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📄 templates2.txt

📁 一个用于智能手机的多媒体库适合S60 WinCE的跨平台开发库
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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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