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ControllersGet Mouse DisplacementVersion 1.00 - VirtoolsCategorized in Controllers/Mouse DescriptionApply to a BEOBJECT.Gets the mouse relative movement. Get Mouse Displacement.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.X: number of pixels the mouse has moved along the X axis of the screen.Y: number of pixels the mouse has moved along the Y axis of the screen.Displacement Vector: number of pixels the mouse has been moved along the screen in a 2D Vector.The movement returned is the number of pixel the mouse moved since the previous frame. Positive X movement is from left to right. Positive Y movement is from top to bottom.控制获取鼠标位移在Controllers/Mouse描述适用于行为对象获取鼠标光标的相对运动Get Mouse Displacement.cmo技术信息In:触发该进程Out:当进程结束时被激活X:鼠标在显示器上在X轴方向上的像素Y:鼠标在显示器上在Y轴方向上的像素Displacement Vector:鼠标沿着显示器上的2D矢量的像素值会动态的返回一个鼠标当前帧的像素值。X的值是从左到右移动的。Y的值是从上到下移动的。Get Mouse PositionVersion 1.00 - VirtoolsCategorized in Controllers/Mouse DescriptionApply to a BEOBJECT.Gets the position of the mouse. Get Mouse Position.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.X: position of the mouse cursor on the X axis of the screen.Y: position of the mouse cursor on the Y axis of the screen.Position: position of the mouse cursor as a 2D Vector.Relative To Window: if checked, returns the position of the mouse relative to the 3d view window.获取鼠标位置在Controllers/Mouse中将其分类描述适用于行为对象获取鼠标光标的当前位置Get Mouse Position.cmo技术信息In:触发该进程Out:当进程结束时被激活X:鼠标在显示器上在X轴方向上的像素Y:鼠标在显示器上在Y轴方向上的像素Displacement Vector:鼠标沿着显示器上的2D矢量的像素值Relative To Window:如果被钩选,返回的鼠标的位置在3D视图窗口中Input StringVersion 1.00 - VirtoolsCategorized in Controllers/Keyboard DescriptionApply to a BEOBJECT.Captures text entered by user. Input String.cmoTechnical InformationOn: Activates the process. The ouput string is initialized with the reset string.Off: deactivates the process.On: Activates if the user press Enter or when the input On or when the End Key is activated, it depends on the Multiline setting.Off: Activates when the input Off is activated.Updated String: Activates if the string or the caret have changed.Reset String: String to be used when reset.End Key: Key to be used to stop the edition when multiline is activated. When multiline is activated Return is used to add a new line, else it is used to stop the edition. This parameter exists only if Multiline is TRUE.String: Current string.Key: Current key.输入字符串在Controllers/Keyboard中将其分类描述适用于行为对象捕获用户输入的文本信息Input String.cmo技术信息On:激活该进程。输出字符串被重置字符串变为初始状态Off:撤消该进程On:如果用户按下Enter或是当输入On,或是当End Key被激活,它取决于Multiline的设置Off:当输入Off时被激活Updated String:当字符或非字符改变时被激活Reset String:当重置时被使用的字符串End Key:当multiline被激活,该键被使用来停止。当multiline被激活时Return被用来添加一条新线,否则该键被用来停止。只有当Multiline为真时,参数才存在。String:现有的字符串Key:现有的键Max Size: Maximum size of the entered string (number of characters).Keyboard Repetition: Should keyboard repertition be activated ?Multiline: Should multiline be activated. If you set it to TRUE you should use 2D Text or 3D Text. Text Display isnt compatible with this option.Disable Keyboard Section: Used to disable the processing of keyboard parts by this Building Block. You can disbale the arrows and / or the numpad.Use Caret: Do you want to see the caret in your string. If you set it to TRUE you should use 2D Text or 3D Text. Text Display isnt compatible with this option.Max Size:输入的字符串的最大长度(角色的数量)Keyboard Repetition:键盘应该被激活吗?Multiline:线是否应该被激活。