public Scene3D TestConv(VRMLScene vrml) { Scene3D scene = new Scene3D(); foreach (BaseNode node in vrml.root) { List<Object3D> objs = TestConvNode(node); foreach (Object3D obj in objs) { if (obj != null) { if (obj is Shape3D) { scene.Objects.Add((Shape3D)obj); } } } } return scene; }
public Scene3D Convert(VrmlScene vrml) { Scene3D scene = new Scene3D(); float[,] transformation = VrmlMath.GetUnitMatrix(); foreach (Node node in vrml.root.children) { List<Object3D> objs = ConvertNode(node, transformation); foreach (Object3D obj in objs) { if (obj != null) { if (obj is Shape3D) { scene.Shapes.Add((Shape3D)obj); } } } } return scene; }
private void Form1_Load(object sender, EventArgs e) { _scene = new Scene3D(); _scene = new VrmlToG3DConverter().Convert(@"D:\dev\graph3d\Graph3D.Vrml.Test\Ant.wrl"); _scene.Shapes.First().CoordinateSystem.Translate(new Vector3D(-0.2f, 0.3f, 0.2f)).Scale(2, 2, 2).RotateV(0.2f).RotateU(0.1f).Translate(new Vector3D(0, 0, -0.2f)); PreciseColor color = new PreciseColor(0.6f, 0.3f, 0.3f) * 0.8f; const float shininess = 0; var b = new Box3D { Material = { DiffuseColor = color, Shininess = shininess }, Width = 40, Height = 40, Depth = 120 }; _scene.Shapes.Add(b); _scene.Shapes.Add(new Sphere3D { CoordinateSystem = { Position = new Vector3D(0, 14, -2) }, Radius = 6.0f, Material = { DiffuseColor = new PreciseColor(0.0f, 0.1f, 0.0f) * 2.99f, AmbientIntensity = 0.9f, Shininess = 0.1f } }); _scene.Shapes.Add(new Sphere3D { CoordinateSystem = { Position = new Vector3D(9, 14, -2) }, Radius = 6.0f, Material = { DiffuseColor = new PreciseColor(0.0f, 0.0f, 1.0f) * 0.19f, AmbientIntensity = 0.95f, Shininess = 0.05f } }); //_scene.Shapes.Add(new Box3D { // CoordinateSystem = { Position = new Vector3D(3, 14, -6) }, // Width = 4, // Height = 4, // Depth = 4, // Material = { // DiffuseColor = new PreciseColor(0.0f, 0.0f, 1.0f) * 0.50f, // AmbientIntensity = 0.2f, // Shininess = 0.1f // } //}); const int omniCount = 5; for (int i = 0; i < omniCount; i++) { float angle = 2 * (float)System.Math.PI * i / omniCount; const float radius = 16; float x = 0 + radius * (float)System.Math.Cos(angle); float y = -19.5f; float z = -7 + radius * (float)System.Math.Sin(angle); _scene.Lights.Add(new OmniLight3D { Position = new Vector3D(x, y, z), Color = new PreciseColor(1.0f, 1.0f, 1.0f), Power = 1500.0f / omniCount }); } }