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外套一个Transform(变换节点)来实现:
Transform {
translation 5 0 0
children [ Shape {
appearance Appearance {
material Material {} }
geometry Box {} } ] }
在VRML中,Transform节点除了可以引进平移、旋转和缩放变换以外,其作用和Group节点的作用一样。把Transform 节点的translation域(平移)设置为5 0 0,意味着Transform节点所在的坐标系相对于其上层坐标系向右平移(即x轴方向)5个单位,在其它两个方向不移动,VRML的距离单位是米,5个单位相当于5米。我们第三个场景的完整代码是:
#VRML V2.0 utf8 Group {
children [
Transform {
translation 5 0 0
children [ Shape {
appearance Appearance {
material Material { diffuseColor 1 0 0 } }
geometry Box {} } ] } ] }
接下来我们把方块所在的Transform节点复制三份,并把各自包含的几何形状依次定义为方块、球体和圆锥: Group {
children [
Transform {
translation 5 0 0
children [
Shape { .... geometry Box {} } ] }
Transform {
translation 0 0 0
children [
Shape { ... geometry Sphere {} } ]
}
Transform {
translation -5 0 0
children [
Shape { ... geometry Cone {} } ] }
]#end of Group children }
你可能已经感觉到,VRML文件中有许多括号(花括号“{}”和方括号“[]”),所以务请注意括号的配对,建议采用本教程的缩进风格。注意上面的VRML文件中三个Transform节点的平移量是不同的,因而三个几何体的位置也就不同。另外,还可以修改三个几何体的颜色:球面Sphere为绿色(0 1 0),圆锥为蓝色( 0 1 0 )。最后,为了以后引用方便,分别给这三个Transform 节点指定一个名称:
DEF box Transform {...}
DEF sphere Transform {...}
DEF cone Transform {...}
这个VRML场景的完整代码是:
#VRML V2.0 utf8 Group {
children [
DEF box Tranform {
translation 5 0 0
children [
Shape {
appearance Appearance {
material Material { diffuseColor 1 0 0 } }
geometry Box {} } ] }
DEF sphere Transform {
translation 0 0 0
children [ Shape {
appearance Appearance {
material Material { diffuseColor 0 1 0 } }
geometry Sphere {} } ] }
DEF cone Transform {
translation -5 0 0
children [
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