コード例 #1
0
ファイル: RayCastingScenes.cs プロジェクト: pepouch/PG1Grcis
        protected static CSGInnerNode head()
        {
            CSGInnerNode root = new CSGInnerNode( SetOperation.Union );

              double[] skinColor = new double[] { 1, .8, .65 };
              double[] whiteColor = new double[] { 1, 1, 1 };
              double[] blackColor = new double[] { 0, 0, 0 };
              double[] blueColor = new double[] { 0, 0, 1 };
              double[] redColor = new double[] { 1, 0, 0 };

              CSGInnerNode hlava = new CSGInnerNode( SetOperation.Difference );
              root.InsertChild( hlava, Matrix4d.Identity );

              Sphere s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, skinColor );
              hlava.InsertChild( s, Matrix4d.Scale( 2.3 ) );

              // klobouk
              CSGInnerNode klobouk = new CSGInnerNode( SetOperation.Union );

              Cylinder klb = new Cylinder( -0.5, 0.5 );
              klb.SetAttribute( PropertyName.COLOR, blackColor );
              klobouk.InsertChild( klb, Matrix4d.Scale( 2, 2, 1.4 ) * Matrix4d.RotateX( Math.PI / 2 ) * Matrix4d.CreateTranslation( 0, 0.5, 0 ) );

              Cylinder ksilt = new Cylinder( -0.5, 0.5 );
              ksilt.SetAttribute( PropertyName.COLOR, blackColor );
              klobouk.InsertChild( ksilt, Matrix4d.Scale( 3, 3, .1 ) * Matrix4d.RotateX( Math.PI / 2 ) );

              root.InsertChild( klobouk, Matrix4d.CreateTranslation( 0, 1.25, 0 ) );

              // levy ocni dulek
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, skinColor );
              hlava.InsertChild( s, Matrix4d.Scale( 0.7 ) * Matrix4d.CreateTranslation( -0.7, .3, -1.8 ) );

              // pravy ocni dulek
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, skinColor );
              hlava.InsertChild( s, Matrix4d.Scale( 0.7 ) * Matrix4d.CreateTranslation( 0.7, .3, -1.8 ) );

              // prave oko
              CSGInnerNode oko = new CSGInnerNode( SetOperation.Union );
              root.InsertChild( oko, Matrix4d.CreateTranslation( 0.70, 0.3, -0.5 ) );

              Sphere bulva = new Sphere();
              bulva.SetAttribute( PropertyName.COLOR, whiteColor );
              oko.InsertChild( bulva, Matrix4d.Scale( 1.3 ) );

              Sphere cocka = new Sphere();
              cocka.SetAttribute( PropertyName.COLOR, blueColor );
              oko.InsertChild( cocka, Matrix4d.Scale( 0.3 ) * Matrix4d.CreateTranslation( 0, 0, -1.2 ) );

              // leve oko
              oko = new CSGInnerNode( SetOperation.Union );
              root.InsertChild( oko, Matrix4d.CreateTranslation( -0.70, 0.3, -0.5 ) );

              bulva = new Sphere();
              bulva.SetAttribute( PropertyName.COLOR, whiteColor );
              oko.InsertChild( bulva, Matrix4d.Scale( 1.3 ) );

              cocka = new Sphere();
              cocka.SetAttribute( PropertyName.COLOR, blueColor );
              oko.InsertChild( cocka, Matrix4d.Scale( 0.3 ) * Matrix4d.CreateTranslation( 0, 0, -1.2 ) );

              // nos
              Cylinder nos = new Cylinder( -0.5, 0.5 );
              nos.SetAttribute( PropertyName.COLOR, skinColor );
              root.InsertChild( nos, Matrix4d.Scale( 0.2, 0.2, 0.6 ) * Matrix4d.CreateTranslation( 0, 0, -2.65 ) );

              // usta
              CSGInnerNode usta = new CSGInnerNode( SetOperation.Xor );

              Cylinder horniRet = new Cylinder( -0.5, 0.5 );
              horniRet.SetAttribute( PropertyName.COLOR, redColor );
              usta.InsertChild( horniRet, Matrix4d.CreateTranslation( 0, -0.3, 0 ) );

              Cylinder dolniRet = new Cylinder( -0.5, 0.5 );
              dolniRet.SetAttribute( PropertyName.COLOR, redColor );
              usta.InsertChild( dolniRet, Matrix4d.CreateTranslation( 0, 0.3, 0 ) );

              root.InsertChild( usta, Matrix4d.Scale( 0.7, 0.3, 1 ) * Matrix4d.CreateTranslation( 0, -0.7, -1.85 ) );

