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Annotated WRL Structure for FilamentSegment510000000001

DEF FilamentSegment510000000001   Group {
  # This is the main container for one dendrite segment
  # "DEF" gives it a unique identifier (name)
  # "Group" means it can hold multiple children (sub-elements)
  
  children [
    # List of child nodes under this segment
    
    DEF _4   Group {
      # Empty group (placeholder)
      # May be reserved for centerline, annotations, or future data
    },
    
    DEF _5   Group {
      # This group contains the visible 3D mesh (surface geometry)
      
      children
        DEF _6   Shape {
          # "Shape" is the actual 3D object that gets rendered
          # Contains appearance (color/material) and geometry (mesh)
          
          appearance
            Appearance {
              # Defines how the surface looks (color, shine, texture)
              
              material
                Material {
                  # Material properties for lighting and color
                  
                  diffuseColor 0.80000001 0 0.80000001
                  # RGB color: (0.8, 0, 0.8) = Purple/Magenta
                  # This typically identifies the dendrite shaft
                  # (Spines are usually red: 1 0 0)
                  
                  specularColor 0.30000001 0.30000001 0.30000001
                  # Specular (shininess) color: light gray
                  # Controls how shiny/reflective the surface appears
                }
            }
          
          geometry
            IndexedFaceSet {
              # This defines the mesh surface as a collection of polygonal faces
              # Each face is a flat panel connecting 3+ points
              
              coord
                Coordinate {
                  # Container for all 3D vertex positions
                  
                  point [ 10.075352 16.53404 7.1640425, ... ]
                  # List of all (x, y, z) coordinates
                  # Each triplet is one vertex in 3D space
                  # For a tube/dendrite: points are arranged in rings (cross-sections)
                  # These coordinates define the exact shape and position
                }
              
              texCoord ...
              # Texture coordinates (for applying images/patterns to surface)
              # Not needed for morphometric measurements
              
              normal ...
              # Surface normal vectors (for lighting calculations)
              # Each normal points perpendicular to the surface at each vertex
              # Used for realistic shading
              
              coordIndex [ 0, 1, 18, 17, -1, 1, 2, 19, 18, -1, ... ]
              # THE KEY CONNECTIVITY ARRAY
              # Defines which points form each face (polygon)
              # Format: [point_a, point_b, point_c, point_d, -1, ...]
              #   - Each group of indices (before -1) forms one face
              #   - "-1" is a separator (end of face)
              # Example: [0, 1, 18, 17, -1] connects points 0→1→18→17 into a quad
              # For tubes: connects two neighboring rings to form surface panels
              
              normalIndex [ 0, 1, 18, 17, -1, 1, 2, 19, 18, -1, ... ]
              # Same structure as coordIndex, but for normal vectors
              # Parallel array for shading
              
              texCoordIndex [ 0, 1, 18, 17, -1, 1, 2, 19, 18, -1, ... ]
              # Same structure, for texture mapping
              # Parallel array for texture coordinates
              
              ccw TRUE
              # "Counter-clockwise" vertex ordering
              # Determines which side of the face is "front" (visible)
              # TRUE = vertices listed in counter-clockwise order when viewed from outside
              
              solid FALSE
              # FALSE = render both sides of each face
              # (Not a "solid" object—both inside and outside are visible)
              
              convex TRUE
              # All faces are convex (no dents/concave parts)
              # Optimization hint for renderer
              
              creaseAngle 0
              # Shading smoothness threshold (in radians)
              # 0 = sharp edges (flat shading between faces)
              # Higher values = smooth shading across edges
            }
        }
    },
    
    DEF _7   Group {
      # Another empty group (reserved/unused)
      # May hold metadata, labels, or future extensions
    }
  ]
}

Visual Breakdown

FilamentSegment510000000001 (the dendrite segment container)
│
├─ _4 (empty placeholder group)
│
├─ _5 (group holding the 3D mesh)
│   │
│   └─ _6 (Shape = the visible surface)
│       │
│       ├─ Appearance
│       │   └─ Material
│       │       ├─ diffuseColor: 0.8 0 0.8 (purple = dendrite)
│       │       └─ specularColor: 0.3 0.3 0.3 (shininess)
│       │
│       └─ IndexedFaceSet (the mesh geometry)
│           ├─ Coordinate
│           │   └─ point [ x y z, ... ]  ← ALL vertex positions
│           ├─ coordIndex [ ... ]        ← HOW to connect vertices into faces
│           ├─ normalIndex [ ... ]       ← Normals for shading
│           ├─ texCoordIndex [ ... ]     ← Texture mapping
│           └─ Rendering flags (ccw, solid, convex, creaseAngle)
│
└─ _7 (empty placeholder group)

Key Concepts for Analysis

ElementWhat it containsWhy it matters
point [ … ]All 3D (x,y,z) verticesDefines shape, position, and size
coordIndex [ … ]Face connectivityTells you which points form the tube surface
diffuseColorRGB colorDistinguishes dendrite (purple) from spines (red)
-1 separatorEnd-of-face markerSplits coordIndex into individual polygons

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