(c) AF&AR GROUP 3D Open System (3DOS) v3.01 Document N 102E rev.0e
The following text conventions are used to help distinguish elements of the text in this manual:
0. World Structure.
0.1 VRL World Structure.
0.2 Structure of VRL Scenes.
0.3 Structure of VRL Sections.
0.4 Structure of VRL Polygons.
I. 3D Visual Environment (VE).
1. Introduction to the 3D Visual Environment.
1.0 The Main VE console.
1.0.1 The List of Windows.
1.0.2 The List of Applications.
1.0.3 The Console.
1.0.3.1 The Box 'World and camera selection'.
1.0.3.2 The Box 'Visual tools'.
1.0.3.3 The Box 'Viewers'.
1.0.3.4 The Button 'Control panel'.
1.0.3.5 The Button 'Help console'.
1.0.3.6 The Button 'avi player'.
1.0.4 The Button 'Exit'.
1.1 The Running of the Visual Environment.
1.2 The Advanced Running of the Visual Environment.
1.2.1 Structure of System and Work of Applications.
1.2.2 Configuration files.
1.2.3 An user's Interface.
1.2.4 Other Types of Interface.
1.2.5 Initial Command Line of the System.
1.2.6 The Creation and Editing the Windows.
2. The Description of the Visual Designer (VD).
2.0 General Principles of Work.
2.1 The Comprehensive Description of Commands.
2.1.0 The Selection of a New Covering.
2.1.1 The Selection of a Texture.
2.1.1.1 The Texture Window.
2.1.2 The Selection of an Application.
2.1.3 The Selection of the Camera of Observation.
2.1.4 A Jump from One Type to the Other Type of the Covering.
2.2 Changing the colour balance.
2.2.1 The Colour Balance of the Different Objects.
2.2.1.1 Polygon.
2.2.1.2 Section.
2.2.1.3 The Sources of the Light.
2.2.1.4 Fog.
2.3 Changing the Characteristics of a Polygon.
2.3.1 Setting/resetting a Covering.
2.3.2 Setting/resetting a Translucent (alpha blend) Polygon.
2.3.4 Setting/resetting Transparency.
2.3.5 Setting/resetting a Mirror and a Half-mirror.
2.3.6 Setting/resetting Hardness.
2.3.7 Setting/resetting the Reflecting of a Light.
2.3.8 Setting/resetting the Flag of a Special Portal.
2.3.8.1 Setting/resetting the Flag of a Hyper-portal.
2.3.9 The RGB Correction.
2.3.10 Positioning the Cover.
2.3.10.1 Scaling.
2.3.10.2 Moving and Tumbling.
2.3.10.3 Reset of moving and tumbling.
2.3.10.4 Linking of Coverings of the Adjacent Polygons.
2.3.11 Assignment of the Mapping of a Covering.
2.3.11.1 Normal Covering.
2.3.11.2 Spherical Covering.
2.3.11.3 Cylindrical Covering.
2.3.11.4 Environment Covering.
2.4 The Adjustment of Functions Controlling the RGB Balance.
2.4.1 The Selection of an Object for the Correction.
2.4.2 The Selection of Separate Functions for Each R,G and B - Component.
2.4.3 The Selection of the General Function.
2.4.4 The Copying of All Functions to the Window from the Selected Object.
2.4.5 The Clearing All Functions.
2.5 The Creating/changing the Characteristics of the Mobile Interior Elements.
2.5.1 The Assignment of Functions Controlling the Motion.
2.5.2 Rotation.
2.5.3 Shrinking.
2.5.4 Assignment of the Range.
2.5.5 The Assignment of the Way of Activation.
2.5.6 The Assignment of an Axis of Rotation.
2.5.7 The Reset of an Interior to the Default Position.
2.5.8 The Activation of the Assigned Characteristics.
2.6 Appending/removing the Dynamic Sources of the Light.
2.6.1 The Selection of the Source of Light for Operating.
2.6.2 Creating the New Source.
2.6.3 Removing the Source of the Light.
2.6.4 Changing the RGB Components of Light Intensity.
2.6.5 The Assignment the Angle of Diffusing the Light.
2.6.6 The Assignment of the Coherent Light.
2.6.7 The Assignment of Velocity of Moving the Media Covering on the Ray of Light.
2.6.8 The Assignment of a Type of the Source.
2.6.9 The Assignment of Parameters of Additional Controlling Function.
2.6.10 Setting/resetting the Flag of Ray of Light With Texture.
2.6.11 The Assignment of a Covering for the Light Sources With Textures.
2.6.12 The Activation of the Assigned Characteristics.
2.7 The Assignment of the Sound Effects and Music.
2.7.1 The Selection of the Sections for Operating.
2.7.2 The Selection of the Sound.
2.7.3 The Assignment of a Mode of Activation.
2.7.4 The Assignment of the Range of the Sound.
2.7.5 The Assignment of an Interval of the Playing.
2.7.6 The Assignment of Loudness of the Sound.
2.7.7 Activation of a Sound.
2.7.8 Removing the Sound.
2.8 The Selection of the Function of Control.
2.9 Editing/making the Function of Control.
2.9.1 Editing an Expression that Assigns the Function.
2.9.2 The Assignment of a Period of a Function.
2.9.3 The Assignment of the Sampling Interval of the Function.
2.9.4 The Assignments of the Life Time (number of periods) of the Function.
2.9.5 The Assignment of the Autoscaling Function.
2.9.6 The Assignment of the Unique Identifier of the Function.