如果你对使用的2D或是3D文本设置为真。文本和这个不是共存的。Disable Keyboard Section:通过这个BB使键盘部分的进程丧失能力。(?)Use Caret:你想要在你输入的字符中看到非字符吗?如果你对使用的2D或是3D文本设置为真。文本和这个不是共存的。Joystick ControllerVersion 1.00 - VirtoolsCategorized in Controllers/Joystick DescriptionApply to a BEOBJECT.Sends standard joystick messages to the building block owner. Joystick Controller.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Joystick Not Attached: activated when the joystick is unplugged at runtime. Messages sent are Joy_Up / Joy_Down / Joy_Left / Joy_Right / Joy_ButtonN, N ranging from 1 to 6. These messages are sent automatically on joystick commands. This building block is meant to be used in association with Character Controller. This combination allow you to use and test quite quickly a character with its animations. If a joystick is unplugged at runtime you can force the Input Manager to rescan joysticks using the Virtools SDK in C+ or VSL. Here is a sample to do it using VSL: void main()InputManager iman = InputManager.Cast(bc.GetManagerByGuid(GetInputManagerGuid();iman.CheckJoystickConnected();joystick_count = iman.GetJoystickCount();See also: Keyboard Controller, Character Controller, Joystick Mapper, Joystick Waiter.游戏操纵杆控制器在Controllers/Joystick中将其分类描述适用于行为对象发送标准的游戏操纵杆信息到相应的BB交互模块Joystick Controller.cmo技术信息On:激活该进程Off:撤消该进程Joystick Not Attached:当在运行时草操控杆没有使用时被激活信息通过向上的、向下的、向左的、向右的、按钮来执行,N从1排到6。这些信息被自动的通过操控杆来传递。这个BB意味着要和Character Controller一起协同使用。这两个的结合能够使用户更迅速的测试一个带有动作的角色如果一个操控杆在运行的时候没有被使用,你能迫使输入管理器重新设置操控杆,通过使用Virtools中的SDK,可以用C+或是VSL语言编写。这就有个使用VSL语言的例子:void main()InputManager iman = InputManager.Cast(bc.GetManagerByGuid(GetInputManagerGuid();iman.CheckJoystickConnected();joystick_count = iman.GetJoystickCount();“Keyboard Controller”,“Character Controller”,“Joystick Mapper”,“Joystick Waiter”也是如此Joystick MapperVersion 1.00 - VirtoolsCategorized in Controllers/Joystick DescriptionApply to a BEOBJECT.Binds specific messages to joystick commands. Joystick Mapper.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Joystick Not Attached: activated when the joystick is unplugged at runtime.Analog Position: vector containing joysticks X-axis, Y-axis and Z-axis values respectively.Axis Sensitivity: threshold in percentages of 3 axes after which the messages are triggered. 1 means sensitive response and 99 demands maximum effort to get a response. This building block allows specific messages to be sent when receiving a joystick command. The object receiving the message can be of any type, therefore the color of a light could be controlled via joystick just as much as the position of a 3D Entity, for example.游戏操纵杆映射在Controllers/Joystick中将其分类描述适用于行为对象对游戏操纵杆捆绑指定的信息Joystick Mapper.cmo技术信息On:激活该进程Off:撤消该进程Joystick Not Attached:当操纵杆在运行时没有使用时被激活Analog Position:矢量包含操纵杆的X轴,Y轴和Z轴各自的值。Axis Sensitivity:在信息触发之后,起始值为3个轴的百分比。1表示很迅速就回复了,99表示要努力的去获得一个请求。这个BB允许发送特殊的信息当接收到一个操纵杆的命令时。