Editing Mesh

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Valid parameters for a mesh are:
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Valid parameters for a mesh are
{|{{Prettytable}}
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|-
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;name: The name of the mesh
| {{Hl3}} |'''Parameters'''
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;vertex: this is a 'corner' of your mesh - a point where faces connect. (at least 3 are required)
| {{Hl3}} |'''Description'''
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;normal: a unit vector describing the direction light will reflect off the object
|-
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;texcoord: this is used for mapping textures onto the mesh.  This will link a point of the 2-Dimensional texture to a vertex on the 3-Dimensional object.  (0,0) refers to the lower left corner of the texture, (1,1) refers to the top right.  Textures are defined in the [[material]] object.
| '''name''' || The name of the mesh.
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;inside: an arbitrary vertex placed on the inside of the mesh object.  This keeps tanks from driving or spawning inside the object.
|-
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;phydrv: Assign a physics driver as defined in the [[physics]] object.
| '''vertex''' || this is a 'corner' of your mesh - a point where faces connect. (at least 3 are required).
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;smoothbounce: shot will ricochet from the face in the same direction as the defined normal.
|-
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;noclusters: Render each face individually.
| '''normal''' || a unit vector describing the direction light will reflect off the object.
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;shift: places the mesh using <x y z> coordinates
|-
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;scale: resizes the mesh along the x, y, or z axis
| '''texcoord''' || this is used for mapping textures onto the mesh.  This will link a point of the 2-Dimensional texture to a vertex on the 3-Dimensional object.  (0,0) refers to the lower left corner of the texture, (1,1) refers to the top right.  Textures are defined in the [[material]] object.
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;shear: repeatable
|-
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;spin: spins the mesh <angle> number of degrees, <n> number of rotations along one or more of the x, y, or z axis
| '''inside''' || an arbitrary vertex placed on the inside of the mesh object.  This keeps tanks from driving or spawning inside the object.
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;drivethrough: Tanks can drive through this mesh.
|-
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;shootthrough: Tanks can shoot through this mesh.
| '''phydrv''' || Assign a physics driver as defined in the [[physics]] object.
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;passable: Tanks can both shoot and drive through this mesh
|-
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;matref: Assign a [[material]] to all below faces.
| '''smoothbounce''' || shot will ricochet from the face in the same direction as the defined normal.
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;face: Start a face (required), see below:
|-
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| '''noclusters''' || Render each face individually.
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|-
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| '''shift''' || places the mesh using <x y z> coordinates.
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|-
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| '''scale''' || resizes the mesh along the x, y, or z axis.
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|-
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| '''shear''' || repeatable.
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|-
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| '''spin''' || spins the mesh <angle> number of degrees, <n> number of rotations along one or more of the x, y, or z axis.
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|-
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| '''drivethrough''' || Tanks can drive through this mesh.
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|-
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| '''shootthrough''' || Tanks can shoot through this mesh.
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|-
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| '''passable''' || Tanks can both shoot and drive through this mesh.
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|-
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| '''matref''' || Assign a [[material]] to all below faces.
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|-
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| '''face''' || Start a face (required), see below.
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|}
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Valid parameters within the face sub-object:
 
Valid parameters within the face sub-object:
{|{{Prettytable}}
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|-
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;vertices: Numbered list of vertices for this face. (requires at least three)
| {{Hl3}} |'''Sub-object'''
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;normals: Numbered list of normals for this face.
| {{Hl3}} |'''Description'''
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;texcoords: Numbered list of texture coordinates for this face.
|-
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;phydrv: Assign a [[Physics|physics driver]] to this face only.
| '''vertices''' || Numbered list of vertices for this face. (requires at least three).
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;smoothbounce: use normals to determine shot ricochets for this face.
|-
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;noclusters: ?
| '''normals''' || Numbered list of normals for this face.
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;drivethrough: Tanks can drive through this face.
|-
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;shootthrough: Tanks can shoot through this face.
| '''texcoords''' || Numbered list of texture coordinates for this face.
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;passable: Tanks can both shoot and drive through this face
|-
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;matref: Assign a [[material]] to this face.
| '''phydrv''' || Assign a [[Physics|physics driver]] to this face only.
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|-
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| '''smoothbounce''' || use normals to determine shot ricochets for this face.
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|-
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| '''noclusters''' || ?.
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|-
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| '''drivethrough''' || Tanks can drive through this face.
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|-
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| '''shootthrough''' || Tanks can shoot through this face.
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|-
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| '''passable''' || Tanks can both shoot and drive through this face.
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|-
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| '''matref''' || Assign a [[material]] to this face.
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|}
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Meshes have full support for [[Material]] (wherein custom textures can be defined) and [[Physics Drivers]].
 
Meshes have full support for [[Material]] (wherein custom textures can be defined) and [[Physics Drivers]].
  
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In order to have successful inside point coverage, you need to make sure all faces of your mesh are in "line of sight" to the point you specify. This means that all faces have direct vision to that point, just as if that point was a point of light and all the faces were eyes. Only what can be seen through a straight line will be considered the inside for that face.
 
In order to have successful inside point coverage, you need to make sure all faces of your mesh are in "line of sight" to the point you specify. This means that all faces have direct vision to that point, just as if that point was a point of light and all the faces were eyes. Only what can be seen through a straight line will be considered the inside for that face.
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Illustration is better than words, here is an image drawn up by '''Spazzy McGee''' from the forums.
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http://img205.imageshack.us/img205/2140/insides.jpg
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(Original forum post http://my.bzflag.org/bb/viewtopic.php?p=139382#p139382)
  
 
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==Editor Support==

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