Ejemplo n.º 1
0
        /// <summary>
        /// Clone all the time-dependent components, share the others.
        /// </summary>
        /// <returns></returns>
        public virtual object Clone()
        {
            AnimatedRayScene sc = new AnimatedRayScene();

            ITimeDependent intersectable = Intersectable as ITimeDependent;

            sc.Intersectable = (intersectable == null) ? Intersectable : (IIntersectable)intersectable.Clone();

            sc.BackgroundColor = (double[])BackgroundColor.Clone();

            ITimeDependent camera = Camera as ITimeDependent;

            sc.Camera = (camera == null) ? Camera : (ICamera)camera.Clone();

            ILightSource[] tmp = new ILightSource[Sources.Count];
            Sources.CopyTo(tmp, 0);
            for (int i = 0; i < tmp.Length; i++)
            {
                ITimeDependent source = tmp[i] as ITimeDependent;
                if (source != null)
                {
                    tmp[i] = (ILightSource)source.Clone();
                }
            }
            sc.Sources = new LinkedList <ILightSource>(tmp);

            sc.Start = Start;
            sc.End   = End;
            sc.setTime(Time);               // propagates the current time to all time-dependent components..

            return(sc);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Clone all the time-dependent components, share the others.
        /// </summary>
        /// <returns></returns>
        public virtual object Clone()
        {
            AnimatedRayScene sc = new AnimatedRayScene();

              ITimeDependent intersectable = Intersectable as ITimeDependent;
              sc.Intersectable = (intersectable == null) ? Intersectable : (IIntersectable)intersectable.Clone();

              sc.BackgroundColor = (double[])BackgroundColor.Clone();

              ITimeDependent camera = Camera as ITimeDependent;
              sc.Camera = (camera == null) ? Camera : (ICamera)camera.Clone();

              ILightSource[] tmp = new ILightSource[ Sources.Count ];
              Sources.CopyTo( tmp, 0 );
              for ( int i = 0; i < tmp.Length; i++ )
              {
            ITimeDependent source = tmp[ i ] as ITimeDependent;
            if ( source != null )
              tmp[ i ] = (ILightSource)source.Clone();
              }
              sc.Sources = new LinkedList<ILightSource>( tmp );

              sc.Start = Start;
              sc.End   = End;
              sc.setTime( Time );                   // propagates the current time to all time-dependent components..

              return sc;
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Creates default ray-rendering scene.
        /// </summary>
        public static IRayScene Init(IRayScene sc, string param)
        {
            // !!!{{ TODO: .. and use your time-dependent objects to construct the scene

            // This code is based on Scenes.TwoSpheres():

            // CSG scene:
            CSGInnerNode root = new CSGInnerNode(SetOperation.Union);

            root.SetAttribute(PropertyName.REFLECTANCE_MODEL, new PhongModel());
            root.SetAttribute(PropertyName.MATERIAL, new PhongMaterial(new double[] { 1.0, 0.8, 0.1 }, 0.1, 0.6, 0.4, 128));
            sc.Intersectable = root;

            // Background color:
            sc.BackgroundColor = new double[] { 0.0, 0.05, 0.07 };

            // Camera:
            AnimatedCamera cam = new AnimatedCamera(new Vector3d(0.7, -0.4, 0.0),
                                                    new Vector3d(0.7, 0.8, -6.0),
                                                    50.0);

            cam.End = 20.0;      // one complete turn takes 20.0 seconds
            AnimatedRayScene asc = sc as AnimatedRayScene;

            if (asc != null)
            {
                asc.End = 20.0;
            }
            sc.Camera = cam;

            //sc.Camera = new StaticCamera( new Vector3d( 0.7,  0.5, -5.0 ),
            //                              new Vector3d( 0.0, -0.18, 1.0 ),
            //                              50.0 );

            // Light sources:
            sc.Sources = new LinkedList <ILightSource>();
            sc.Sources.Add(new AmbientLightSource(0.8));
            sc.Sources.Add(new PointLightSource(new Vector3d(-5.0, 4.0, -3.0), 1.2));

            // --- NODE DEFINITIONS ----------------------------------------------------

            // Params dictionary:
            Dictionary <string, string> p = Util.ParseKeyValueList(param);

            // n = <index-of-refraction>
            double n = 1.6;

            Util.TryParse(p, "n", ref n);

            // Transparent sphere:
            Sphere s;

            s = new Sphere();
            PhongMaterial pm = new PhongMaterial(new double[] { 0.0, 0.2, 0.1 }, 0.03, 0.03, 0.08, 128);

            pm.n  = n;
            pm.Kt = 0.9;
            s.SetAttribute(PropertyName.MATERIAL, pm);
            root.InsertChild(s, Matrix4d.Identity);

            // Opaque sphere:
            s = new Sphere();
            root.InsertChild(s, Matrix4d.Scale(1.2) * Matrix4d.CreateTranslation(1.5, 0.2, 2.4));

            // Infinite plane with checker:
            Plane pl = new Plane();

            pl.SetAttribute(PropertyName.COLOR, new double[] { 0.3, 0.0, 0.0 });
            pl.SetAttribute(PropertyName.TEXTURE, new CheckerTexture(0.6, 0.6, new double[] { 1.0, 1.0, 1.0 }));
            root.InsertChild(pl, Matrix4d.RotateX(-MathHelper.PiOver2) * Matrix4d.CreateTranslation(0.0, -1.0, 0.0));

            // !!!}}

            return(sc);
        }