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CollisionsBox Box IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between two 3D entities at the box level. Box Box Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 0: first entity to be tested.Entity 1: second entity to be tested.Hierarchy 0: specify whether to concider the bounding box of the first entity and its children, or just the bounding box of the first entity.Hierarchy 1: specify whether to concider the bounding box of the second entity and its children, or just the bounding box of the second entity.This building block detects the collision between two entitys bounding boxes.Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.碰撞盒盒相交在Collisions/Intersection中将其分类描述适用于行为对象在一个立方空间内检测两个三维实体的碰撞Box Box Intersection.cmo技术信息In:触发该进程True:如果两个实体交叉则被激活False:如果两个实体没有交叉则被激活Entity 0:第一个受实验的实体Entity 1:第二个受实验的实体Hierarchy 0:明确指出是否考虑第一个绑定实体和它的子节点,或者只是第一个被绑定的实体。Hierarchy 1:明确指出是否考虑第二个绑定实体和它的子节点,或者只是第二个被绑定的实体这个BB表示是在两个绑定的实体之间实现的碰撞。警告这个BB告诉我们在给定的时间内,如果对象1被接触不再是对象2。如果你需要执行这个测试每5个渲染进程,你就必须每5帧循环一次这个BB如果你需要执行这个测试在每帧中,你就需要每帧循环一次这个BBBox Face IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between the first entitys bounding box and each faces of the second entity. Box Face Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 1: first entity to be tested.Entity 2: second entity to be tested.This building block detects the collision between the first entitys bounding box and each faces of the second entity. Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.盒面相交在Collisions/Intersection中将其分类描述适用于行为对象检测第一个实体的边界框和第二个实体的每一个表面的碰撞Box Face Intersection.cmo技术信息In:触发该进程True:如果2个实体相交则被激活False:如果2个实体没有相交则被激活Entity 1:被测试的第一个实体Entity 2:被测试的第二个实体这个BB指出在第一个被绑定的实体和第二个实体的表面之间进行的碰撞。警告这个BB告诉我们在给定的时间内,如果对象1被接触不再是对象2。如果你需要执行这个测试每5个渲染进程,你就必须每5帧循环一次这个BB如果你需要执行这个测试在每帧中,你就需要每帧循环一次这个BBCharacter Prevent From CollisionVersion 1.00 - VirtoolsCategorized in Collisions/Character DescriptionApply to a CHARACTER.OBSOLETE - see Object Slider BB.Prevents the character from colliding obstacles. Technical InformationOn: activates the process.Off: deactivates the process.Collision Occured: is activated when a collision occurs.No Collision: is activated while no collision occurs.Geometry Precision: you can force a geometry precision for all the obstacles or use the attributes specified precision with the Automatic value.Detection Tests: the maximum number of tests to be performed in addition to the initial one, to determine if a collision occured. The building block stops testing at the first collision it encounters, then tests for a safe position from that point.Safe Position Tests: the maximum number of tests to be performed in addition to the initial one, to determine the nearest safe position from the collision point.阻止碰撞的角色在Collisions/Character中将其分类描述适用于角色阻止角色进行碰撞技术信息On:激活该进程Off:撤消该进程Collision Occurred:当碰撞发生时被激活No Collision:当没有碰撞发生事时被激活Geometry Precision:你可以强迫一个几何学上的精确性或是使用属性中的Automatic值说明所有的障碍物Detection Tests:当碰撞发生时测试的最大值将被执行除了初始值之外。这个BB在遇到第一个碰撞时将停止测试,然后测试在那个点上的安全的方位。Safe Position Tests:测试的最大值被执行除了初始值,来决定碰撞点中最安全的方位。BodyPart Touched: the collided sub object (body part) of the character.Touched Obstacle: 3D Entity touched by the body part (retrieves the parent of the obstacle if you specified the collision to be hierachical).Touched Sub Obstacle: 3D Entity touched by the body part (retrieves the exact object on a hierachical collision). - Unlike the DetectCollision building block, Character Prevent From Collision doesnt need to be looped if you want the collision to be tested every frame.- The attached character will be given the Moving Obstacle attribute by this building block, but for each object you wish to avoid, the objects need to be assigned the Fixed Obstacle or Moving Obstacle attribute.WarningThis building block is obsolete and is only included for backwards compatibility. BodyPart Touched:角色的碰撞部位Touched Obstacle:3D实体接触的位置(如果你具体指出碰撞的层级关系父节点将被重新设置)Touched Sub Obstacle:3D实体接触的部位(在碰撞中重置精确的对象)不像“DetectCollision”行为交互模块,“Character Prevent From Collision” 如果你想要碰撞每帧都被测试,不需要循环。