2.10 The Mode of Group Operations.
2.11 Undo.
2.11.1 Undo of the Previous Operations.
2.11.2 Redo of Previously Undone Operations.
2.12 The Selection of Commands from the History of Editing.
2.13 Shape Designer.
2.13.1 The Selection of the Special Type of Mapping and Its Assignment on
the Polygons and the Sections.
2.13.2 Editing or Making the New Type of Mapping.
3. Resource Browser.
3.1 Searching Files and Resources.
3.2 The Selection and Editing a Filename or a Resource.
3.3 The Other Operations.
3.4 The Description of Resource References.
4. The Description of the Visual Builder (VB).
4.0 The Comprehensive Description of Commands.
4.1 3D BOX.
4.2 Creating the Blocks.
4.3 Digger.
4.4 Loading the Scenes from .VRS Resources and .3DS Files to the 3D BOX .
4.5 Deleting Sections.
4.6 The Installation of a X-camera.
5. Visual Recorder.
5.0 Order of Work.
5.1 Writing the Body of a Program.
5.2 Adding the Elements to a Program.
5.3 Adding a Pause Operator.
5.4 Changing the Refreshing Rate of Frames.
5.5 Adding Pictures and Videos.
5.6 Adding Messages.
5.7 Adding a Sound.
5.8 Changing a Contrast of a Camera.
5.9 Calling the Other Programs.
5.10 Checking the Errors.
5.11 Continuation of Recording.
5.12 Replaying a Program.
5.13 Loading a Program.
5.14 Insertion a Program.
5.15 Saving a Program.
5.16 A New Program.
6. Router.
6.1 Working Modes.
6.1.1 A Motion of a Scene Around the Map.
6.1.2 A Rotation of a Scene Around the X or Y Axis.
6.1.3 A Rotation of a Scene Around the Axis X or Z.
6.1.4 Zooming of a Map.
6.1.5 The Visual Viewing of the Chosen Map Area.
6.1.6 The Reset of a Map to the Default Position.
6.1.7 The Mode of Viewing Sections of an Interior.
6.1.8 Routing.
6.1.9 The Motion According to a Route.
What structure of 3D VRL WORLD is like.
Virtual WORLD consists of the dynamically loaded SCENES, they are connected with each other by special doors or HYPER-PORTALS. Scenes can be on different physical and virtual data medias. If the hyper-portals are open up at the rendering of the current scene, the other scenes are loaded with the references, which are kept in these hyper-portals. So it seems to be the whole world. A scene can also be dynamically unloaded. Its place will be cleaned out for new scenes. So the big virtual VRL world can be created infinitely.
A scene consists of a number of convex hollow figures or EXTERIOR SECTIONS. These sections are connected with each other by the transparent partitions or PORTALS. This is like the rooms in the house and doors to the rooms. This construction allows to create the worlds of any difficulty. INTERIOR SECTIONS are inside the Exterior sections. It looks like the tables, chairs, stairways etc. inside the house.
Sections are divided in 2 groups: - interior sections; - exterior sections. If a section of one group turns inside out, then it will become the section of the other group. Sections consist of POLYGONS. Sections must be convex. Sections are usually a closed figures. Sections converted from 3DS files are an exception.
Polygons are convex 2D figures having 3-32 vertices. In the particular case a polygon is a rectangle. A polygon can be usual, TEXTURED or special. Special polygons are: portals, MIRRORS, hyper-portals.
3D Visual Environment is a part of 3D Open System that is a professional, high efficient system for developing 3D applications (3D VRL WORLD). 3D VE allows you to edit, change and add elements of 3D world (pictures, photos, videos, sounds, ttf fonts, visual effects, textual messages, excursions and your own applications) easily and it is hosted under extended DOS, Windows 9x, OS/2 etc. 3D VE incorporates the next parts: Visual Designer; Resource Browser; Visual Builder; Visual Recorder; Router; Monitor; Sound Player; Font Viewer; HTML Viewer.
The main VE console is a standard 3DOS window placed on the back system panel. You can change this console in the dialogue editor and you can program console properties. The main VE console is a board of activation of VE 3DOS functions. The buttons are situated on the left side under the inscription '3D OPEN SYSTEM' and they are call: - the console with the kit of the main instruments; - windows of help (help); - an exit from the system (exit). The buttons of applications and windows list are located in the box 'list of...'. Refer to points 1.0.1 "The List of Windows.", 1.0.2 "The List of Applications.". The box 'Run application' is located below the box 'list of...'. You can type the name of 3DOS application and execute it by pressing the 'Ok' button. You can also select the 3DOS application from this list box by pressing the 'list' button. For the registration, press the button 'Registration'.
