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Grids3D Entity FillVersion 1.00 - VirtoolsCategorized in Grids/Basic DescriptionApply to a BEOBJECT.Fill a grids layer using a 3D Entity 3D Entity Fill.cmoTechnical InformationIn: triggers the processOut: is activated when the process is completed.Object: to get shape from.Solid Layer: layer to be filled with object inner surface.Shape Layer: layer to be filled with object outlines.Value: value to be written.Only Bounding Box: Just use bounding box to fill solid layer.The 3D Entity Fill building block fill grids squares with an object shape & surface.網(wǎng)格三維實體填充在Grids/Basic中將其分類描述適用于行為對象使用一個三維實體的邊界框來填充一個網(wǎng)格的層3D Entity Fill.cmo技術(shù)信息In:觸發(fā)該進(jìn)程Out:當(dāng)進(jìn)程完成時被激活Object:獲取一個外型Solid Layer:通過對象內(nèi)面來填充一個層Shape Layer:通過對象的輪廓來填充一個層Value:被寫入的值Only Bounding Box:只使用綁定包來填充固體層“3D Entity Fill”BB通過一個對象的形狀和表面來填充一個網(wǎng)格。Character Grid Path FollowVersion 1.00 - VirtoolsCategorized in Grids/Path Finding DescriptionApply to a CHARACTER.Makes a Character follow a path generated by the GridPathSolver BB. Path Finding.cmoTechnical InformationOn: activates or reactivates following the path.Off: deactivates following the path.Reset: aborts following the path.Out: activates when Character has finished following the path.Cant Follow Path: activates when Reset is activated or when target cant follow the pathCollision Happen: activates when the Character collides with a 3D Entity that has the Path Finding Obstacle Attribute.Avoid Happen: activates when the Character avoids a 3D Entity that has the Path Finding Obstacle Attribute.Enter Teleporter: activates when the Character enters a teleporter linker.Travel Teleporter: activates when the Character disappears after entering a teleporter linker.Exit Teleporter: activates when the Character exits a teleporter linker虛擬角色跟隨網(wǎng)格路徑在Grids/Path Finding中將其分類描述適用于角色允許一個虛擬角色跟隨由網(wǎng)格路徑解算器產(chǎn)生的一個路徑Path Finding.cmo技術(shù)信息On:激活跟隨路徑Off:撤消跟隨路徑Reset:重置跟隨路徑Out:當(dāng)角色完成了路徑的跟隨時被激活Cant Follow Path:當(dāng)重置被激活或是目標(biāo)沒有跟隨路徑時被激活Collision Happen:當(dāng)角色和一個3D實體發(fā)生碰撞,使得路徑找到一個障礙物時被激活A(yù)void Happen:當(dāng)角色躲避一個3D實體使得路徑找到障礙物Enter Teleporter:當(dāng)角色進(jìn)入到一個teleporter linker(用心靈使人移動的連接)被激活Travel Teleporter:當(dāng)角色在進(jìn)入teleporter linker后消失則被激活Exit Teleporter:當(dāng)角色存在一個teleporter linker時被激活Path ID: Path IDCharacter Direction: defines the characters frontal direction.Change Direction Factor: allows the Character to anticipate changes of direction.Limit Angle: stops the Character from walking while turning if the rotation angle is greater than Limit Angle.Fuzzyness: adds noise to the path.To And Fro: Character follows the path in both ways, indefinitely.Max Blocked Time: maximum time a Character must stay blocked before aborting (Cant Follow Path activates at this moment).Blocked Distance: minimum distance a Character must cover before a Character is considered as being blocked.Enter