templates4.txt
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130 行
#-- Version 4 --#
# templates for the BIFS nodes
# =============================
# Notations I = Infinity
# %q=x Quantization method x
# 0 None
# 1 3D Position (SFVec3F)
# 2 2D Position (SFVec2F)
# 3 drawing Order
# 4 Color (SFColor)
# 5 Texture Coordinate
# 6 Angle (SFFloat 0-2PI)
# 7 Scale (SFVec2F or SFVec3F)
# 8 Interpolators keys
# 9 Normals
# 10 Rotations (SFRotation)
# 11 Object Size 3D (SFVec3F and SFFloat)
# 12 Object Size 2D
# 13 Linear Quantization (+ Nb Bits)
# 14 Index (of IndexedFaceSet,...)
# 15 Reserved
#
# %a=y Animation method for fields that can be animated
#
## OO 081498 To match BIFS's update numbering
# 0 None
# 1 Position 3D
# 2 Position 2D
# 4 Color
# 6 Angle
# 7 Float
# 8 BoundFloat (intensities, transparencies,...)
# 9 Normal
# 10 Rotation
# 11 Size 3D
# 12 Size 2D
# 13 Integer
# 14 Reserved
## 0 3D Position
## 1 2D positon
## 2 Color (SFColor)
## 3 Angle (SFFloat 0-2pi)
## 4 Normals
## 5 Scale (SFVec2F)
## 6 Rotation (SFRotation)
## 7 Object Size or Scalar (SFFloat)
#
# %b=[min,max] bounds of value
# For each scalar or vectorial value, bounds may be specified.
# This will be used to check if user-specified values are out of bounds. In
# this case, bounds specified in the templates will be used (if not infinity).
#
# %NDT=Node Data Type
# For each node, one or several Node Data Types are assigned, specifying which node sub
# types the node belongs to. Moreover, each field of type SF/MF3DNode is re assigned
# a unique correct NodeDataType according to specify the allowed values of the field
#
# %COD Type of encoding
# N Normal Syntax : The node syntax follos the generic syntax for nodes
# S Special Syntax : The node has a specific syntax
#
#
# NCT => VRML type equivalence
#
# SF/MFxxxNode => SF/MFNode
# SF/MFURL => SF/MFString
# SF/MFCommandBuffer => SF/MFString
# SF/MFScript => SF/MFString
#
#
# Modification History
# ------------------------------------------------
# Jan 29, 2000 created for v4 nodes (called group 4 now)
#
# Aug 21, 2001 Changed SFCommandBuffer from SFString buffer in InputSensor
# SFURL -> MFURL in MediaControl
PROTO InputSensor [#%NDT=SFWorldNode,SF2DNode,SF3DNode %COD=N
exposedField SFBool enabled TRUE
exposedField SFCommandBuffer buffer ""
exposedField MFURL url ""
eventOut SFTime eventTime
]{
}
PROTO MatteTexture [#%NDT=SFWorldNode,SFTextureNode,SF2DNode,SF3DNode %COD=N
field SFTextureNode surfaceA NULL
field SFTextureNode surfaceB NULL
field SFTextureNode alphaSurface NULL
exposedField SFString operation ""
field SFBool overwrite FALSE
exposedField SFFloat fraction 0
exposedField MFFloat parameter 0
]{
}
PROTO MediaBuffer [ #%NDT=SFWorldNode,SF2DNode,SF3DNode %COD=N
exposedField SFFloat bufferSize 0.0 #%b=[0,+I)
exposedField MFURL url []
exposedField SFTime mediaStartTime -1 #%b=(-I,+I)
exposedField SFTime mediaStopTime +I #%b=(-I,+I)
eventOut SFBool isBuffered
exposedField SFBool enabled TRUE
] {
}
PROTO MediaControl [ #%NDT=SFWorldNode,SF2DNode,SF3DNode %COD=N
exposedField MFURL url []
exposedField SFTime mediaStartTime -1 #%b=(-I,+I)
exposedField SFTime mediaStopTime +I #%b=(-I,+I)
exposedField SFFloat mediaSpeed 1.0 #%b=(-I,+I)
exposedField SFBool loop FALSE
exposedField SFBool preRoll TRUE
exposedField SFBool mute FALSE
exposedField SFBool enabled TRUE
eventOut SFBool isPreRolled
] {
}
PROTO MediaSensor [ #%NDT=SFWorldNode,SF2DNode,SF3DNode %COD=N
exposedField MFURL url []
eventOut SFTime mediaCurrentTime
eventOut SFTime streamObjectStartTime
eventOut SFTime mediaDuration
eventOut SFBool isActive
eventOut MFString info
] {
}
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