1#VRML V2.0 utf8
2# X3D-to-VRML-97 XSL translation autogenerated by X3dToVrml97.xslt
3# http://www.web3d.org/x3d/content/X3dToVrml97.xslt
4# Generated using XSLT processor: SAXON 9.1.0.2 from Saxonica
5
6# [X3D] VRML V3.0 utf8
7# PROFILE Immersive
8# [X3D] version=3.0
9# [X3D] noNamespaceSchemaLocation=http://www.web3d.org/specifications/x3d-3.0.xsd
10# [head]
11
12# META "title" "Figure15.15TwistedBar.x3d"
13# META "creator" "Figure 15.15, The VRML 2.0 Sourcebook, Copyright [1997] By Andrea L. Ames, David R. Nadeau, and John L. Moreland"
14# META "reference" "http://www.wiley.com/legacy/compbooks/vrml2sbk/ch15/15fig15.htm"
15# META "translator" "Don Brutzman"
16# META "created" "20 August 2000"
17# META "modified" "14 January 2010"
18# META "description" "A bar twisted using Y-axis, cross-section rotation at each spine coordinate."
19# META "identifier" "http://www.web3d.org/x3d/content/examples/Vrml2Sourcebook/Chapter15-Extrusion/Figure15.15TwistedBar.x3d"
20# META "generator" "X3D-Edit 3.3, https://savage.nps.edu/X3D-Edit"
21# META "license" "../../license.html"
22
23# [Scene] ========== ========== ==========
24
25NavigationInfo { type [ "EXAMINE" "ANY" ] } ###  Default X3D NavigationInfo
26
27# 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.
28# Authoring capabilities of Extrusion compared to IndexedFaceSet: can be more complicated to express, but also can provide great detail with much less effort.
29# First position and rotate viewpoint into positive-X-Y-Z octant using a Transform
30Transform {
31  rotation 0 1 0 0.758
32  translation 10 5 10
33  children [
34      Viewpoint {
35        description "Twisted bar using extrusion orientations"
36        orientation 1 0 0 -0.3
37        position 0 0 0
38      }
39  ]
40}
41Shape {
42  appearance Appearance {
43    material Material {
44      diffuseColor 1 0.5 0
45    }
46  }
47  geometry Extrusion {
48    creaseAngle 0.785
49    crossSection [ -1 1 1 1 1 -1 -1 -1 -1 1 ]
50    orientation [ 0 1 0 0 0 1 0 0.175 0 1 0 0.349 0 1 0 0.524 0 1 0 0.698 0 1 0 0.873 0 1 0 1.047 0 1 0 1.222 0 1 0 1.396 ]
51    spine [ 0 0.0 0 0 0.5 0 0 1.0 0 0 1.5 0 0 2.0 0 0 2.5 0 0 3.0 0 0 3.5 0 0 4.0 0 ]
52  }
53}
54