Teleporter Time: time the character must wait before taking the teleporter.Travel Teleporter Time: teleporter travel time.Exit Teleporter Time: time the Character remains before exiting a teleporter.Collision Object: the 3D Entity the Character collided with.Avoid Object: the 3D Entity the Character managed to avoid.Manage Teleporter: adds teleporter pIns and pOuts.Path ID:路徑的編號Character Direction:給角色前進(jìn)的方向下定義Change Direction Factor:允許角色預(yù)測一下方向的變化Limit Angle:當(dāng)旋轉(zhuǎn)時,如果旋轉(zhuǎn)的角度比限制角度要大,就阻止了角色的行走Fuzzyness:對路徑添加干擾To And Fro:通過兩種方式角色會跟隨路徑Max Blocked Time:角色在重置之前必須在封閉的環(huán)境內(nèi)里的最大時間Blocked Distance:角色必須在一個被認(rèn)為是“blocked”的角色之前的最小距離Enter Teleporter:當(dāng)角色進(jìn)入到一個teleporter linker(用心靈使人移動的連接)被激活Travel Teleporter:當(dāng)角色在進(jìn)入teleporter linker后消失則被激活Collision Object:和角色碰撞的3D實體Avoid Object:角色要躲開的3D實體Manage Teleporter:添加teleporter pIns和pOutsFill LayerVersion 1.00 - VirtoolsCategorized in Grids DescriptionApply to a BEOBJECT.Fills a specific layer type with some value. Fill Layer.cmoTechnical InformationIn: triggers the behaviors process.Out: is activated when the behaviors process is completed.Layer: Layer to be concidered.Value: Value to be put on each square.Warning- by now the only possible values are bound to a 0-255 range.填充層在Grids中將其分類描述適用于交互對象使用相同的數(shù)值來填充一個指定層的類型Fill Layer.cmo技術(shù)信息In:觸發(fā)該行為的進(jìn)程Out:當(dāng)行為進(jìn)程完成時被激活Layer:指定的層Value:每個方塊的值警告現(xiàn)在可能值在0-255的范圍之內(nèi)Get Pos From ValueVersion 1.00 - VirtoolsCategorized in Grids DescriptionApply to a BEOBJECT.Gets the position of all the layer squares confirm test. Get Pos From Value.cmoTechnical InformationIn: triggers the behaviors process.Loop In: triggers the next step in a behaviors process loop.Out: is activated when the behaviors process is completed.Loop Out: is activated when the behaviors process needs to loop.Layer: Layer to be concidered.Value: Value to be put.Test: Test to be done with the given value.Pos3d: 3d position of the pointed square (nota bene: this position is expressed in a specific grid coordinate see next output parameter). The Y component of the given 3d vector stands for the height validity 0-1. Grid Ref: Grid basis in which the 3d position is expressed (it is also the grid from which the square were retrieved).Remember, if you want to express an object position just set the referential as your object, and let 3dpos to (0,0,0) Warning- by now the only possible values are bound to a 0-255 range.- the Test is taken into concideration only when entering by In. (You cant change it will looping)獲取位置數(shù)值在Grids中將其分類描述適用于交互對象獲取所有層的方格測試的位置Get Pos From Value.cmo技術(shù)信息In:激活該行為的進(jìn)程Loop In:當(dāng)在行為的進(jìn)程循環(huán)中觸發(fā)下一步Out:當(dāng)行為進(jìn)程結(jié)束時被激活Loop Out:當(dāng)行為進(jìn)程需要循環(huán)時被激活Layer:指定的層Value:輸入的值Test:通過給定的值進(jìn)行測試Pos3d:有尖的方塊的位置(NB:這個位置被表現(xiàn)為一個特殊的網(wǎng)格看下一個輸出參數(shù))所給的3D矢量的Y部件競選height validity0-1。Grid Ref:層根據(jù)所表現(xiàn)的3D位置(?)