📄 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=NexposedField SFFloat ambientIntensity 0.2 #%b=[0,1] #%q=4 #%a=8exposedField SFColor diffuseColor 0.8 0.8 0.8 #%b=[0,1] #%q=4 #%a=8exposedField SFColor emissiveColor 0 0 0 #%b=[0,1] #%q=4 #%a=8exposedField SFFloat shininess 0.2 #%b=[0,1] #%q=4 #%a=8exposedField SFColor specularColor 0 0 0 #%b=[0,1] #%q=4 #%a=8exposedField SFFloat transparency 0 #%b=[0,1] #%q=4 #%a=8field MFFloat reffunc [0] #%b=(-I,+I) #%q=0field MFFloat transfunc [1] #%b=(-I,+I) #%q=0field MFFloat refFrequency [0] #%b=(0,+I) #%q=0field 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=Nfield 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=0field MFFloat reverbFreq [1000] #%b=(0 ,+I) #%q=0exposedField SFFloat reverbLevel 0.4 #%b=(0 ,+I) #%q=0 #%a=7exposedField SFTime reverbDelay 0.5 #%b=(0 ,+I) #%q=0 ]{}PROTO ApplicationWindow [#%NDT=SFWorldNode,SF2DNode %COD=NexposedField SFBool isActive FALSE exposedField SFTime startTime 0 #%b=(-I,+I) #%q=0exposedField SFTime stopTime 0 #%b=(-I,+I) #%q=0exposedField 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=NexposedField SFInt32 sacroiliac_tilt +I #%b=(-I,+I) #%q=0exposedField SFInt32 sacroiliac_torsion +I #%b=(-I,+I) #%q=0exposedField SFInt32 sacroiliac_roll +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_hip_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_hip_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_hip_abduct +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_hip_abduct +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_hip_twisting +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_hip_twisting +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_knee_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_knee_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_knee_twisting +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_knee_twisting +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_ankle_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_ankle_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_ankle_twisting +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_ankle_twisting +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_subtalar_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_subtalar_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 l_midtarsal_flexion +I #%b=(-I,+I) #%q=0exposedField SFInt32 r_midtarsal_flexion +I #%b=(-I,+I) #%q=0
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