X3D shape and geometry
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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:
- 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.
The translation="2 0 0" attribute of the Transform node allows to position an object in the x,y and z axis. The code below will move the containing object two meters to the right along the x-axis.
The Appearence node allows to add various colors and textures to an objet. In our case we define a simple Material with a diffuseColor of red (RGB value = "1 0 0").
<Transform translation='2 0 0'>
<Shape>
<!-- A single geometry node here -->
<Box size="2 2 2"/>
<!-- A simple RGB color for appearence, e.g. a 100% red cube -->
<Appearance>
<Material diffuseColor="1.0 0 0"/>
</Appearance>
</Shape>
</Transform>
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
- Node Reference (very incomplete as of oct. 2010)
- X3D Tooltips (ok)
- X3D Scene Authoring Hints