/// <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 ) ); }