to cover in this part of the tutorial is the last thing that can change the appearance of your worlds easily without much scripting. You do need a bit, but nothing too complex. This is the Switch node, which allows you to have a number of choices for a node and switch between them at will. The syntax is shown below:
Switch { exposedField MFNode choice [] exposedField SFInt32 whichChoice -1 }
The choice field contains a number of nodes, all of which must be valid children nodes. This means you can't switch between Appearance nodes, you have to switch between Shapes with different appearances.
The whichChoice field is the number of the current selection. The choice nodes are enumerated from 0 to x, where x is one less than the number of nodes. So, if you have 3 nodes in the choice field, they are numbered from 0 to 2. If this field is below 0 or higher than the maximum number, no field is chosen. So, if you do not specify a value for whichChoice in the declaration of the node, nothing will be displayed until you select one.
The nodes within a Switch remain part of the scene at all times, even if they are not visible. This means that they can still generate, receive and process events even when not selected.So, a TimeSensor within a Switch will still generate events at the same rate whether it is chosen or not.
You will almost certainly need a little script to do the selection based on some other input, as the node requires SFInt32 values to set the choice, but it's not hard. There is a small sample script in the example for this tutorial, included as inline Javascript.
The switch node is really very simple. Therefore, that's all I actually have to show you in this tutorial. Take a look at this example for a display of how the mode works. Each time you click on the sphere, it cycles round to the next node in the Switch. Take a look at the code to see how it works. Especially, take a look at the script to see how the cycling is done. If you need to use Switch before I cover scripting, you should be able to adapt the code for your own needs.
Well, that about winds it all up for Part 3, VRML Animation. Now, we can do some serious scripting and start creating some really special effects. Hold on!