              // vnitrek ust
              CSGInnerNode vnitrekUst = new CSGInnerNode( SetOperation.Intersection );
              horniRet = new Cylinder( -0.5, 0.5 );
              horniRet.SetAttribute( PropertyName.COLOR, blackColor );
              vnitrekUst.InsertChild( horniRet, Matrix4d.CreateTranslation( 0, -0.3, 0 ) );

              dolniRet = new Cylinder( -0.5, 0.5 );
              dolniRet.SetAttribute( PropertyName.COLOR, blackColor );
              vnitrekUst.InsertChild( dolniRet, Matrix4d.CreateTranslation( 0, 0.3, 0 ) );

              usta.InsertChild( vnitrekUst, Matrix4d.CreateTranslation( 0, 0, 0.1 ) );

              return root;
        }
コード例 #2
0
ファイル: RayCastingScenes.cs プロジェクト: pepouch/PG1Grcis
        /// <summary>
        /// Infinite plane with two spheres on it (one of them is transparent)
        /// </summary>
        public static void TwoSpheres( IRayScene sc )
        {
            Debug.Assert( sc != null );

              // 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:
              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 ----------------------------------------------------

              // Transparent sphere:
              Sphere s;
              s = new Sphere();
              PhongMaterial pm = new PhongMaterial( new double[] { 0.0, 0.2, 0.1 }, 0.05, 0.05, 0.1, 128 );
              pm.n = 1.6;
              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 ) );
        }
コード例 #3
0
ファイル: RayCastingScenes.cs プロジェクト: pepouch/PG1Grcis
        /// <summary>
        /// Test scene for Toruses by Jan Navratil, (c) 2012
        /// </summary>
        public static void Toroids( IRayScene sc )
        {
            Debug.Assert( sc != null );

              // CSG scene:
              CSGInnerNode root = new CSGInnerNode( SetOperation.Union );
              root.SetAttribute( PropertyName.REFLECTANCE_MODEL, new PhongModel() );
              root.SetAttribute( PropertyName.MATERIAL, new PhongMaterial( new double[] { 0.5, 0.5, 0.5 }, 0.2, 0.7, 0.2, 16 ) );
              sc.Intersectable = root;

              // Background color:
              sc.BackgroundColor = new double[] { 0.0, 0.15, 0.2 };

              // Camera:
              sc.Camera = new StaticCamera( new Vector3d( 0.0, 0.0, -10.0 ),
                                    new Vector3d( 0.0, -0.04, 1.0 ),
                                    60.0 );

              // Light sources:
              sc.Sources = new LinkedList<ILightSource>();
              sc.Sources.Add( new AmbientLightSource( 1.8 ) );
              sc.Sources.Add( new PointLightSource( new Vector3d( -5.0, 3.0, -3.0 ), 2.0 ) );

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

              Sphere s;
              Torus t;

              t = new Torus( 2.0, 1.0 );
              t.SetAttribute( PropertyName.COLOR, new double[] { 0, 0, 0.7 } );
              t.SetAttribute( PropertyName.TEXTURE, new CheckerTexture( 50, 20, new double[] { 0.9, 0.9, 0 } ) );
              root.InsertChild( t, Matrix4d.Scale( 0.8 ) * Matrix4d.CreateRotationX( 0.9 ) * Matrix4d.CreateTranslation( 2.7, 0.6, 0.0 ) );

              t = new Torus( 1.0, 1.5 );
              t.SetAttribute( PropertyName.COLOR, new double[] { 1, 0, 0 } );
              t.SetAttribute( PropertyName.TEXTURE, new CheckerTexture( 40, 40, new double[] { 0.8, 1.0, 1.0 } ) );

