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CollisionsBox Box IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between two 3D entities at the box level. Box Box Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 0: first entity to be tested.Entity 1: second entity to be tested.Hierarchy 0: specify whether to concider the bounding box of the first entity and its children, or just the bounding box of the first entity.Hierarchy 1: specify whether to concider the bounding box of the second entity and its children, or just the bounding box of the second entity.This building block detects the collision between two entitys bounding boxes.Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.碰撞盒盒相交在Collisions/Intersection中將其分類描述適用于行為對象在一個立方空間內(nèi)檢測兩個三維實體的碰撞Box Box Intersection.cmo技術(shù)信息In:觸發(fā)該進程True:如果兩個實體交叉則被激活False:如果兩個實體沒有交叉則被激活Entity 0:第一個受實驗的實體Entity 1:第二個受實驗的實體Hierarchy 0:明確指出是否考慮第一個綁定實體和它的子節(jié)點,或者只是第一個被綁定的實體。Hierarchy 1:明確指出是否考慮第二個綁定實體和它的子節(jié)點,或者只是第二個被綁定的實體這個BB表示是在兩個綁定的實體之間實現(xiàn)的碰撞。警告這個BB告訴我們在給定的時間內(nèi),如果對象1被接觸不再是對象2。如果你需要執(zhí)行這個測試每5個渲染進程,你就必須每5幀循環(huán)一次這個BB如果你需要執(zhí)行這個測試在每幀中,你就需要每幀循環(huán)一次這個BBBox Face IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between the first entitys bounding box and each faces of the second entity. Box Face Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 1: first entity to be tested.Entity 2: second entity to be tested.This building block detects the collision between the first entitys bounding box and each faces of the second entity. Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.盒面相交在Collisions/Intersection中將其分類描述適用于行為對象檢測第一個實體的邊界框和第二個實體的每一個表面的碰撞Box Face Intersection.cmo技術(shù)信息In:觸發(fā)該進程True:如果2個實體相交則被激活False:如果2個實體沒有相交則被激活Entity 1:被測試的第一個實體Entity 2:被測試的第二個實體這個BB指出在第一個被綁定的實體和第二個實體的表面之間進行的碰撞。警告這個BB告訴我們在給定的時間內(nèi),如果對象1被接觸不再是對象2。如果你需要執(zhí)行這個測試每5個渲染進程,你就必須每5幀循環(huán)一次這個BB如果你需要執(zhí)行這個測試在每幀中,你就需要每幀循環(huán)一次這個BBCharacter Prevent From CollisionVersion 1.00 - VirtoolsCategorized in Collisions/Character DescriptionApply to a CHARACTER.OBSOLETE - see Object Slider BB.Prevents the character from colliding obstacles. Technical InformationOn: activates the process.Off: deactivates the process.Collision Occured: is activated when a collision occurs.No Collision: is activated while no collision occurs.Geometry Precision: you can force a geometry precision for all the obstacles or use the attributes specified precision with the Automatic value.Detection Tests: the maximum number of tests to be performed in addition to the initial one, to determine if a collision occured. The building block stops testing at the first collision it encounters, then tests for a safe position from that point.Safe Position Tests: the maximum number of tests to be performed in addition to the initial one, to determine the nearest safe position from the collision point.阻止碰撞的角色在Collisions/Character中將其分類描述適用于角色阻止角色進行碰撞技術(shù)信息On:激活該進程Off:撤消該進程Collision Occurred:當碰撞發(fā)生時被激活No Collision:當沒有碰撞發(fā)生事時被激活Geometry Precision:你可以強迫一個幾何學上的精確性或是使用屬性中的Automatic值說明所有的障礙物Detection Tests:當碰撞發(fā)生時測試的最大值將被執(zhí)行除了初始值之外。這個BB在遇到第一個碰撞時將停止測試,然后測試在那個點上的安全的方位。Safe Position Tests:測試的最大值被執(zhí)行除了初始值,來決定碰撞點中最安全的方位。BodyPart Touched: the collided sub object (body part) of the character.Touched Obstacle: 3D Entity touched by the body part (retrieves the parent of the obstacle if you specified the collision to be hierachical).Touched Sub Obstacle: 3D Entity touched by the body part (retrieves the exact object on a hierachical collision). - Unlike the DetectCollision building block, Character Prevent From Collision doesnt need to be looped if you want the collision to be tested every frame.