templates2.txt
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#-- Version 2 --#
# templates for the BIFS nodes of v2
# ==================================
# 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
# ------------------------------------------------
# JS: Created on 990726
# _________________
# YF: modified 990726
# added NDT to nodes below, but probably incorrectly.
#BodySegmentConnectionHint [ #%NDT=SFWorldNode
#MaterialKey [#%NDT=SFWorldNode
#PROTO ServerCommand [#%NDT=SFWorldNode
#Hierarchical3DMesh {#%NDT=SFWorldNode
#
# JS: modified 990726
# Cleaned up NDTs.
# re-ordered in the right order fields and events: eventIn, exposedField, field, eventOut
# => FPDAM needs to be changed accordingly
# corrected case of fields and event types!
# re-aligned stuff with spaces so that we may conserve a kind of alignment. Please be
# careful! did not finish for BAp, too long!
#
# YF: modified 990728
# YF: fixed typo in Hierarchical3DMesh, finishd BAP allignment
#
# YF: modified 990729
# YF: many more typos
#
# Aug 23, 1999 (Mikael Bourges-Sevenier) added body animation nodes from Tolga
# Aug 26, 1999 (Mikael Bourges-Sevenier) added body audio nodes from Riitta
# Sep 1, 1999 (MBS) cross-checked everything.
# Dec 20, 1999 YF
# bounds of form (x,y) changed to form [a,b] e.g.:
# numInterpolatorkeys gets new range [2,+I)
# bapIds gets new range [1,296]
# BAPs set to +I default value
# added application window
#
# 23.1.2000 (Riitta)
# Fixed AcousticMaterial, AcousticScene, DirectiveSound
# to comply with the latest spec (FDIS).
#
# Feb 8, 2000 (YF) NULL -> [] in BodySegmentConnectionHint
# remove "," from Vec3f values and put [ ] around MFFloat values
#
# July 27, 2000 (YF) NDT of Hierarchical3DMech changed to SFGeometryNode
#
# August 10, 2000 (YF per Steve Wood):
# Add [] around default values of MF field in AcousticMaterial, AcousticScene
# DirectiveSound, PerceptualParameters
# ApplicationWindow parameter field default value just []
#PROTO AcousticMaterial [#%NDT=SFMaterialNode,SFWorldNode %COD=N
#exposedField SFFloat ambientIntensity 0.2 #%b=[0,1] #%q=4 #%a=8
#exposedField SFColor diffuseColor 0.8, 0.8, 0.8 #%b=[0,1] #%q=4 #%a=8
#exposedField SFColor emissiveColor 0, 0, 0 #%b=[0,1] #%q=4 #%a=8
#exposedField SFFloat shininess 0.2 #%b=[0,1] #%q=4 #%a=8
#exposedField SFColor specularColor 0, 0, 0 #%b=[0,1] #%q=4 #%a=8
#exposedField SFFloat transparency 0 #%b=[0,1] #%q=4 #%a=8
#field SFFloat reffunc 0 #%b=(-I,+I) #%q=0
#field SFFloat transfunc 1 #%b=(-I,+I) #%q=0
#]{
#}
PROTO AcousticMaterial [#%NDT=SFMaterialNode,SFWorldNode %COD=N
exposedField SFFloat ambientIntensity 0.2 #%b=[0,1] #%q=4 #%a=8
exposedField SFColor diffuseColor 0.8 0.8 0.8 #%b=[0,1] #%q=4 #%a=8
exposedField SFColor emissiveColor 0 0 0 #%b=[0,1] #%q=4 #%a=8
exposedField SFFloat shininess 0.2 #%b=[0,1] #%q=4 #%a=8
exposedField SFColor specularColor 0 0 0 #%b=[0,1] #%q=4 #%a=8
exposedField SFFloat transparency 0 #%b=[0,1] #%q=4 #%a=8
field MFFloat reffunc [0] #%b=(-I,+I) #%q=0
field MFFloat transfunc [1] #%b=(-I,+I) #%q=0
field MFFloat refFrequency [0] #%b=(0,+I) #%q=0
field MFFloat transFrequency [0] #%b=(0,+I) #%q=0
]{
}
#PROTO AcousticScene [#%NDT=SFWorldNode,SF3DNode %COD=N
#exposedField SFFloat reverbLevel 0.4 #%b=(-I,+I) #%q=0 #%a=7
#exposedField SFTime reverbDelay 0.5 #%b=(-I,+I) #%q=0
#field SFVec3f center 0 0 0 #%b=(-I,+I) #%q=11 #%a=11
#field SFVec3f Size -1 -1 -1 #%b=(-I,+I) #%q=1 #%a=1
#field MFTime reverbTime [0] #%b=(-I,+I) #%q=0
#field MFFloat reverbFreq [1000] #%b=(0 ,+I) #%q=0
#]{
#}
PROTO AcousticScene [#%NDT=SFWorldNode,SF3DNode %COD=N
field SFVec3f center 0 0 0 #%b=(-I,+I) #%q=1
field SFVec3f Size -1 -1 -1 #%b=(-I,+I) #%q=11
field MFTime reverbTime [0] #%b=(0 ,+I) #%q=0
field MFFloat reverbFreq [1000] #%b=(0 ,+I) #%q=0
exposedField SFFloat reverbLevel 0.4 #%b=(0 ,+I) #%q=0 #%a=7
exposedField SFTime reverbDelay 0.5 #%b=(0 ,+I) #%q=0
]{
}
PROTO ApplicationWindow [#%NDT=SFWorldNode,SF2DNode %COD=N
exposedField SFBool isActive FALSE
exposedField SFTime startTime 0 #%b=(-I,+I) #%q=0
exposedField SFTime stopTime 0 #%b=(-I,+I) #%q=0
exposedField SFString description ""
exposedField MFString parameter []
exposedField MFURL url []
exposedField SFVec2f size 0 0 #%b=(-I,+I) #%q=12 #%a=12
]{
}
PROTO BAP [#%NDT=SFWorldNode,SFBAPNode %COD=N
exposedField SFInt32 sacroiliac_tilt +I #%b=(-I,+I) #%q=0
exposedField SFInt32 sacroiliac_torsion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 sacroiliac_roll +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_hip_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_hip_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_hip_abduct +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_hip_abduct +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_hip_twisting +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_hip_twisting +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_knee_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_knee_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_knee_twisting +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_knee_twisting +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_ankle_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_ankle_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_ankle_twisting +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_ankle_twisting +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_subtalar_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_subtalar_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 l_midtarsal_flexion +I #%b=(-I,+I) #%q=0
exposedField SFInt32 r_midtarsal_flexion +I #%b=(-I,+I) #%q=0
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