              CSGInnerNode donut = new CSGInnerNode( SetOperation.Difference );
              donut.InsertChild( t, Matrix4d.Identity );
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 0.5, 0.5, 0.5 } );
              s.SetAttribute( PropertyName.TEXTURE, new CheckerTexture( 100, 100, new double[] { 1, 0.5, 0 } ) );
              donut.InsertChild( s, Matrix4d.Scale( 3 ) * Matrix4d.CreateTranslation( 0, -3, 0 ) );
              root.InsertChild( donut, Matrix4d.CreateRotationX( 0.8 ) * Matrix4d.CreateTranslation( -2.5, 0.0, 0.0 ) );

              int number = 14;
              for ( int i = 0; i < number; i++ )
              {
            t = new Torus( 0.2, 0.01 + 0.185 * i / number );
            t.SetAttribute( PropertyName.COLOR, new double[] { 1, 1, 1 } );
            root.InsertChild( t, Matrix4d.CreateRotationX( 0.5 * i ) * Matrix4d.CreateTranslation( 10.0 * (1.0 * i / number) - 4.7, -2.5, 0 ) );
              }
        }
コード例 #4
0
ファイル: RayCastingScenes.cs プロジェクト: pepouch/PG1Grcis
        /// <summary>
        /// Six national flags (in artistic style) - by Jakub Vlcek, (c) 2012
        /// </summary>
        public static void Flags( IRayScene sc )
        {
            Debug.Assert( sc != null );

              // CSG scene:
              CSGInnerNode flags = new CSGInnerNode( SetOperation.Union );
              flags.SetAttribute( PropertyName.REFLECTANCE_MODEL, new PhongModel() );
              flags.SetAttribute( PropertyName.MATERIAL, new PhongMaterial( new double[] { 0.5, 0.5, 0.5 }, 0.2, 0.7, 0.1, 16 ) );
              sc.Intersectable = flags;
              Sphere s;
              Cube c;

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

              // Camera:
              sc.Camera = new StaticCamera( new Vector3d( 0.0, 0.0, -10.0 ),
                                    new Vector3d( 0.0, 0.0, 1.0 ),
                                    60.0 );

              // Light sources:
              sc.Sources = new LinkedList<ILightSource>();
              sc.Sources.Add( new AmbientLightSource( 0.8 ) );
              sc.Sources.Add( new PointLightSource( new Vector3d( -5.0, 3.0, -3.0 ), 1.0 ) );
              sc.Sources.Add( new PointLightSource( new Vector3d( 5.0, 3.0, -3.0 ), 1.0 ) );

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

              // Latvian flag (intersection, difference and xor):
              CSGInnerNode latvia = new CSGInnerNode( SetOperation.Intersection );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 0.3, 0.0, 0.0 } );
              latvia.InsertChild( c, Matrix4d.Scale( 4.0, 2.0, 0.4 ) * Matrix4d.CreateTranslation( -2.0, -1.0, 0.0 ) );
              CSGInnerNode latviaFlag = new CSGInnerNode( SetOperation.Xor );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 0.3, 0.0, 0.0 } );
              latviaFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 4.0, 2.0, 2.0 ) );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 1.0, 1.0 } );
              latviaFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 4.2, 0.5, 0.5 ) );
              latvia.InsertChild( latviaFlag, Matrix4d.Identity );
              flags.InsertChild( latvia, Matrix4d.Scale( 0.7 ) * Matrix4d.CreateRotationX( Math.PI / 8 ) * Matrix4d.CreateTranslation( -3.5, 1.5, 0.0 ) );

              // Czech flag (difference):
              CSGInnerNode czech = new CSGInnerNode( SetOperation.Difference );
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 0.2, 0.2, 0.2 } );
              czech.InsertChild( s, Matrix4d.Identity );
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 1.0, 1.0 } );
              czech.InsertChild( s, Matrix4d.CreateTranslation( 0.0, 0.8, -1.0 ) );
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 0.0, 0.0 } );
              czech.InsertChild( s, Matrix4d.CreateTranslation( 0.0, -0.8, -1.1 ) );
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 0.0, 0.0, 1.0 } );
              czech.InsertChild( s, Matrix4d.CreateTranslation( -1.0, 0.0, -0.8 ) );
              flags.InsertChild( czech, Matrix4d.Scale( 1.6, 1.0, 1.0 ) * Matrix4d.CreateRotationY( Math.PI / 8 ) *
                                Matrix4d.CreateTranslation( 4.0, -1.5, 0.0 ) );

