📄 templates7.txt
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#-- Version 7 --### Beta for AFX/AMD1## 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 SFVec4f# 16 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# ------------------------------------------------# March 18, 2003 [MBS] According to 68th meeting resolutions, created for AFX/AMD1 nodes## AFX/AMD1 nodes#PROTO AdvancedAudioBuffer [ #%NDT=SFWorldNode,SFAudioNode %COD=NeventIn MFAudioNode addChildreneventIn MFAudioNode removeChildrenexposedField MFAudioNode children []exposedField SFBool loop FALSEexposedField SFFloat pitch 1.0 #%b=[0,+I] #%q=0 #%a=7exposedField SFTime startTime 0 #%b=[0,+I] #%q=0exposedField SFTime stopTime 0 #%b=[0,+I] #%q=0exposedField SFTime startLoadTime 0 #%b=[0,+I] #%q=0exposedField SFTime stopLoadTime 0 #%b=[0,+I] #%q=0exposedField SFInt32 loadMode 0 #%b=[0,4] #%q=13 3exposedField SFInt32 numAccumulatedBlocks 0 #%b=[0,65535] #%q=13 16exposedField SFInt32 deleteBlock 0 #%b=[-65536, 0] #%q=13 17exposedField SFInt32 playBlock 0 #%b=[-65536, 0] #%q=13 17exposedField SFFloat length 0.0 #%b=[0,+I] #%q=0field SFInt32 numChan 1 #%b=[0,255] #%q=13 8field MFInt32 phaseGroup [] #%b=[0,255] #%q=13 8eventOut SFTime duration_changedeventOut SFBool isActive]{}PROTO AudioChannelConfig [ #%NDT=SFWorldNode,SFAudioNode %COD=NeventIn MFAudioNode addChildreneventIn MFAudioNode removeChildrenexposedField MFAudioNode children []exposedField SFInt32 generalChannelFormat 0 #%b=[0,4] #%q=13 3exposedField SFInt32 fixedPreset 0 #%b=[0,15] #%q=13 4exposedField SFInt32 fixedPresetSubset 0 exposedField SFInt32 fixedPresetAddInf 0 #%b=[0,2] #%q=13 3exposedField MFInt32 channelCoordinateSystems [] #%b=[0,6] #%q=13 3exposedField MFFloat channelSoundLocation [] #%b=[-I,+I]exposedField MFInt32 channelDirectionalPattern [] #%b=[0,2] #%q=13 3exposedField MFVec3f channelDirection [] exposedField SFInt32 ambResolution2D 1 #%b=[0,127] #%q=13 7 exposedField SFInt32 ambResolution3D 0 #%b=[0,15] #%q=13 4exposedField SFInt32 ambEncodingConvention 0 #%b=[0,5] #%q=13 3exposedField SFFloat ambNfcReferenceDistance 1.5 #%b=[0,+I] exposedField SFFloat ambSoundSpeed 340.0 #%b=[0,+I]exposedField SFInt32 ambArrangementRule 0 #%b=[0,7] #%q=13 3exposedField SFInt32 ambRecombinationPreset 0 #%b=[0,15] #%q=13 4exposedField MFInt32 ambComponentIndex [] #%b=[0,255] #%q=13 8 exposedField MFFloat ambBackwardMatrix [] #%b=[-I,+I]exposedField MFInt32 ambSoundfieldResolution [] #%b=[0,127] #%q=13 7field SFInt32 numChannel 0 #%b=[0,255] #%q=13 8]{}PROTO DepthImageV2 [ #%NDT=SFWorldNode,SF3DNode,SFDepthImageNode %COD=Nfield SFDepthTextureNode diTexture NULLfield SFFloat farPlane 100 #%b=[0,+I]field SFVec2f fieldOfView 0.75 0.75 #%b=[0,3.1415927]field SFFloat nearPlane 10 #%b=[0,+I]field SFRotation orientation 0 0 1 0field SFBool orthographic TRUE field SFVec3f position 0 0 10 #%b=[-I,+I]field SFVec2f splatMinMax 0.115 0.975 #%b=[-I,+I]]{}PROTO MorphShape [ #%NDT=SFWorldNode,SF3DNode,SF2DNode, %COD=N exposedField SF3DNode baseShape NULL exposedField SFInt32 morphID 0 #%b=[0, 1023] #%q=13 7 exposedField MF3DNode targetShapes [ ] exposedField MFFloat weights [ ]]{}PROTO MultiTexture [ #%NDT=SFWorldNode,SFTextureNode %COD=N exposedField SFFloat