这个附属的角色通过设置“Moving Obstacle”的属性来给定,但是对每个你想要躲开的对象,这个对象需要被分配属性给Fixed Obstacle或者Moving Obstacle警告这个BB已经废旧了Collision DetectionVersion 1.00 - VirtoolsCategorized in Collisions/3D Entity DescriptionApply to a 3DENTITY.Detects the collision between the 3D object and other 3d object declared as obstacles. Collision Detection.cmoTechnical InformationIn: triggers the process.True: is activated if an obstacle touched the object.False: is activated if no obstacle touched the object.Geometry Precision: you can force here a geometry precision for all the obstacles or use the attributes specified precision with the Automatic value.Detection Tests: the maximum number of tests to be performed in addition to the initial one, to determine if a collision occured. The building block stops testing at the first collision it encounters, then tests for a safe position from that point.Safe Position Tests: the maximum number of tests to be performed in addition to the initial one, to determine the nearest safe position from the collision point.碰撞检测在Collisions/3D Entity中将其分类描述适用于三维实体检测三维对象和宣布为障碍物的三维对象之间的碰撞Collision Detection.cmo技术信息In:触发该进程True:如果障碍物碰到对象时则被激活False:当没有障碍物碰到对象时被激活Geometry Precision:你可以强迫一个几何学上的精确性或是使用属性中的Automatic值说明所有的障碍物Detection Tests:当碰撞发生时测试的最大值将被执行除了初始值之外。这个BB在遇到第一个碰撞时将停止测试,然后测试在那个点上的安全的方位。Safe Position Tests:测试的最大值被执行除了初始值,来决定碰撞点中最安全的方位。Object Part: if the object which building block is applied to, is composed of many others, Object Part retrieves the collided sub object. If theres no sub object, Object Part retrieves simply this object.Touched Obstacle: 3D Entity touched by the object (retrieves the parent of the obstacle if you specified the collision to be hierarchical).Touched Sub Obstacle: 3D Entity touched by the object (retrieves the exact object on a hierarchical collision).Touched Vertex: nearest Vertex of the obstacle when the collision occurs.Touched Face: nearest Face of the obstacle when the collision occurs.Touching Vertex: nearest Vertex of the tested object when the collision occurs.Touching Face: nearest Face of the tested object when the collision occurs.Impact Point: the approximate impact point (based on the two nearest vertices of the two objects).Impact Normal: the approximate impact normal (based on the two nearest vertices of the two objects, not on the face normal of the obstacle).Impact Orientation: the world matrix of the tested object before the collision occurs (the matrix of the previous frame if it cant find anything better.)Impact Data: With these flags, you can choose which information is relevant to you. Object Part:如果这个BB适用于这个对象,由其他的一些组成,Object Part恢复了碰撞的子对象。如果没有子对象,Object Part取回单个物体。Touched Obstacle:3D实体接触的位置(如果你具体指出碰撞的层级关系父节点将被重新设置)Touched Sub Obstacle:3D实体接触的部位(在碰撞中重置精确的对象)Touched Vertex:当发生碰撞时,障碍物最近的顶点Touched Face:当发生碰撞时,障碍物最近的面Touching Vertex:当发生碰撞时,受测验物体最近的顶点Touching Face:当发生碰撞时,受测验物体最近的面Impact Point:近似碰撞冲击点(两个对象上最近的两个顶点)Impact Normal:近似法线碰撞(两个对象中最近的两个顶点,不是障碍物的面)Impact Orientation:在碰撞发生之前被测试对象的世界母体(如果你不能找到任何更好的)Impact Data:通过这些旗子,你能选择有关你的信息Warning- This building block tells at a given time if the object is touching or not an obstacle.If you need to execute this test every 5 behavioral process, you should then loop this building block with a 5 frame link delay.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link delay.- Each obstacles to be assigned the Fixed Obstacle or Moving Obstacle attribute, knowing that only the objects that doesnt move from one frame to another can be safely assigned the Fixed Obstacle attribute.警告这个BB告诉我们在给定的时间内,如果对象1被接触不再是对象2。如果你需要执行这个测试每5个渲染进程,你就必须每5帧循环一次这个BB如果你需要执行这个测试在每帧中,你就需要每帧循环一次这个BB每个障碍物被分配给Fixed Obstacle或者是Moving Obstacle属性,只有对象不能从一个虚拟对象移动到另一个。Declare FloorsVersion 2.