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New Message on MumbaiUserGroup

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From: Vinil
Message 3 in Discussion

Hi Balkrishna,

You have mentioned:
i have a project to develop a software for modular kitchens. my client wants that he 
will only give dimensions and whole 3D model will be ready. the soft also sould give 
facility to make "walk thru" and can rotate, zoom, chage texture , etc. 

Now lets look at the requirements:
1. Dimensions would be User input
2. Software should allow "walk through", rotate, zoom, change texture etc.

According to me, the best solutions here is to use VRML! Why? Lets discuss the pros 
and cons:
VRML Stands for Virtual Reality Modeling Language. VRML is an industry standard for 
creation of Virtual Worlds (complete with 3D, animation, transitions, music, events 
etc.) Its a markup based language. You create WRL files, which will be then loaded and 
rendered either in a browser or in some standalone player. You would need to load the 
plugin, get hold of an IE5 or IE4 installer directory (maybe in some old magazine CD 
like PCquest or Chip), there would be an exe names MSVRML*.exe. Run that (yes its 
compatible with IE6), and the plugin for IE would be installed (DONT REINSTALL THAT 
IE, JUST RUN THE MSVRML.EXE TO INSTALL THE VRML PLUGIN!) Alternately, you can download 
the CosmoPlayer plugin ( I personally use only the IE plugin provided by MS.)
Then, you host the IE control in your C# application (download the IE managed control 
from MS downloads) and "navigate" (thats a method of the IE control) to the wrl file 
which contains the VRML code for the Kitchen Model. The plugin has to be installed on 
the client systems. The advantage here is that, the plugin takes care of all your 
panning, rotation, movement, zooming needs! That's inherent in VRML!

Additionally, if the user needs to change the dimensions of any portion of the VRML 
World, its a text manipulation for your C# program. Just change the values of x,y,z or 
say, texture associated with a surface by changing the BMP or JPG in the WRL file from 
say stucco.jpg to woodpanel.jpg, and refresh the IE control, and the changes would be 
done (this doesn't mean only x,y,z or texture are the modifiable properties)!

Now coming back to the DirectX based approach. You'd start by downloading the managed 
directX sdk so that directX can be used from C#. After that, you'd choose to store 
your model details in say an XML file, which would be loaded by your program and when 
the user selects say the Render option you will invoke first the parse mechanism to 
create the Direct3D structures and display it. Then you would need to program the 
animation sequences, namely rotation, scaling, panning, zoom etc. Additionally, you 
would need to check for events, mouse hits, z-buffers and all the pains that go into 
making a game!
I'd say its an unnecessary overhead!

Let me know what your thoughts are on these, but I'd like to end with this point - 
DirectX (with Direct3D) is an API for graphics programming in general, whereas you 
need a customizable, modeling environment!
HTH,
Regards,
Vinil

Teach yourself VRML in 21 days is a good book. There are other ones, but this one is a 
gentle introduction, by one of the designers of the spec.

Some more stuff I wanted to share about WRLs:
A WRL file first defines the world, the objects and the relationships of the objects 
with respect to each other, say a table is composed of a flat box (with red color and 
woodpanel texture applied) and four upside down cones (with their ends chopped off to 
give the resemblance of a tapering table leg) - all of these objects placed at 
appropriate x,y,z coordinates. These primitive objects would aggregate into one 
composite object known as the table. A table can have properties and interaction 
procedures. Moving a table moves the box with the four cones! To do this is DirectX is 
NOT easy! 

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