1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<!-- Created by texi2html 1.64 -->
<!--
Written by: Lionel Cons <Lionel.Cons@cern.ch> (original author)
Karl Berry <karl@freefriends.org>
Olaf Bachmann <obachman@mathematik.uni-kl.de>
and many others.
Maintained by: Olaf Bachmann <obachman@mathematik.uni-kl.de>
Send bugs and suggestions to <texi2html@mathematik.uni-kl.de>
-->
<HTML>
<HEAD>
<TITLE>Crystal Space: MeshObject Spr3D</TITLE>
<META NAME="description" CONTENT="Crystal Space: MeshObject Spr3D">
<META NAME="keywords" CONTENT="Crystal Space: MeshObject Spr3D">
<META NAME="resource-type" CONTENT="document">
<META NAME="distribution" CONTENT="global">
<META NAME="Generator" CONTENT="texi2html 1.64">
</HEAD>
<BODY LANG="" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#800080" ALINK="#FF0000">
<A NAME="SEC471"></A>
<TABLE CELLPADDING=1 CELLSPACING=1 BORDER=0>
<TR><TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_205.html#SEC464"> < </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_207.html#SEC478"> > </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_196.html#SEC414"> << </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_201.html#SEC452"> Up </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_220.html#SEC543"> >> </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="index.html#SEC_Top">Top</A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_toc.html#SEC_Contents">Contents</A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_285.html#SEC711">Index</A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_abt.html#SEC_About"> ? </A>]</TD>
</TR></TABLE>
<HR SIZE=1>
<H3> 7.8.5 Sprite3D Mesh Object </H3>
<!--docid::SEC471::-->
<P>
<EM>Written by Jorrit Tyberghein,
<A HREF="mailto:jorrit.tyberghein@uz.kuleuven.ac.be">jorrit.tyberghein@uz.kuleuven.ac.be</A>.</EM>
</P><P>
A 3D Sprite is a complex set of 3D triangles that either supports frame
based animation or else skeletal animation.
</P><P>
<A NAME="SEC472"></A>
<H4> Basic Structure </H4>
<!--docid::SEC472::-->
<P>
The following SCF class names are used (for <CODE>CS_LOAD_PLUGIN()</CODE>):
</P><P>
<UL>
<LI>
Type plugin: `<SAMP>crystalspace.mesh.object.sprite.3d</SAMP>'
<LI>
Loader plugin: `<SAMP>crystalspace.mesh.loader.sprite.3d</SAMP>'
<LI>
Factory loader plugin: `<SAMP>crystalspace.mesh.loader.factory.sprite.3d</SAMP>'
</UL>
<P>
Objects in this plugin implement the following SCF interfaces (get
with <CODE>SCF_QUERY_INTERFACE()</CODE>):
</P><P>
<UL>
<LI>
<EM>MeshObject</EM>
<UL>
<LI>
Implements `<SAMP>iMeshObject</SAMP>'
<LI>
Implements `<SAMP>iSprite3DState</SAMP>'
<LI>
Implements `<SAMP>iPolygonMesh</SAMP>'
</UL>
<LI>
<EM>MeshObjectFactory</EM>
<UL>
<LI>
Implements `<SAMP>iMeshObjectFactory</SAMP>'
<LI>
Implements `<SAMP>iSprite3DFactoryState</SAMP>'
</UL>
<LI>
<EM>MeshObjectType</EM>
<UL>
<LI>
Implements `<SAMP>iMeshObjectType</SAMP>'
<LI>
Implements `<SAMP>iConfig</SAMP>'
</UL>
</UL>
<P>
<A NAME="SEC473"></A>
<H4> Factory State Interface </H4>
<!--docid::SEC473::-->
<P>
Use the `<SAMP>iSprite3DFactoryState</SAMP>' SCF interface to access settings for
a 3D sprite factory. The definition of this interface can be found in
`<TT>CS/include/imesh/sprite3d.h</TT>' and that is also the include file you need
to include in your applications to use this plugin. Using this interface you
can access the material, triangles, vertices, texture coordinates, normals,
frames, actions, skeletal structure, and various other configuration parameters
for a 3D sprite factory.
</P><P>
For frame based animation you need to access the `<SAMP>iSpriteFrame</SAMP>' and
`<SAMP>iSpriteAction</SAMP>' interfaces (defined in `<TT>CS/include/imesh/sprite3d.h</TT>')
and for skeletal animation you need to work with `<SAMP>iSkeletonLimb</SAMP>',
`<SAMP>iSkeletonConnection</SAMP>', and `<SAMP>iSkeleton</SAMP>' (defined in
`<TT>CS/include/imesh/skeleton.h</TT>'). Note that you will also have to
setup one frame if you use skeletal animation. This frame defines the
default setup of the sprite if the skeleton is at rest (i.e. all
transformations in the skeleton connectors are identity transformations).
</P><P>
<A NAME="SEC474"></A>
<H4> Factory Loader </H4>
<!--docid::SEC474::-->
<P>
<DL COMPACT>
<DT><CODE>MATERIAL(materialName)</CODE>
<DD>Material to use for the sprite.
<DT><CODE>FRAME(V(x,y,z:u,v) <small>...</small>)</CODE>
<DD>Define one frame. A frame is a list of vertices which are specified using the
`<SAMP>V</SAMP>' keyword. Every vertex has a 3D position in object space and (u,v)
coordinates in the given texture (from 0 to 1). Note that every frame needs to
have the same number of vertices.