記住,如果你想要表現(xiàn)一個對象的位置,只要對你的對象設(shè)置指示,再使3dpos為(0,0,0)警告現(xiàn)在可能值在0-255的范圍之內(nèi)只有當(dāng)通過In進(jìn)入時,這個測試(?)Get Square From 3D PosVersion 1.00 - VirtoolsCategorized in Grids DescriptionApply to a BEOBJECT.Gets the value of a square Get Square From 3D Pos.cmoTechnical InformationIn: triggers the behaviors process.Out: is activated when the behaviors process is completed.Pos3d: 3d position to be converted into a 2d position in the affected grid.Ref: basis in which the 3d position is expressed.Layer: Layer to be considered.Value: Value to be retrieved.Remember, if you want to express an object position just set the referential as your object, and let 3dpos to (0,0,0) Warning- by now the only possible values are bound to a 0-255 range.設(shè)置方格三維位置在Grids中將其分類描述適用于交互對象設(shè)置一個方格的數(shù)值Get Square From 3D Pos.cmo技術(shù)信息In:觸發(fā)該行為進(jìn)程Out:當(dāng)行為進(jìn)程完成時被激活Pos3d:在受影響的網(wǎng)格內(nèi)把3D位置改變成為一個3D位置Ref:以所表現(xiàn)的3D位置來行動Layer:被指定的層Value:重新獲得的值記住,如果你想要表現(xiàn)一個對象的位置,只要對你的對象設(shè)置指示,再使3dpos為(0,0,0)警告現(xiàn)在可能值在0-255的范圍之內(nèi)Grid Path InitVersion 1.00 - VirtoolsCategorized in Grids/Path Finding DescriptionApply to a BEOBJECT.Initialize the grid graph for grid path finding Path Finding.cmoTechnical InformationIn: Activate the initialisation of the grid path graph.Out: Is activate when graph is initialized.Error: Is activate if graph cant be initialyzed.Layer 1: Obstacle layer.etc.網(wǎng)絡(luò)路徑設(shè)置在Grids/Path Finding中將其分類描述適用于交互對象初始化網(wǎng)絡(luò)圖形來進(jìn)行網(wǎng)絡(luò)路徑的查找和探測Path Finding.cmo技術(shù)信息In:激活起始網(wǎng)格路徑圖形Out:當(dāng)圖象起始化了則被激活Error:如果圖象沒有被起始化則被激活Layer 1:障礙層等等Grid Path SolverVersion 1.00 - VirtoolsCategorized in Grids/Path Finding DescriptionApply to a BEOBJECT.Solve a new path finding problem. Path Finding.cmoTechnical InformationOn: Activate the search.Reset: Abord the searchFound: Is activate when the path is found.Not Found: Is activate when the path is not found.Position In Owner Ref: Position in owner referencialGoal Position: Position in goal referencialGoal Position Ref: Goal referential.Heuristic Method: Method to calculate distance. Four methods are possible, see below for details. Heuristic Factor: Determine importance of heuristic in calculs.Diagonal: Enable diagonal moves.Obstacle Layer: Layer which stand for obstacle.Obstacle Threshold: If obstacle layer value is higher than obstacle threshold then it is an obstacle.Slowing Factor: Increase or decrease the effect of the layer obstacle.網(wǎng)絡(luò)路徑求解程序在Grids/Path Finding中將其分類描述適用于交互對象解決一個新的路徑尋找問題Path Finding.cmo技術(shù)信息On:激活該查找Reset:重新查找Found:當(dāng)路徑被找到時被激活Not Found:當(dāng)路徑?jīng)]有被找到時被激活Position In Owner Ref:用戶自己所提交的位置Goal Position:目標(biāo)提及位置Goal Position Ref:目標(biāo)位置Heuristic Method:計算距離的方法。