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a BEOBJECT.Identifies floor objects by their name Declare Floors.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Key Substring: any object in the level which name containing this string becomes a floor.This building block can be applied to any object in the enviroment.eg: if Key Name= Quad, then all the objects of the scene containing Quad in their name, will be concidered as floors.It must be triggered once to initialize floor management.You can declare floors also by giving the Floor attribute to your floors.宣布为地板在Collisions/Floors中将其分类描述适用于行为对象通过名称来识别地板对象Declare Floors.cmo技术信息In:触发该进程Out:当进程结束时被激活Key Substring:任何一个在层级里的对象包含这个字符的为一个地板这个BB能够适用于在这个环境中的任何对象Eg:如果Key Name为Quad,然后场景中所有名称当中包含Quad的,将被认为是地面当地板为初始状态时被激活你能通过给定Floor中的属性值来声明一个地面Declare ObstaclesVersion 1.00 - VirtoolsCategorized in Collisions/Obstacle DescriptionApply to a BEOBJECT.Identifies obstacle objects by their name Declare Obstacles.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Key Substring: any object in the level which name contains this string becomes an obstacle.Moving: whether you want the objects to be defined as moving obstacles.Geometry: the type of geometry you want to consider in collision testing.This building block can be applied to any object in the environment. It should be triggered only once to initialize collision management. 宣布为障碍物在Collisions/Obstacle中将其分类描述适用于行为对象通过名称来识别障碍物对象Declare Obstacles.cmo技术信息In:触发该进程Out:当进程结束时被激活Key Substring:任何一个在层级里的对象包含这个字符的为一个障碍物Moving:你是否想要对象被声明为移动的障碍物Geometry:你想要在碰撞测试中的几何学类型这个BB能够适用于在这个环境中的任何对象。Face Face IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a BEOBJECT.Detects the collision between two 3D entities at the face level. Face Face Intersection.cmoTechnical InformationIn: triggers the process.True: is activated if the 2 entities are in intersection.False: is activated if the 2 entities are not in intersection.Entity 1: first entity to be tested.Entity 2: second entity to be tested.This building block detects the collision between each faces of the first entity and each faces of the second entity.Warning- This building block tells at a given time if the object 1 is touching or not the object 2.If you need to execute this test every 5 rendering process, you should then loop this building block with a 5 frame link.If you need to execute this test at each rendering process, you should then loop this building block with a 1 frame link.面面相交在Collisions/Intersection中将其分类描述适用于行为对象检测两个三维实体表面之间的碰撞Face Face Intersection.cmo技术信息In:触发该进程True:如果2个实体相交则被激活False:如果2个实体没有相交则被激活Entity 1:被测试的第一个实体Entity 2:被测试的第二个实体这个BB能察觉出第一个实体的每个面和第二个实体的每个面之间的碰撞警告这个BB告诉我们在给定的时间内,如果对象1被接触不再是对象2。如果你需要执行这个测试每5个渲染进程,你就必须每5帧循环一次这个BB如果你需要执行这个测试在每帧中,你就需要每帧循环一次这个BBFloor Manager SetupVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a BEOBJECT.Configure the Floor Manager. Floor Manager Setup.cmoTechnical InformationIn: triggers the process.Out: is activated when the process is completed.Angle Limit: angle between a face normal and the world Up direction beyond which the face is no more accepted. Typically angle less than 60 degrees are used. Bigger angles wont look realistic.Cache Size: the current number of positions kept by the cache of the FloorManager. If you have two objects keeped on floors by behaviors, you should put 2 as cache size if they are kept by Object Keep On Floor or by Object Keep On Floor V2 with point as object extents setting or 8 as cache size if they are kept by Object Keep On Floor V2 with bounding box as object extents setting.Cache Threshold: a floating point value representing the threshold in all the 2 axis, x and z. This value is relative to the coarseness of the floor and the velocity of the objects. Values ranging from 0.1 to 1.0 should do fine generally.地板管理器设置在Collisions/Floors中将其分类描述适用于行为对象设置地板管理器Floor Manager Setup.cmo技术信息In:触发该进程Out:当进程结束时被激活Angle Limit:一个法线面与世界坐标的角度。