<DT><CODE>ACTION(F(<small>...</small>) <small>...</small>)</CODE>
<DD>Define one action. An action is a list of frames. Every frame is annotated
with the `<SAMP>F</SAMP>' keyword which contains the name of the frame to use and a
delay.
<DT><CODE>SKELETON(<small>...</small>)</CODE>
<DD>Define a skeleton. See below for keywords in skeleton.
<DT><CODE>TRIANGLE(i1,i2,i3)</CODE>
<DD>Define one triangle. The three parameters are the indices for the three
triangle vertices.
<DT><CODE>SMOOTH(base,frame)</CODE>
<DD>Defines how to apply normal smoothing on the sprite.
<DT><CODE>TWEEN(boolean)</CODE>
<DD>Set to true if you want to enable frame tweening. Default is false.
</DL>
<P>
A skeleton is a hierarchial structure which is defined as follows:
</P><P>
<DL COMPACT>
<DT><CODE>LIMB(<small>...</small>)</CODE>
<DD>A limb defines a connection to a child limb. This is where the hierarchy kicks
in. Inside `<SAMP>LIMB</SAMP>' you use the same keywords as on this level.
<DT><CODE>VERTICES(v1,<small>...</small>)</CODE>
<DD>This is a list of vertex indices from the main frame. This limb will control
the given vertices.
<DT><CODE>TRANSFORM(<small>...</small>)</CODE>
<DD>Specify the default transformation to use for this limb with relation to its
parent (cannot be used on the top level).
</DL>
<P>
<A NAME="SEC475"></A>
<H4> Object State Interface </H4>
<!--docid::SEC475::-->
<P>
`<SAMP>iSprite3DState</SAMP>' is the SCF interface that you can
use to set/get settings for a 3D Sprite object. The definition of this
interface can be found in `<TT>CS/include/imesh/sprite3d.h</TT>' and that's also the
include file you need to include in your applications to use this plugin.
Using this interface you can access the material, blending mode (mixmode),
current frame and action, current skeletal animation state, and various
other configuration parameters for a 3D sprite object.
</P><P>
The state of a skeleton is described via the following interfaces which are
defined in `<TT>CS/include/imesh/sprite3d.h</TT>':
</P><P>
<UL>
<LI>
<CODE>iSkeletonLimbState</CODE>,
<LI>
<CODE>iSkeletonConnectionState</CODE>
<LI>
<CODE>iSkeletonState</CODE>
</UL>
<P>
<A NAME="SEC476"></A>
<H4> Object Loader </H4>
<!--docid::SEC476::-->
<P>
<DL COMPACT>
<DT><CODE>FACTORY(factoryName)</CODE>
<DD>Name of the factory to use for creation of this instance.
<DT><CODE>MIXMODE(mode)</CODE>
<DD>Blending mode, one of `<SAMP>ADD</SAMP>', `<SAMP>ALPHA</SAMP>', `<SAMP>COPY</SAMP>', `<SAMP>KEYCOLOR</SAMP>',
`<SAMP>MULTIPLY2</SAMP>', `<SAMP>MULTIPLY</SAMP>', or `<SAMP>TRANSPARENT</SAMP>'.
<DT><CODE>MATERIAL(materialName)</CODE>
<DD>Material to use for the sprite.
<DT><CODE>TWEEN(boolean)</CODE>
<DD>Set to true if you want to enable frame tweening. Default is false.
<DT><CODE>LIGHTING(boolean)</CODE>
<DD>Set to true if you want to enable lighting. Default is true.
<DT><CODE>BASECOLOR(r,g,b)</CODE>
<DD>Base color that will be added to all vertex colors. Default 0,0,0.
<DT><CODE>ACTION(actionName)</CODE>
<DD>The default action to use for this sprite instance.
</DL>
<P>
<A NAME="SEC477"></A>
<H4> Configuration Parameters </H4>
<!--docid::SEC477::-->
<P>
The `<TT>sprite3d</TT>' plugin supports the following configuration parameters
via the `<SAMP>iConfig</SAMP>' interface in the mesh object type plugin:
</P><P>
<DL COMPACT>
<DT><CODE>sprlod</CODE>
<DD>Set the sprite level-of-detail (LOD) level.
<DT><CODE>sprlq</CODE>
<DD>Set the sprite lighting quality.
</DL>
<P>
<A NAME="MeshObject Ball"></A>
<HR SIZE=1>
<TABLE CELLPADDING=1 CELLSPACING=1 BORDER=0>
<TR><TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_205.html#SEC464"> < </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_207.html#SEC478"> > </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_196.html#SEC414"> << </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_201.html#SEC452"> Up </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_220.html#SEC543"> >> </A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT"> <TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="index.html#SEC_Top">Top</A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_toc.html#SEC_Contents">Contents</A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_285.html#SEC711">Index</A>]</TD>
<TD VALIGN="MIDDLE" ALIGN="LEFT">[<A HREF="cs_abt.html#SEC_About"> ? </A>]</TD>
</TR></TABLE>
<BR>
<FONT SIZE="-1">
This document was generated
using <A HREF="http://www.mathematik.uni-kl.de/~obachman/Texi2html
"><I>texi2html</I></A>
</BODY>
</HTML>
|