              // Croatian flag (union, intersection):
              CSGInnerNode croatianFlag = new CSGInnerNode( SetOperation.Union );
              CSGInnerNode croatianSign = new CSGInnerNode( SetOperation.Intersection );
              CSGInnerNode checkerBoard = new CSGInnerNode( SetOperation.Union );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 0.0, 0.0 } );
              c.SetAttribute( PropertyName.TEXTURE, new CheckerTexture( 10.0, 10.0, new double[] { 1.0, 1.0, 1.0 } ) );
              croatianSign.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 2.0, 2.0, 0.4 ) );
              CSGInnerNode sign = new CSGInnerNode( SetOperation.Union );
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 1.0, 1.0 } );
              sign.InsertChild( s, Matrix4d.Identity );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 1.0, 1.0 } );
              sign.InsertChild( c, Matrix4d.Scale( 1.8 ) * Matrix4d.CreateTranslation( -0.9, 0.1, -0.9 ) );
              croatianSign.InsertChild( sign, Matrix4d.Scale( 0.5, 0.33, 0.5 ) * Matrix4d.CreateTranslation( 0.44, -0.5, 0.0 ) );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 0.0, 0.0 } );
              croatianFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 4.0, 0.6, 0.6 ) *
                                   Matrix4d.RotateX( Math.PI / 4 ) * Matrix4d.CreateTranslation( 0.5, 1.0, 1.0 ) );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 1.0, 1.0 } );
              croatianFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 4.0, 0.6, 0.6 ) *
                                   Matrix4d.RotateX( Math.PI / 4 ) * Matrix4d.CreateTranslation( 0.5, 0.3, 1.0 ) );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 0.0, 0.0, 1.0 } );
              croatianFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 4.0, 0.6, 0.6 ) *
                                   Matrix4d.RotateX( Math.PI / 4 ) * Matrix4d.CreateTranslation( 0.5, -0.4, 1.0 ) );
              croatianFlag.InsertChild( croatianSign, Matrix4d.Scale( 0.8 ) * Matrix4d.CreateTranslation( 0.4, 0.5, 0.0 ) );
              flags.InsertChild( croatianFlag, Matrix4d.Scale( 0.8 ) * Matrix4d.CreateRotationY( Math.PI / 8 ) * Matrix4d.CreateTranslation( -0.4, 1.5, 1.0 ) );

              // Brazilian flag (union):
              CSGInnerNode brazilianFlag = new CSGInnerNode( SetOperation.Union );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 0.0, 0.8, 0.0 } );
              brazilianFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 4.0, 2.0, 0.2 ) );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 1.0, 0.0 } );
              brazilianFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.CreateRotationZ( Math.PI / 4 ) *
                                    Matrix4d.Scale( 2.0, 1.0, 0.4 ) );
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 0.0, 0.0, 1.0 } );
              brazilianFlag.InsertChild( s, Matrix4d.Scale( 0.5 ) * Matrix4d.CreateTranslation( 0.0, 0.0, 0.0 ) );
              flags.InsertChild( brazilianFlag, Matrix4d.Scale( 0.9 ) * Matrix4d.RotateY( -Math.PI / 8 ) * Matrix4d.CreateTranslation( 0.0, -1.8, 1.0 ) );

              // Finnish flag (intersection and difference):
              CSGInnerNode finlandFlag = new CSGInnerNode( SetOperation.Difference );
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 1.0, 1.0 } );
              finlandFlag.InsertChild( s, Matrix4d.Scale( 2.0, 1.0, 0.5 ) * Matrix4d.CreateTranslation( 0.0, 0.0, 0.3 ) );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 0.0, 0.0, 1.0 } );
              finlandFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 4.2, 0.5, 0.5 ) );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 0.0, 0.0, 1.0 } );
              finlandFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 0.5, 4.2, 0.5 ) * Matrix4d.CreateTranslation( -0.5, 0.0, 0.0 ) );
              flags.InsertChild( finlandFlag, Matrix4d.Scale( 0.7 ) * Matrix4d.CreateTranslation( 3.5, 1.5, 0.0 ) );

