X3D shape and geometry: Difference between revisions

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Prerequisites: [[X3D]], [[X3D graphics principles]] and [[X3D shape and geometry]]
Prerequisites: [[X3D]], [[X3D graphics principles]] and [[X3D shape and geometry]]


In [[X3D]], 3D "things" are defined with shape nodes.
In [[X3D]], 3D "things" are defined with shape nodes. Shape nodes can appear under any grouping node (including the ''Scene'' node). Usually, a geometry is included under at least a ''Transform'' node for positioning, rotation, etc.


A shape node includes:
A Shape node includes:
* A mandatory geometry node
* A mandatory geometry node, of which several exist
* An optional (quasi-mandatory) Appearance node which in turn includes a ''Material'' node for coloring
* An optional (quasi-mandatory) ''Appearance'' node which in turn includes a ''Material'' node for coloring.
 
X3D includes several kinds of geometry nodes:
# Simple geometric primitives
# Points, lines and polygone nodes
# Geometric 2D nodes
# Triangle nodes
 
== Translations and color ==
 
In order to position geometric shapes we need to use a so-called ''Transform node'' and in order to see a node we need to color it. Below we just introduce a minimal design pattern that you should use and understand before playing with geometry nodes.
 
== Geometric primitives ==
 
The five geometric primitives are most often used for hand coding, and implementation details (i.e. tessellation/polygon count) is left to the client.


== Links ==
== Links ==
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=== Reference manuals ===
=== Reference manuals ===


* [http://www.web3d.org/x3d/wiki/index.php/Node_Reference Node Reference]
* [http://www.web3d.org/x3d/wiki/index.php/Node_Reference Node Reference] (very incomplete as of oct. 2010)
* [http://www.web3d.org/x3d/content/X3dTooltips.html X3D Tooltips]
* [http://www.web3d.org/x3d/content/X3dTooltips.html X3D Tooltips] (ok)
* [http://www.web3d.org/x3d/content/examples/X3dSceneAuthoringHints.html X3D Scene Authoring Hints]
* [http://www.web3d.org/x3d/content/examples/X3dSceneAuthoringHints.html X3D Scene Authoring Hints]

Revision as of 18:18, 5 October 2010

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Introduction

This short tutorial introduced basic X3D modeling concepts.

Prerequisites: X3D, X3D graphics principles and X3D shape and geometry

In X3D, 3D "things" are defined with shape nodes. Shape nodes can appear under any grouping node (including the Scene node). Usually, a geometry is included under at least a Transform node for positioning, rotation, etc.

A Shape node includes:

  • A mandatory geometry node, of which several exist
  • An optional (quasi-mandatory) Appearance node which in turn includes a Material node for coloring.

X3D includes several kinds of geometry nodes:

  1. Simple geometric primitives
  2. Points, lines and polygone nodes
  3. Geometric 2D nodes
  4. Triangle nodes

Translations and color

In order to position geometric shapes we need to use a so-called Transform node and in order to see a node we need to color it. Below we just introduce a minimal design pattern that you should use and understand before playing with geometry nodes.

Geometric primitives

The five geometric primitives are most often used for hand coding, and implementation details (i.e. tessellation/polygon count) is left to the client.

Links

Reference manuals