接收信息的对象能够是任何类型,因此灯的颜色应该被操纵杆控制,就像一个3D实体一样Messages are bound to joystick commands in the custom dialog box by clicking on the desired command in the dialog box and then selecting (or creating) the message to be sent to the object, and then clicking on Add. Selection can also be done by pressing the joystick buttons directly. If the message DEAD was meant to be sent to the character when pressing UP, the way to do it would be to apply the Joystick Mapper building block to the character (or to specify the character as the building blocks Target, i.e. message receiver). Via the custom dialog box, UP would be pressed, DEAD would be entered as the message to be sent, and Add would be clicked. JOY_UP bound with message DEAD would then appear in the bottom half of the box indicating that this message had successfully been bound to the appropriate joystick command. If a joystick is unplugged at runtime you can force the Input Manager to rescan joysticks using the Virtools SDK in C+ or VSL. Here is a sample to do it using VSL: void main()InputManager iman = InputManager.Cast(bc.GetManagerByGuid(GetInputManagerGuid();iman.CheckJoystickConnected();joystick_count = iman.GetJoystickCount();See also: Joystick Waiter.Warning- Bound messages can only be sent to the the target object of the building block Joystick Mapper.信息被绑定在操纵杆上,在用户自定义对话框中通过在对话框中钩选想要的指令,然后选择(或创建)被赋予信息的对象,并单击Add。可以直接按下操纵杆上的按钮来进行选择。当按下Up时,如果信息DEAD意思是被发送给一个角色,方法是他应该向Joystick Mapper BB发出请求(或者指出该BB对应的目标角色,就像信息接收器)通过用户对话框,Up被按下时,DEAD将被以信息的方式发送,Add也会被点击。“操纵杆被绑定上了DEAD的信息”然后在对话框的左下部分将会出现信息已成功的被操纵杆所执行。如果一个操控杆在运行的时候没有被使用,你能迫使输入管理器重新设置操控杆,通过使用Virtools中的SDK,可以用C+或是VSL语言编写。这就有个使用VSL语言的例子:void main()InputManager iman = InputManager.Cast(bc.GetManagerByGuid(GetInputManagerGuid();iman.CheckJoystickConnected();joystick_count = iman.GetJoystickCount();Joystick Waiter也是如此警告绑定信息只能够通过Joystick MapperBB来发送信息给目标对象Joystick WaiterVersion 2.00 - VirtoolsCategorized in Controllers/Joystick DescriptionApply to a BEOBJECT.Activates different outputs according to Joystick commands. Joystick Waiter.cmoTechnical InformationOn: activates the behavior.Off: disables the behavior.Joystick Idle: is activated when the joystick is idle (no direction, no button pressed.)Joystick Not Attached: activated when the joystick is unplugged at runtime.xxx Moved: is activated when the joystick is moving in its xxx axis. See the settings for the possible axis list.Button xxx Moved: is activated when the xxxth joystick button is pressed, with xxx ranging from 1 to 32.Analog Position: vector containing joysticks X-axis, Y-axis and Z-axis values respectively.Rotation: vector containing joysticks X-axis, Y-axis and Z-axis rotation values respectively.Sliders: vector2D containing joysticks Slider1 (U Axis) and Slider2 (V Axis) values respectively.Point Of View: angle containing joysticks point of view (a negative value means the POV is centered).等待游戏操纵杆事件在Controllers/Joystick中将其分类描述适用于行为对象依照游戏操纵杆命令来激活不同的输出事件Joystick Waiter.cmo技术信息On:激活该行为Off:使行为丧失能力Joystick Idle:当操纵杆空闲时被激活(方向杆、按钮都没有被按下)Joystick Not Attached:当在运行时操纵杆空闲,那么则被激活XXX Moved:当操纵杆沿着它的XXX轴移动时被激活。看可能有的轴的设置。Button XXX Moved:当操纵杆上的XXXth被按下时,则被激活,XXX的值为1-32Analog Position:矢量包含操纵杆的各自的X轴,Y轴,Z轴。Rotation:矢量包含操纵杆的各自的X轴,Y轴,Z轴。