标准的角度是小于60度。大角度看起来就不是很现实了。Cache Size:通过地板管理器保存的现有的位置的数量。如果你有两个对象被保持在地板上,你应该给出2个Cache Size。如果他们通过Keep On Floor或者Keep On Floor V2(?)Cache Threshold:一个浮点值以2个轴为起点,X轴与Z轴。这个值是用来比较地面的粗糙和对象的迅速的。这个值的范围是从0.1到1.0的Floor SliderVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a 3DENTITY.Constrains an object to the floor boundaries, with a given radius. Floor Slider.cmoTechnical InformationOn: activates the process.Off: deactivates the process.Contact: activate each time theres a contact.No Contact: activate each time theres no contact.Radius: radius to impede object penetration (expressed in world absolute value).NOTES:- You can change the radius at run-time.- Radius is expressed in absolute world values.- Allfloors must be scaled to 1x1x1 (use Set As Unit). Floor thickness is not used.- If you want to teleport your object from one place to another, you should deactivate the building block (triggers OFF, or deactivate the script).- Vertices of the mesh must be welded (shared by several faces, not just duplicated).地板滑动在Collisions/Floors中将其分类描述适用于3D实体在一个指定的半径内约束一个对象不离开地板边界Floor Slider.cmo技术信息On:激活该进程Off:撤消该进程Contact:有接触每次就被激活No Contact:没有接触每次就被激活Radius:在半径范围内阻碍对象的穿透能力(表现为世界的完全值)提示:你能在运行的时候改变“radius”半径被表现为世界的绝对值所有的地板必须1X1X1。地面的厚度没有被使用如果你想要利用心灵移动你的对象从一个位置到另一个位置,你应该撤消这个BB(激活Off,或者撤消script)材质的顶点必须被连接起来(为许多面共享的,不仅仅完全一样的)Frustum Object IntersectionVersion 1.00 - VirtoolsCategorized in Collisions/Intersection DescriptionApply to a CAMERA.Detects a collision between an object and the Camera frustum. Frustum Object Intersection.cmoTechnical InformationIn: actrivates the process.True: activates if the object intersects or is inside the Camera frustum.False: activates if the object does not intersect (ie : is outside) the Camera frustum.Object: object to test.Local: if selected, test the local bounding box of the object.Hierarchy: if selected, the objects children are tested as well.This comportementworks like the IsInViewFrustum BB, but allow a test on another camera than the current one.视维截面与对象相交在Collisions/Intersection中将其分类描述适用于摄影机检测一个摄影机的视维截面与一个对象的碰撞Frustum Object Intersection.cmo技术信息In:激活该进程True:如果对象相交或是在摄影机视维截面里则被激活False:如果对象没有相交(ie:outside)或是在摄影机视维截面的外面则被激活Object:被测试的对象Local:如果被钩选,测试本地的绑定对象Hierarchy:如果被钩选,对象的子类也同样能被测试这个行为工作起来想IsInViewFrustum 行为交互模块,但是允许在另外的摄影机上测试不是在现有的摄影机上。Get Nearest FloorsVersion 1.00 - VirtoolsCategorized in Collisions/Floors DescriptionApply to a 3DENTITY.Retrieves the nearest floors from given position Get Nearest Floors.cmoTechnical InformationIn: triggers the process.None: is activated when no floors are found above or below the point.Lower: is activated when the lower floor is the nearest (or the only) floor from the point.Upper: is activated when the upper floor is the nearest (or the only) floor from the point.Position: position vector expressed in a given referential.Referential: coordinate system in which the position is expressed.Outputs: all the properties of the down and up floors.You need to declare objects as floors first, either by using the DeclareFloors building block or by setting the Floor attributes to them.获取最临近的地板在Collisions/Floors中将其分类描述适用于3D实体在指定的位置内检测最近的地板Get Nearest Floors.cmo技术信息In:激活该进程None:当没有地板被发现时被激活Lower:当较低的地板是最近的时候则被激活Upper:当较高的地板是最近的时候则被激活Position:通过给定的指示来表现方位Referential:在方位的表现上调整系统Outputs:上面和下面的地板上所有的物体你首先需要声明一个地板,通过DeclareFloors行为交互模块或者通过设置Floor的属性Home on EntityVersion 1.00 - VirtoolsCategorized in Collisions/Influence DescriptionApply to a 3DENTITY.Leads a 3D Entity towards its target, avoiding obstacles. Home on Entity.cmoTechnical InformationIn: triggers the processLoop In: triggers the next step in the process loop.Target Reach: is activated when the missile reaches the target.Obstacle Reach: is activated when the missile touches an obstacle.Loop Out: activates wh

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