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 ).
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 mesh are
- Within the main mesh object
- name: The name of the mesh
- vertex: Add a vertex to the mesh (repeatable); this is a 'corner' of your mesh - a point where faces connect.
- normal: Add a normal to the mesh (repeatable)
- texcoord: Add a texture coordinate (repeatable); this is used for mapping textures onto complicated meshes.
- phydrv: Assign a physics driver to the entire mesh.
- smoothbounce: Ricochets use normals.
- noclusters: Render each face individually.
- Standard Tranformations (all repeatable):
- matref: Assgn a material to all below faces.
- face: Start a face (repeatable), see below:
- Within the face sub-object
- verticies: Numbered list of verticies for this face, requires at least three.
- normals: Numbered list of normals for this face.
- texcoords: Numbered list of texture coordinates for this face.
- phydrv: Assign a physics driver to this face only.
- drivethrough: Tanks can drive through this face.
- shootthrough: Tanks can shoot through this face.
- passable: Tanks can both shoot and drive through this face
- matref: Assign a material to this face.
- endface End this face.
TODO::Document drawinfo code.
The appearance of a mesh will vary greatly as by it's very nature it can be defined to look like anything.
The mesh object is supported by the BZWTools blender plugin, the Wings3D Exporter or hand coding.
The Mesh object was added with the v2.0.0 release of BZFlag.