- The attached character will be given the Moving Obstacle attribute by this building block, but for each object you wish to avoid, the objects need to be assigned the Fixed Obstacle or Moving Obstacle attribute.WarningThis building block is obsolete and is only included for backwards compatibility. BodyPart Touched:角色的碰撞部位Touched Obstacle:3D實體接觸的位置(如果你具體指出碰撞的層級關(guān)系父節(jié)點將被重新設置)Touched Sub Obstacle:3D實體接觸的部位(在碰撞中重置精確的對象)不像“DetectCollision”行為交互模塊,“Character Prevent From Collision” 如果你想要碰撞每幀都被測試,不需要循環(huán)。這個附屬的角色通過設置“Moving Obstacle”的屬性來給定,但是對每個你想要躲開的對象,這個對象需要被分配屬性給Fixed Obstacle或者Moving Obstacle警告這個BB已經(jīng)廢舊了Collision DetectionVersion 1.00 - VirtoolsCategorized in Collisions/3D Entity DescriptionApply to a 3DENTITY.Detects the collision between the 3D object and other 3d object declared as obstacles. Collision Detection.cmoTechnical InformationIn: triggers the process.True: is activated if an obstacle touched the object.False: is activated if no obstacle touched the object.Geometry Precision: you can force here a geometry precision for all the obstacles or use the attributes specified precision with the Automatic value.Detection Tests: the maximum number of tests to be performed in addition to the initial one, to determine if a collision occured. The building block stops testing at the first collision it encounters, then tests for a safe position from that point.Safe Position Tests: the maximum number of tests to be performed in addition to the initial one, to determine the nearest safe position from the collision point.碰撞檢測在Collisions/3D Entity中將其分類描述適用于三維實體檢測三維對象和宣布為障礙物的三維對象之間的碰撞Collision Detection.cmo技術(shù)信息In:觸發(fā)該進程True:如果障礙物碰到對象時則被激活False:當沒有障礙物碰到對象時被激活Geometry Precision:你可以強迫一個幾何學上的精確性或是使用屬性中的Automatic值說明所有的障礙物Detection Tests:當碰撞發(fā)生時測試的最大值將被執(zhí)行除了初始值之外。這個BB在遇到第一個碰撞時將停止測試,然后測試在那個點上的安全的方位。Safe Position Tests:測試的最大值被執(zhí)行除了初始值,來決定碰撞點中最安全的方位。Object Part: if the object which building block is applied to, is composed of many others, Object Part retrieves the collided sub object. If theres no sub object, Object Part retrieves simply this object.Touched Obstacle: 3D Entity touched by the object (retrieves the parent of the obstacle if you specified the collision to be hierarchical).Touched Sub Obstacle: 3D Entity touched by the object (retrieves the exact object on a hierarchical collision).Touched Vertex: nearest Vertex of the obstacle when the collision occurs.Touched Face: nearest Face of the obstacle when the collision occurs.Touching Vertex: nearest Vertex of the tested object when the collision occurs.Touching Face: nearest Face of the tested object when the collision occurs.Impact Point: the approximate impact point (based on the two nearest vertices of the two objects).Impact Normal: the approximate impact normal (based on the two nearest vertices of the two objects, not on the face normal of the obstacle).Impact Orientation: the world matrix of the tested object before the collision occurs (the matrix of the previous frame if it cant find anything better.)Impact Data: With these flags, you can choose which information is relevant to you. Object Part:如果這個BB適用于這個對象,由其他的一些組成,Object Part恢復了碰撞的子對象。如果沒有子對象,Object Part取回單個物體。Touched Obstacle:3D實體接觸的位置(如果你具體指出碰撞的層級關(guān)系父節(jié)點將被重新設置)Touched Sub Obstacle:3D實體接觸的部位(在碰撞中重置精確的對象)Touched Vertex:當發(fā)生碰撞時,障礙物最近的頂點Touched Face:當發(fā)生碰撞時,障礙物最近的面Touching Vertex:當發(fā)生碰撞時,受測驗物體最近的頂點Touching Face:當發(fā)生碰撞時,受測驗物體最近的面Impact Point:近似碰撞沖擊點(兩個對象上最近的兩個頂點)Impact Normal:近似法線碰撞(兩個對象中最近的兩個頂點,不是障礙物的面)Impact Orientation:在碰撞發(fā)生之前被測試對象的世界母體(如果你不能找到任何更好的)Impact Data:通過這些旗子,你能選擇有關(guān)你的信息Warning- This building block tells at a given time if the object is touching or not an obstacle.If you need to execute this test every 5 behavioral process, you should then loop this building block with a 5 frame link delay.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link delay.