alpha 1 #%b=[0,1] exposedField SFColor color 1 1 1 #%b=[0,1] exposedField MFInt32 function [] exposedField MFInt32 mode [] exposedField MFInt32 source [] exposedField MFTextureNode texture [] exposedField MFVec3f cameraVector [] exposedField SFBool transparent FALSE]{}PROTO PointTextureV2 [ #%NDT=SFWorldNode,SFDepthTextureNode %COD=Nfield MFColor color []field MFInt32 depth [] #%b=[0,+I]field SFInt32 depthNbBits 7 #%b=[0,31] #%q=13 5field SFInt32 height 256 #%b=[1,+I]field SFNormalNode normal NULL #%b=[-I,+I]field MFVec3f splatU [] #%b=[-I,+I] #%q=1field MFVec3f splatV [] #%b=[-I,+I] #%q=1field SFInt32 width 256 #%b=[1,+I]]{}PROTO SBVCAnimationV2 [ #%NDT=SFWorldNode,SF3DNode,SF2DNode %COD=N exposedField MFInt32 activeUrlIndex [] exposedField SFBool loop FALSE exposedField SFFloat speed 1.0 #%b=(-I,+I) #%q=0 #%a=7 exposedField SFTime startTime 0 #%b=(-I,+I) exposedField SFTime stopTime 0 #%b=(-I,+I) exposedField SFFloat transitionTime 0 #%b=[0,+I) #%q=0 #%a=7 exposedField MFURL url [ ] exposedField MF3DNode virtualCharacters [ ] eventOut SFTime duration_changed eventOut SFBool isActive ]{} PROTO SimpleTextureV2 [ #%NDT=SFWorldNode,SFDepthTextureNode %COD=Nfield SFTextureNode depth NULLfield SFTextureNode normal NULLfield SFTextureNode splatU NULLfield SFTextureNode splatV NULLfield SFTextureNode texture NULL]{}PROTO SurroundingSound [ #%NDT=SFWorldNode,SF3DNode %COD=NexposedField SFAudioNode source NULLexposedField SFFloat intensity 1.0 #%b=[0,1] #%q=0 #%a=7exposedField SFFloat distance 0.0 #%b=[0,+I] #%q=0exposedField SFVec3f location 0.0 0.0 0.0 #%b=[-I,+I] #%q=1 #%a=1exposedField SFFloat distortionFactor 0.0 #%b=[-I,+I]exposedField SFRotation orientation 0.0 0.0 1.0 0.0 #%b=[-I,+I] #%q=10 #%a=10exposedField SFBool isTransformable TRUE]{}PROTO Transform3DAudio [ #%NDT=SFWorldNode,SF2DNode,SF3DNode %COD=NeventIn MF3DNode addChildreneventIn MF3DNode removeChildrenexposedField MF3DNode children []exposedField SFFloat thirdCenterCoordinate 0.0 #%b=[-I,+I] #%q=0 #%a=7exposedField SFVec3f rotationVector 0.0 0.0 1.0 #%b=[-3.14159265,3.14159265] #%q=7 #%a=11exposedField SFFloat thirdScaleCoordinate 0.0 #%b=[0,+I] #%q=0 #%a=7exposedField SFVec3f scaleOrientationVector 0.0 0.0 1.0 #%b=[-1,1] #%q=7 #%a=11exposedField SFFloat thirdTranslationCoordinate 0.0 #%b=[-I,+I] #%q=0 #%a=7exposedField SFRotation coordinateTransform 1.0 0.0 0.0 -1.5707963 #%b=[-3.14159265,3.14159265] #%q=10 ]{}PROTO WideSound [ #%NDT=SFWorldNode,SF3DNode %COD=NexposedField SFAudioNode source NULLexposedField SFFloat intensity 1 #%b=[0,1] #%q=0 #%a=7exposedField SFVec3f location 0.0 0.0 0.0 #%b=[-I,+I] #%q=1 #%a=1exposedField SFBool spatialize TRUEexposedField SFPerceptualParameterNode perceptualParameters NULLexposedField SFBool roomEffect FALSEexposedField SFInt32 shape 0 #%b=[0,4] #%q=13 4exposedField MFFloat size 0.0 #%b=[-I,+I]exposedField SFVec3f direction 0.0 1.0 0.0 #%b=[-I,+I] #%q=9 #%a=9exposedField SFFloat density 0.5 #%b=[0,+I]exposedField SFInt32 diffuseSelect 1 #%b=[0,+I] #%q=0exposedField SFFloat decorrStrength 1.0 #%b=[0,1]field SFFloat speedOfSound 340.0 #%b=[0,+I] #%q=1field SFFloat distance 1000.0 #%b=[0,+I] #%q=0field SFBool useAirabs FALSE]{}
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