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- #VRML V2.0 utf8
- # X3D-to-VRML-97 XSL translation autogenerated by X3dToVrml97.xslt
- # http://www.web3d.org/x3d/content/X3dToVrml97.xslt
- # Generated using XSLT processor: SAXON 9.1.0.2 from Saxonica
- # [X3D] VRML V3.0 utf8
- # PROFILE Immersive
- # [X3D] version=3.0
- # [X3D] noNamespaceSchemaLocation=http://www.web3d.org/specifications/x3d-3.0.xsd
- # [head]
- # META "title" "Figure15.10ExtrudedRoom.x3d"
- # META "creator" "Figure 15.10, The VRML 2.0 Sourcebook, Copyright [1997] By Andrea L. Ames, David R. Nadeau, and John L. Moreland"
- # META "reference" "http://www.wiley.com/legacy/compbooks/vrml2sbk/ch15/15fig10.htm"
- # META "translator" "Don Brutzman"
- # META "created" "20 August 2000"
- # META "modified" "14 January 2010"
- # META "description" "An extruded room using a floor plan as the cross section."
- # META "identifier" "http://www.web3d.org/x3d/content/examples/Vrml2Sourcebook/Chapter15-Extrusion/Figure15.10ExtrudedRoom.x3d"
- # META "generator" "X3D-Edit 3.3, https://savage.nps.edu/X3D-Edit"
- # META "license" "../../license.html"
- # [Scene] ========== ========== ==========
- NavigationInfo { type [ "EXAMINE" "ANY" ] } ### Default X3D NavigationInfo
- # Computational cost of Extrusion compared to IndexedFaceSet: quicker to download, takes time to calculate polygonal faces and normals during initial loading, equally fast at run time.
- # Authoring capabilities of Extrusion compared to IndexedFaceSet: can be more complicated to express, but also can provide great detail with much less effort.
- # First position and rotate viewpoint into positive-X-Y-Z octant using a Transform
- Transform {
- rotation 0 1 0 0.758
- translation 6 3 6
- children [
- Viewpoint {
- description "Extruded room with a doorway"
- orientation 1 0 0 -0.2
- position 0 0 0
- }
- ]
- }
- Shape {
- appearance Appearance {
- material Material {
- diffuseColor 1 0.9 0.7
- }
- }
- geometry Extrusion {
- convex FALSE
- creaseAngle 0.785
- crossSection [ -0.5 1.0 -0.5 0.8 -1.8 0.8 -1.8 -0.8 1.8 -0.8 1.8 0.8 0.5 0.8 0.5 1.0 2.0 1.0 2.0 -1.0 -2.0 -1.0 -2.0 1.0 -0.5 1.0 ]
- solid FALSE
- spine [ 0 0 0 0 2 0 ]
- }
- }
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