Beispiel #1
0
 /// <summary>
 /// Inserts one new child node to this parent node.
 /// </summary>
 /// <param name="ch">Child node to add.</param>
 /// <param name="toParent">Transform from local space of the child to the parent's space.</param>
 public virtual void InsertChild( ISceneNode ch, Matrix4d toParent )
 {
     children.AddLast( ch );
       ch.ToParent = toParent;
       toParent.Invert();
       ch.FromParent = toParent;
       ch.Parent = this;
 }
Beispiel #2
0
        /// <summary>
        /// Complete non-mandatory (deferred) values in the Intersection instance.
        /// </summary>
        public void Complete()
        {
            if ( Solid != null )
              {
            // world coordinates:
            LocalToWorld = Solid.ToWorld();
            WorldToLocal = LocalToWorld;
            WorldToLocal.Invert();
            Vector3d.TransformPosition( ref CoordLocal, ref LocalToWorld, out CoordWorld );

            // object coordinates:
            LocalToObject = Solid.ToObject();
            Vector3d.TransformPosition( ref CoordLocal, ref LocalToObject, out CoordObject );

            // appearance:
            ReflectanceModel = (IReflectanceModel)Solid.GetAttribute( PropertyName.REFLECTANCE_MODEL );
            if ( ReflectanceModel == null )
              ReflectanceModel = new PhongModel();
            Material = (IMaterial)Solid.GetAttribute( PropertyName.MATERIAL );
            if ( Material == null )
              Material = ReflectanceModel.DefaultMaterial();
            double[] col = (double[])Solid.GetAttribute( PropertyName.COLOR );
            SurfaceColor = (double[])((col != null) ? col.Clone() : Material.Color.Clone());
            Textures = Solid.GetTextures();

            // Solid is responsible for completing remaining values:
            Solid.CompleteIntersection( this );
            Normal.Normalize();
            if ( Enter != Front )
              Vector3d.Multiply( ref Normal, -1.0, out Normal );
              }

              if ( SurfaceColor == null )
            SurfaceColor = new double[] { 0.0, 0.2, 0.3 };
        }