              // Cuban flag (union and intersection):
              CSGInnerNode cubanFlag = new CSGInnerNode( SetOperation.Union );
              for ( int i = 0; i < 5; i++ )
              {
            c = new Cube();
            if ( i % 2 == 0 )
              c.SetAttribute( PropertyName.COLOR, new double[] { 0.0, 0.0, 1.0 } );
            else
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 1.0, 1.0 } );
            cubanFlag.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 4.0, 0.4, 0.4 ) *
                                  Matrix4d.CreateTranslation( new Vector3d( 0.0, 0.0 - i * 0.4, 0.8 - i * 0.2 ) ) );
              }
              CSGInnerNode wedge = new CSGInnerNode( SetOperation.Intersection );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 0.0, 0.0 } );
              wedge.InsertChild( c, Matrix4d.CreateTranslation( -0.5, -0.5, -0.5 ) * Matrix4d.Scale( 2.0, 2.0, 2.0 ) *
                            Matrix4d.CreateRotationZ( Math.PI / 4 ) );
              c = new Cube();
              c.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 0.0, 0.0 } );
              wedge.InsertChild( c, Matrix4d.Scale( 4.0 ) * Matrix4d.CreateTranslation( 0.0, -2.0, -2.0 ) );
              cubanFlag.InsertChild( wedge, Matrix4d.Scale( 0.7 ) * Matrix4d.CreateTranslation( -2.0001, -0.8, 0.4999 ) );
              flags.InsertChild( cubanFlag, Matrix4d.Scale( 0.7 ) * Matrix4d.RotateY( Math.PI / 8 ) * Matrix4d.CreateTranslation( -4.0, -1.0, 0.0 ) );
        }
コード例 #5
0
ファイル: RayCastingScenes.cs プロジェクト: pepouch/PG1Grcis
        /// <summary>
        /// Simple scene containing five colored spheres.
        /// </summary>
        public static void FiveBalls( IRayScene sc )
        {
            Debug.Assert( sc != null );

              // CSG scene:
              CSGInnerNode root = new CSGInnerNode( SetOperation.Union );
              root.SetAttribute( PropertyName.REFLECTANCE_MODEL, new PhongModel() );
              root.SetAttribute( PropertyName.MATERIAL, new PhongMaterial( new double[] { 0.5, 0.5, 0.5 }, 0.1, 0.6, 0.3, 16 ) );
              sc.Intersectable = root;

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

              // Camera:
              sc.Camera = new StaticCamera( new Vector3d( 0.0, 0.0, -10.0 ),
                                    new Vector3d( 0.0, 0.0, 1.0 ),
                                    60.0 );

              // Light sources:
              sc.Sources = new LinkedList<ILightSource>();
              sc.Sources.Add( new AmbientLightSource( 0.8 ) );
              sc.Sources.Add( new PointLightSource( new Vector3d( -5.0, 3.0, -3.0 ), 1.0 ) );

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

              // sphere 1:
              Sphere s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 0.6, 0.0 } );
              root.InsertChild( s, Matrix4d.Identity );

              // sphere 2:
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 0.2, 0.9, 0.5 } );
              root.InsertChild( s, Matrix4d.CreateTranslation( -2.2, 0.0, 0.0 ) );

              // sphere 3:
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 0.1, 0.3, 1.0 } );
              root.InsertChild( s, Matrix4d.CreateTranslation( -4.4, 0.0, 0.0 ) );

              // sphere 4:
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1.0, 0.2, 0.2 } );
              root.InsertChild( s, Matrix4d.CreateTranslation( 2.2, 0.0, 0.0 ) );

              // sphere 5:
              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 0.1, 0.4, 0.0 } );
              s.SetAttribute( PropertyName.TEXTURE, new CheckerTexture( 80.0, 40.0, new double[] { 1.0, 0.8, 0.2 } ) );
              root.InsertChild( s, Matrix4d.CreateTranslation( 4.4, 0.0, 0.0 ) );
        }
コード例 #6
0
ファイル: RayCastingScenes.cs プロジェクト: pepouch/PG1Grcis
        protected static CSGInnerNode test6Spheres( SetOperation op )
        {
            // scene:
              CSGInnerNode root = new CSGInnerNode( op );

              Sphere s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1, 0.3, 1 } );
              root.InsertChild( s, Matrix4d.Scale( 2 ) );

              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 0.5, 0.8, 0.2 } );
              root.InsertChild( s, Matrix4d.CreateTranslation( 0, 0, -2 ) );

              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1, 0.3, 0 } );
              root.InsertChild( s, Matrix4d.CreateTranslation( 0, 1, -0.5 ) );

              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1, 0.3, 0 } );
              root.InsertChild( s, Matrix4d.CreateTranslation( 1, 0, -0.5 ) );

              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1, 0.3, 0 } );
              root.InsertChild( s, Matrix4d.CreateTranslation( 0, -1, -0.5 ) );

              s = new Sphere();
              s.SetAttribute( PropertyName.COLOR, new double[] { 1, 0.3, 0 } );
              root.InsertChild( s, Matrix4d.CreateTranslation( -1, 0, -0.5 ) );

              return root;
        }