Sliders:2D适量包含滚轮1(U轴)和滚轮2(V轴)Point Of View:角度包含操纵杆的视野(一个负值意思是POV是有圆心的)Axis Sensitivity: minimum move needed to activate an output, values between 0 and 1. Use X-axis for absolute moves, Y-axis for relative moves sensitivity. Z-axis is obsolete and remains for backward compatibility only.Axis Outputs: The possible Axis are: Axis X, Axis Y, Axis Z, Rotation X, Rotation Y, Rotation Z, Slider 1, Slider 2, Point Of View (it can be moved or centered, activating two different outputs.)Button Outputs: Choose the buttons among 32 you want to see states.Relative Moves: Which axis outputs should be activated by relative moves only.Each output is activated according to the joysticks state while the building block remains active. Relative moves are usually used for the sliders and the point of view.If a joystick is unplugged at runtime you can force the Input Manager to rescan joysticks using the Virtools SDK in C+ or VSL. Here is a sample to do it using VSL: void main()InputManager iman = InputManager.Cast(bc.GetManagerByGuid(GetInputManagerGuid();iman.CheckJoystickConnected();joystick_count = iman.GetJoystickCount();See also: Joystick Mapper.Axis Sensitivity:激活一个输出的最小的移动量,值在0-1之间。X轴控制绝对移动,Y轴对相对移动进行控制。Z轴是废弃的,只保留向后的协调性。Axis Outputs:可能有的轴为X轴,Y轴,Z轴,绕X轴旋转,绕Y轴旋转,绕Z轴旋转,滑轮1,滑轮2,视角(能够被移动或是有圆心的,使2个不同的输出参数激活)Button Ouputs:选择在32之间你所看到的情况Relative Moves:通过相对移动来激活输出的轴当BB保持激活状态时,每个输出都是通过操纵杆来激活的。相对移动都通常是对于滚轮和视野的如果一个操控杆在运行的时候没有被使用,你能迫使输入管理器重新设置操控杆,通过使用Virtools中的SDK,可以用C+或是VSL语言编写。这就有个使用VSL语言的例子:void main()InputManager iman = InputManager.Cast(bc.GetManagerByGuid(GetInputManagerGuid();iman.CheckJoystickConnected();joystick_count = iman.GetJoystickCount();Joystick Mapper也是如此WarningThe outputs that are activated depends greatly on the joystick. For example, an analog stick can activate the Z-rotation and the slider1 outputs - i.e. not necessarily the outputs you expect. In this case, you may be better off using the Relative Moves check boxes so that the joystick works in the way you expect.It is impossible to gurarantee that two different joysticks will work in the same way, and so produce the same results. As both points above are related to hardware, this is beyond Virtools control.警告输出的激活极大的依赖于操纵杆。举个例子,一个模拟的控制杆能够激活使绕Z轴旋转以及使滚轮1输出-不一定能够输出你想要的。在这个例子里,你能更好的使用“Relative Moves“钩选框,这样就可以使操纵杆操纵起来更得心应手。2个不同的操纵杆同时使用时是不可能保证的。当以上几点和硬件相关时,这个就超过了Virtools的控制了Key EventVersion 1.00 - VirtoolsCategorized in Controllers/Keyboard DescriptionApply to a BEOBJECT.Activates one output when a specific key is pressed and a different output when the released. Key Event.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Pressed: is activated when the key is pressed.Released: is activated when the key is released.Key: key to wait for. This is chosen in the parameter dialog box by first clicking Select Key and then pressing the key to wait for. The desired key will then appear to the right of Select Key.Key State: current state of the expected key, with TRUE = pressed and FALSE = released.You can add many inputs parameters to detect combos. 键盘事件在Controllers/Keyboard中将其分类描述适用于交互对象当一个指定的键盘按键按下后激活一个输出事件,释放时激活另一个输出事件Key Event.cmo技术信息On:激活该进程Off:撤消该进程Pressed:当该键被按下时被激活Released:当该键释放时被激活Key:等待的按键。这个在参数对话框中被选择通过单击“Select Key“然后按下该键并等待。被要求的按键将会显示出正确的“Select Key”Key State:现有的按键的状态,为真时被按下,为假时被释放你能添加一些输入参数来发现combosKey WaiterVersion 1.00 - VirtoolsCategorized in Controllers/Keyboard DescriptionApply to a BEOBJECT.Waits for a key to be pressed. Key Waiter.