- Each obstacles to be assigned the Fixed Obstacle or Moving Obstacle attribute, knowing that only the objects that doesnt move from one frame to another can be safely assigned the Fixed Obstacle attribute.警告這個BB告訴我們在給定的時間內(nèi),如果對象1被接觸不再是對象2。如果你需要執(zhí)行這個測試每5個渲染進程,你就必須每5幀循環(huán)一次這個BB如果你需要執(zhí)行這個測試在每幀中,你就需要每幀循環(huán)一次這個BB每個障礙物被分配給Fixed Obstacle或者是Moving Obstacle屬性,只有對象不能從一個虛擬對象移動到另一個。Declare FloorsVersion 2.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a BEOBJECT.Identifies floor objects by their name Declare Floors.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Key Substring: any object in the level which name containing this string becomes a floor.This building block can be applied to any object in the enviroment.eg: if Key Name= Quad, then all the objects of the scene containing Quad in their name, will be concidered as floors.It must be triggered once to initialize floor management.You can declare floors also by giving the Floor attribute to your floors.宣布為地板在Collisions/Floors中將其分類描述適用于行為對象通過名稱來識別地板對象Declare Floors.cmo技術(shù)信息In:觸發(fā)該進程Out:當進程結(jié)束時被激活Key Substring:任何一個在層級里的對象包含這個字符的為一個地板這個BB能夠適用于在這個環(huán)境中的任何對象Eg:如果Key Name為Quad,然后場景中所有名稱當中包含Quad的,將被認為是地面當?shù)匕鍨槌跏紶顟B(tài)時被激活你能通過給定Floor中的屬性值來聲明一個地面Declare ObstaclesVersion 1.00 - VirtoolsCategorized in Collisions/Obstacle DescriptionApply to a BEOBJECT.Identifies obstacle objects by their name Declare Obstacles.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Key Substring: any object in the level which name contains this string becomes an obstacle.Moving: whether you want the objects to be defined as moving obstacles.Geometry: the type of geometry you want to consider in collision testing.This building block can be applied to any object in the environment. It should be triggered only once to initialize collision management. 宣布為障礙物在Collisions/Obstacle中將其分類描述適用于行為對象通過名稱來識別障礙物對象Declare Obstacles.cmo技術(shù)信息In:觸發(fā)該進程Out:當進程結(jié)束時被激活Key Substring:任何一個在層級里的對象包含這個字符的為一個障礙物Moving:你是否想要對象被聲明為移動的障礙物Geometry:你想要在碰撞測試中的幾何學類型這個BB能夠適用于在這個環(huán)境中的任何對象。Face Face IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between two 3D entities at the face level. Face Face Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 1: first entity to be tested.Entity 2: second entity to be tested.This building block detects the collision between each faces of the first entity and each faces of the second entity.Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.面面相交在Collisions/Intersection中將其分類描述適用于行為對象檢測兩個三維實體表面之間的碰撞Face Face Intersection.cmo技術(shù)信息In:觸發(fā)該進程True:如果2個實體相交則被激活False:如果2個實體沒有相交則被激活Entity 1:被測試的第一個實體Entity 2:被測試的第二個實體這個BB能察覺出第一個實體的每個面和第二個實體的每個面之間的碰撞警告這個BB告訴我們在給定的時間內(nèi),如果對象1被接觸不再是對象2。如果你需要執(zhí)行這個測試每5個渲染進程,你就必須每5幀循環(huán)一次這個BB如果你需要執(zhí)行這個測試在每幀中,你就需要每幀循環(huán)一次這個BBFloor Manager SetupVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a BEOBJECT.Configure the Floor Manager. Floor Manager Setup.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Angle Limit: angle between a face normal and the world Up direction beyond which the face is no more accepted. Typically angle less than 60 degrees are used. Bigger angles wont look realistic.Cache Size: the current number of positions kept by the cache of the FloorManager. If you have two objects keeped on floors by behaviors, you should put 2 as cache size if they are kept by Object Keep On Floor or by Object Keep On Floor V2 with point as object extents setting or 8 as cache size if they are kept by Object Keep On Floor V2 with bounding box as object extents setting.Cache Threshold: a floating point value representing the threshold in all the 2 axis, x and z. This value is relative to the coarseness of the floor and the velocity of the objects. Values ranging from 0.1 to 1.0 should do fine generally.地板管理器設置在Collisions/Floors中將其分類描述適用于行為對象設置地板管理器Floor Manager Setup.cmo技術(shù)信息In:觸發(fā)該進程Out:當進程結(jié)束時被激活Angle Limit:一個法線面與世界坐標的角度。