Difference between revisions of "Mesh"

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(Pasted in more information on the pre-2.0.6 meshes)
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==Code==
 
==Code==
 
The code for a mesh object is as follows, this is only an example
 
The code for a mesh object is as follows, this is only an example
 
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{|
 +
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  mesh
 
  mesh
 
   name example_mesh
 
   name example_mesh
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   end   # drawInfo
 
   end   # drawInfo
 
  end   # mesh
 
  end   # mesh
 
+
|}
  
 
Valid parameters for a base are
 
Valid parameters for a base are

Revision as of 19:54, 11 March 2007

A mesh is a BZW map object that defines an arbitrary three dimensional shape. A mesh is defined as a series of faces containing 3 or more points in three dimensional space ( or a vertex ).

Code

The code for a mesh object is as follows, this is only an example

mesh
 name example_mesh
 # Material properties applied to a mesh apply to all faces
 # that follow the setting. Mesh faces will alter their own
 # properties without affecting the state of the mesh properties.
 # The same pattern is used to apply physics drivers.
 inside 5.5 4.5 1.2 # add an inside point (repeatable) 
 outside 0 0 1000 # add an outside point (repeatable) 
 vertex 100 200 300 # add a vertex (repeatable) 
 normal 1.0 0 0 # add a normal (repeatable) 
 texcoord 0.1 0.75 # add a texture coordinate (repeatable) 
 shift 0 0 0 # (repeatable) 
 scale 1 1 1 # (repeatable) 
 shear 0 0 0 # (repeatable) 
 spin angle nx ny nz # (repeatable) 
 phydrv example_phydrv # assign a physics driver 
 smoothbounce # ricochets use normals 
 noclusters # render each mesh face individually 
            # (this can be useful for occluders) 
 face # start a face (repeatable) 
      # faces must be convex polygons 
   vertices 1 4 0 3 5 # list of vertices (requires at least three) 
   normals 2 6 0 4 7 # list of normals (optional) 
   texcoords 0 3 2 4 9 # list of texture coordinates (optional) 
   phydrv example_phydrv # assign a physics driver 
   smoothbounce 
   noclusters 
   drivethrough 
   shootthrough 
   passable 
   material 
 endface # end the face 
 #
 #  This next element can be added to increase the rendering speed
 #  of the mesh object. If the client is capable of using this data,
 #  then it is used to draw the mesh instead of the face  information.
 #
 drawInfo
   dlist		      # display list for all material sets
   decorative		      # older clients with not see this mesh
   angvel <degrees/sec>       # rotation about initial Z axis
   extents <minX> <minY> <minZ> <maxX> <maxY> <maxZ>
   sphere <x> <y> <z> <radiusSquared>
   corner <v> <n> <t>	      (repeatable)
   vertex 0.0 0.0 0.0	      (repeatable)
   normal 0.0 0.0 0.0	      (repeatable)
   texcoord 0.0 0.0	      (repeatable)
   lod			      (repeatable)
     lengthPerPixel <value>
     matref <name>	      (repeatable)
       dlist		      # display list for this material set
       sphere <x> <y> <z> <radiusSquared>
       points	 0	      (repeatable)
       lines	 0 1	      (repeatable)
       lineloop  0 1	      (repeatable)
       linestrip 0 1	      (repeatable)
       tris	 0 1 2	      (repeatable)
       tristrip  0 1 2	      (repeatable)
       trifan	 0 1 2	      (repeatable)
       quads	 0 1 2 3      (repeatable)
       quadstrip 0 1 2 3      (repeatable)
       polygon	 0 1 2	      (repeatable)
     end  # matref
   end	  # lod
 end	  # drawInfo
end	  # mesh

Valid parameters for a base are

TODO::add stuff here

Meshes have full support for Material, Texture Matrix, and Physics Drivers.

Appearance

The appearance of a mesh will vary greatly as by it's very nature it can be defined to look like anything.

Editor Support

The mesh object only supported by the BZWTools blender plugin.

History

The Mesh object was added with the v2.0.0 release of BZFlag.