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Key: key to wait for. This is chosen in the parameter dialog box by first clicking Select Key and then pressing the key to wait for. The desired key will then appear to the right of Select Key.Wait For Any Key: if TRUE, the building block will wait any key to be pressed. The input parameter is deleted, and a output parameter is created; and in this case the output parameter retrieves the pressed key.Useful for Press any key to continue. capabilities.Waits for a key to be pressed. If the setting parameter Wait Any Key is set to FALSE, this building block will wait for a specific given key (default), if set to TRUE, then it will wait for anykey to be pressed, retrieving this key as an output parameter.See Also: Switch On Key, Key Event.等待键盘事件在Controllers/Keyboard中将其分类描述适用于交互对象等待一个键盘按下触发的事件Key Waiter.cmo技术信息In:触发该进程Out:当进程结束时被激活Key:等待的按键。这个在参数对话框中被选择通过单击“Select Key“然后按下该键并等待。被要求的按键将会显示出正确的“Select Key”Wait For Any Key:如果为真,这个BB会等待任何一个被按下的按钮。输入参数被删除,然后一个输出参数被创建;在这个例子里,输出参数被所按下的按钮重新获取Useful for:“按任意键继续.”等待键盘按下触发的事件。如果Wait Any Key被设置为假,这个BB将会等待一个特殊的按键(默认的),如果该设置为真,那么它会等待任意一个按键去按下,像一个输出参数一样被重新取回。Switch On Key,Key Event也是如此Keyboard ControllerVersion 1.00 - VirtoolsCategorized in Controllers/Keyboard DescriptionApply to a BEOBJECT.Emulates joystick messages using the keyboard. Keyboard Controller.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Maps keys to Joystick messages, as follows:Num 8 - Joy_UpNum 2 - Joy_DownNum 4 - Joy_LeftNum 6 - Joy_RightInsert - Button 1Home - Button 2Prior - Button 3Delete - Button 4End - Button 5Next - Button 6This building block emulates a joystick.See also: Joystick Controller, Character Controller.键盘控制器在Controllers/Keyboard中将其分类描述适用于交互对象使用键盘来模拟操纵杆信息Keyboard Controller.cmo技术信息On:激活该进程Off:撤消该进程操纵杆的信息如下所示:Num 8 - 操纵杆向上Num 2 - 操纵杆向下Num 4 - 操纵杆向左Num 6 - 操纵杆向右Insert - 按钮1Home - 按钮 2Prior - 按钮 3Delete - 按钮 4End - 按钮 5Next - 按钮 6这个BB仿真了一个操纵杆 “Joystick Controller”“Character Controller”也是如此Keyboard MapperVersion 1.00 - VirtoolsCategorized in Controllers/Keyboard DescriptionApply to a BEOBJECT.Binds specific messages to keyboard keys. Keyboard Mapper.cmoTechnical InformationOn: activates the process.Off: deactivates the process.This building block allows specific messages to be sent when certain keys on the keyboard are pressed.The object receiving the message can be of any type, therefore the color of a light could be controlled via the keyboard just as much as the position of a 3D Entity, for example. Messages are bound to keys in the custom dialog box by clicking on the desired key in the dialog box and then selecting (or creating) the message to be sent to the object, and then clicking on Add.If the message DEAD was meant to be sent to the character when pressing the D key, the way to do it would be to apply the Keyboard Mapper building block to the character (or to specify the character as the building blocks Target, i.e. message receiver). Via the custom dialog box, the D key would be pressed, DEAD would be entered as the message to be sent, and Add would be clicked. D bound with message DEAD would then appear in the bottom half of the box indicating that this message had successfully been bound to the appropriate keyboard key. 键盘映射在Controllers/Keyboard中将其分类描述适用于交互对象捆绑指定的信息到键盘事件Keyboard Mapper.cmo技术信息On:激活该进程Off:撤消该进程这个BB允许特殊的信息被发送,当键盘上的按键被按下时接收信息的对象能够是任意类型,因此灯的类型应该被键盘所控制,

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