4種方法是可能的,看以下的細(xì)節(jié)Heuristic Factor:決定計算的重要性Diagonal:使對角線的移動賦予能力Obstacle Layer:障礙物所在的層Obstacle Threshold:如果障礙物所在的層的值比障礙物的起點要高的話,那么他就是一個障礙物Slowing Factor:增加或減少層的障礙物的影響Use Linkers: Allow the target to use linkersTeleporter As Obstacles: Do the target must consider teleporters as obstaclesMs/Frame: Max time to spend for path calculation for one frame.Path ID: Path representationorList of point: Path representationorCurve: Path representationPaths Length: Paths LengthPath Type: Choose the representation of the path.Optimize Path: Optimize number of points in the result path. Four Heuristic Methods of Distance CalculationHEURISTIC_EUCLIDIAN_DISTANCE: contextInfoS-m_F = newCost + newLayerCost + sqrtf(float) dx*dx+dy*dy)*pathProblem.m_HeuristicCoef; HEURISTIC_MANHATTAN_DISTANCE: contextInfoS-m_F = newCost + newLayerCost + (abs(dx)+abs(dy)*pathProblem.m_HeuristicCoef; Use Linkers:允許以用戶linkers為目標(biāo)Teleporter As Obstacles:使得目標(biāo)必須考慮teleporters作為一個障礙物Ms/Frame:在一幀中的路徑計算中花費(fèi)的最大時間Path ID:代表路徑的編號List of point:Curve:代表路徑Paths Length:路徑的寬Path Type:選擇路徑的類型Optimize Path:在結(jié)果的路徑中合適的點的數(shù)量4種計算距離的方法HEURISTIC_EUCLIDIAN_DISTANCE: contextInfoS-m_F = newCost + newLayerCost + sqrtf(float) dx*dx+dy*dy)*pathProblem.m_HeuristicCoef; HEURISTIC_MANHATTAN_DISTANCE: contextInfoS-m_F = newCost + newLayerCost + (abs(dx)+abs(dy)*pathProblem.m_HeuristicCoef; HEURISTIC_SQUARED_EUCLIDIAN_DISTANCE: contextInfoS-m_F = newCost + newLayerCost + (dx*dx+dy*dy)*pathProblem.m_HeuristicCoef; HEURISTIC_OPTIMIZED_EUCLIDIAN_DISTANCE: dx=abs(dx); dy=abs(dy); if (dydx) dx=dxdy; dy=dxdy; dx=dxdy; contextInfoS-m_F = newCost + newLayerCost + (0.9604f*dx+0.3978f*dy)*pathProblem.m_HeuristicCoef; DEFAULT: contextInfoS-m_F = newCost + newLayerCost; HEURISTIC_SQUARED_EUCLIDIAN_DISTANCE: contextInfoS-m_F = newCost + newLayerCost + (dx*dx+dy*dy)*pathProblem.m_HeuristicCoef; HEURISTIC_OPTIMIZED_EUCLIDIAN_DISTANCE: dx=abs(dx); dy=abs(dy); if (dydx) dx=dxdy; dy=dxdy; dx=dxdy; contextInfoS-m_F = newCost + newLayerCost + (0.9604f*dx+0.3978f*dy)*pathProblem.m_HeuristicCoef; DEFAULT: contextInfoS-m_F = newCost + newLayerCost; Layer SliderVersion 2.00 - VirtoolsCategorized in Grids DescriptionApply to a 3DENTITY.Impede the 3d object to enter into no-null squares of a specific layers. Layer Slider.cmoTechnical InformationOn: Activates the building block (it will be called every frames).Off: Deactivate the building block.Contact: activate each time theres a contact.No Contact: activate each time theres no contact.Influence Radius: amount of the object bounding sphere radius that will be taken into concideration to impede obstacles penetration.( in most case 30% or 40% for a character would be fine )A new functionnality concerning the camera has been added: the influence radius is taken into concideration for the cameras.Layer To Slide On: layer type to slide on.Reaction Vector: (Parameter added by settings) 3d vector response (beware, this vector isnt normalized).Reaction Vector: boolean value to be check if you want the reaction vector to be output as a parameter.Output Contact Count: defines the number of output parameters to be added, so you can get all the contact points between the object (modelized as a cylinder) and the non-nul squares of the specified layers.