標準的角度是小于60度。大角度看起來就不是很現(xiàn)實了。Cache Size:通過地板管理器保存的現(xiàn)有的位置的數(shù)量。如果你有兩個對象被保持在地板上,你應該給出2個Cache Size。如果他們通過Keep On Floor或者Keep On Floor V2(?)Cache Threshold:一個浮點值以2個軸為起點,X軸與Z軸。這個值是用來比較地面的粗糙和對象的迅速的。這個值的范圍是從0.1到1.0的Floor SliderVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a 3DENTITY.Constrains an object to the floor boundaries, with a given radius. Floor Slider.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Contact: activate each time theres a contact.No Contact: activate each time theres no contact.Radius: radius to impede object penetration (expressed in world absolute value).NOTES:- You can change the radius at run-time.- Radius is expressed in absolute world values.- Allfloors must be scaled to 1x1x1 (use Set As Unit). Floor thickness is not used.- If you want to teleport your object from one place to another, you should deactivate the building block (triggers OFF, or deactivate the script).- Vertices of the mesh must be welded (shared by several faces, not just duplicated).地板滑動在Collisions/Floors中將其分類描述適用于3D實體在一個指定的半徑內(nèi)約束一個對象不離開地板邊界Floor Slider.cmo技術(shù)信息On:激活該進程Off:撤消該進程Contact:有接觸每次就被激活No Contact:沒有接觸每次就被激活Radius:在半徑范圍內(nèi)阻礙對象的穿透能力(表現(xiàn)為世界的完全值)提示:你能在運行的時候改變“radius”半徑被表現(xiàn)為世界的絕對值所有的地板必須1X1X1。地面的厚度沒有被使用如果你想要利用心靈移動你的對象從一個位置到另一個位置,你應該撤消這個BB(激活Off,或者撤消script)材質(zhì)的頂點必須被連接起來(為許多面共享的,不僅僅完全一樣的)Frustum Object IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a CAMERA.Detects a collision between an object and the Camera frustum. Frustum Object Intersection.cmoTechnical InformationIn: actrivates the process.True: activates if the object intersects or is inside the Camera frustum.False: activates if the object does not intersect (ie : is outside) the Camera frustum.Object: object to test.Local: if selected, test the local bounding box of the object.Hierarchy: if selected, the objects children are tested as well.This comportementworks like the IsInViewFrustum BB, but allow a test on another camera than the current one.視維截面與對象相交在Collisions/Intersection中將其分類描述適用于攝影機檢測一個攝影機的視維截面與一個對象的碰撞Frustum Object Intersection.cmo技術(shù)信息In:激活該進程True:如果對象相交或是在攝影機視維截面里則被激活False:如果對象沒有相交(ie:outside)或是在攝影機視維截面的外面則被激活Object:被測試的對象Local:如果被鉤選,測試本地的綁定對象Hierarchy:如果被鉤選,對象的子類也同樣能被測試這個行為工作起來想IsInViewFrustum 行為交互模塊,但是允許在另外的攝影機上測試不是在現(xiàn)有的攝影機上。Get Nearest FloorsVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a 3DENTITY.Retrieves the nearest floors from given position Get Nearest Floors.cmoTechnical InformationIn: triggers the process.None: is activated when no floors are found above or below the point.Lower: is activated when the lower floor is the nearest (or the only) floor from the point.Upper: is activated when the upper floor is the nearest (or the only) floor from the point.Position: position vector expressed in a given referential.Referential: coordinate system in which the position is expressed.Outputs: all the properties of the down and up floors.You need to declare objects as floors first, either by using the DeclareFloors building block or by setting the Floor attributes to them.獲取最臨近的地板在Collisions/Floors中將其分類描述適用于3D實體在指定的位置內(nèi)檢測最近的地板Get Nearest Floors.cmo技術(shù)信息In:激活該進程None:當沒有地板被發(fā)現(xiàn)時被激活Lower:當較低的地板是最近的時候則被激活Upper:當較高的地板是最近的時候則被激活Position:通過給定的指示來表現(xiàn)方位Referential:在方位的表現(xiàn)上調(diào)整系統(tǒng)Outputs:上面和下面的地板上所有的物體你首先需要聲明一個地板,通過DeclareFloors行為交互模塊或者通過設置Floor的屬性Home on EntityVersion 1.00 - VirtoolsCategorized in Collisions/Influence DescriptionApply to a 3DENTITY.Leads a 3D Entity towards its target, avoiding obstacles. Home on Entity.cmoTechnical InformationIn: triggers the processLoop In: triggers the next step in the process loop.Target Reach: is activated when the missile reaches the target.Obstacle Reach: is activated when the missile touches an obstacle.Loop Out: activates wh

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