圖層滑動在Grids中將其分類描述適用于3D實體在一個指定的層中阻三維實體進(jìn)入非空方格Layer Slider.cmo技術(shù)信息On:激活這個BB(它在每幀中被請求)Off:撤消該BBContact:如果那有個碰撞,則每次都激活No Contact:如果沒有接觸,那么每次都要激活I(lǐng)nfluence Radius:對象所綁定的球體的半徑的大小會妨礙障礙物的穿透能力(大多數(shù)為30%或是40%為最佳)一個新的關(guān)于攝影機(jī)的功能被添加:影響半徑被攝像機(jī)放進(jìn)concideration中Layer To Slide On:滑動的層的類型Reaction Vector:(通過設(shè)置添加參數(shù))3D 矢量回復(fù)(注意,這個矢量不是標(biāo)準(zhǔn)的)Reaction Vector:如果你想要感應(yīng)矢量像一個輸出參數(shù)一樣輸出,那么就鉤選布爾值Output Contact Count:給添加的輸出參數(shù)的數(shù)量下定義,所以你能夠獲得所有的碰撞點在對象和不為空的具體指定層的方塊。Accuracy: maximum accuracy for object collision (higher values for bad FPS, or if the velocity is too high).You can specify has many layer has you want.Warning- Layer Slider doesnt take the Grids Priority into consideration. All the grids are taken into consideration.- Layer Slider needs accurate environnement;1 - the object proportional diameter must be inferior to the width and length of a grid square.2 - the object should not move with a too great velocity (ie: greater than its radius).3 - if you have a bad frame rate and do not want your object to pass trough walls when frame rate is too low, you should increment the Accurate setting.- for cameras, try to put a high influence radius: as the near clip plane is quite a small value, the resulting velocity with regard to the camera radius is often very high.Accuracy:對象碰撞的最大正確性(如果速度越高,bad FPS的值越高。)你能明確指出你想要的層警告Layer Slider不能把網(wǎng)格的優(yōu)先放到考慮中。Layer Slider需要精確的環(huán)境1- 對象的比例直徑必須低于一個網(wǎng)格方塊的擦行和寬2- 對象不能移動太大的矢量(ie:大于他的半徑)3- 如果你有一個損壞的虛擬對象然后不想要你的對象穿墻,當(dāng)虛擬對象的等級很低時,你應(yīng)該增加他的精確設(shè)置對于攝影機(jī),試著給一個大一些的半徑:正如near clip 飛機(jī)是一個很小的值,但是攝影機(jī)給的半徑通常都很大。Set Grid PriorityVersion 1.00 - VirtoolsCategorized in Grids DescriptionApply to a GRID.Sets the grids priority Set Grid Priority.cmoTechnical InformationIn: triggers the behaviors process.Out: is activated when the behaviors process is completed.Priority: The grid priority.See Also: Activate Object and Deactivate Object (for grids activation or deactivation) 設(shè)置網(wǎng)格屬性在Grids中將其分類描述適用于一個網(wǎng)格設(shè)置一個網(wǎng)格優(yōu)先權(quán)Set Grid Priority.cmo技術(shù)信息In:觸發(fā)該行為的進(jìn)程Out:當(dāng)行為的進(jìn)程完成時被激活Priority:在前面的網(wǎng)格Active Object和Deactivate Object也是如此針對網(wǎng)格的激活和撤消Set Square From 3D PosVersion 1.00 - VirtoolsCategorized in Grids/Basic DescriptionApply to a BEOBJECT.Sets the value of a square. Set Square From 3D Pos.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Pos3D: 3d position to be converted into a 2d position in the affected grid.Ref: basis in which the 3d position is expressed.Layer: Layer to be conidered.Value: Value to be retrieved.Remember, if you want to express an object position just set the referential as your object, and let 3dpos to (0,0,0) Warning- by now the only possible values are bou

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