You can select the list of windows in the box 'list of...' of the system panel by pressing the 'Windows' button. List of all the system windows with handles is located in the box 'list of windows' (in the parenthesis). You can relocate the cursor into this list and get information about the current selected window: in the box 'owner' - a name of application of the owner of a window; in the box 'status' - a status of a window: minimized, maximized, frozen, normal; in the box 'layer' - a layer, where a window is located. You can close the current window by pressing the 'Close window' button. You can Minimize/restore the current window by pressing the 'Minimize' button. You can update the list of windows by pressing the 'Refresh list' button.
You can select the list of Applications in the box 'list of...' of the system panel by pressing the 'Application' button. The list of all the activated applications is located in the box 'list of activated applications'. You can relocate the cursor into this list and get information about the current selected application: in the box 'status' - a status of an application surface: allocated, not allocated, not registered; in the box 'size' - a size of an application surface; in the box 'format' - a format of an application surface; in the box 'inactivity time' - a timeout value. The button 'Close application' closes the current application. You can update the application list by pressing the 'Refresh list' button.
You can select the console by pressing the 'Console' button in the system panel. There are buttons of all the VE tools, help and the option panels.
In this box you can select a scene and a view camera, they will be necessary for opening the windows from the 'Visual tools' group. Select a scene in the list. If you want to select the camera of the scene you must press the <Enter> or click the mouse twice on this scene, then the list of cameras will appear. Choose a camera. For browsing press the 'Resource browser' button. A scene can be loaded/unloaded dynamically. Press the 'Refresh' button for updating the list of the scenes. You can press the button 'Clear' for unloading the scene which you have loaded yourselves .
In this box you can select tools for displaying and modification of the 3d world. At first, you must choose the scene/camera refer to p. 1.0.3.1. The following system tools are: 'designer' - visual designer, refer to point 2.; 'recorder' - visual recorder, refer to point 5.; 'builder' - visual builder, refer to point 4.; 'monitor' - monitor, monitor for viewing the scenes; 'router' - router, refer to point 6.; 'inspector'- inspector, it monitors and inspects the system rendering features of the current scene, of a section, of a polygon and of a camera...
There are buttons: 'Sound' - an audio player; 'Fonts' - the viewer of ttf fonts; 'html docs' - the viewer of HTML documents.
It is calls the panel of the adjustment/configuration of the system.
It is calls the player of *.avi files.
You can exit from the system by pressing the button 'Exit'.
To run the Visual Environment of 3D Open System execute the following files or click corresponding icons: dos3dos.exe - for dos; win3dos.exe - for Windows 9x under GUI; dx3dos.exe - for Windows 9x under DirectX.
For advanced running the system, it is necessary to know the configuration and principles of work of the system.
The system contains the kernel, which keeps the base of set of API functions, and facilities of rendering (i. e. facilities, which provide the motion of the visualization of 3D world). Applications control the users' Dialogues and components of 3D world. Applications can be: - polygonal, i. e. these applications display results of their work on the surfaces of objects of 3D world; - priority (foreground), i. e. these applications have main priority of processes and display results of their work on the system screen. The First type of applications has its own independent screen. This screen can have a structure and the arrangement of the access, like a system screen. On this screen it is possible to display a window of system dialogue, for example: virtual computers, automatons and etc.) and images (for example: visual effects and engines (flame, water, smoke..., voxel engine), see DEMO). Limitation: sizes of these screens must be a power of number 2. The screen of this application can be used as texture of the polygons and it can be used as the covering of the beam of light, etc. The Second type of applications can use a screen of the main system, for displaying their own results (for example: dialogues, help system, DEMO playing). You can turn the Second type of applications into the first one, by using the function of the registration of its screen in this application.
Configuration of system is determined by configuration files. "vrl.cfg" - is the main configuration, it is used at default. You can create additional configuration files. Put the name of an additional file to the command line of the starting the system. For more information see commentary in the "vrl.cfg". You can change parameters of the system, also, in the Visual Environment by pressing button 'control panel'.
You can assign applications which will control the user's interface. These applications have a type "foreground" Refer to p. 1.2.1 "Structure of System and Work of Applications." You can put it in configuration file. You can define to 16 applications. Syntax of configuration file: AppList[num]="cmd", herein num - number of application from 0 to 15; cmd - a command line for application. See format of references to the application. 3 applications define the system interface at default: AppList[0]="vrlgui.dll{vVRLShell}"; AppList[1]="vrlgui.dll{vHelpConcole} /M"; AppList[2]="vrlgui.dll{vDemonstration} /r /m /t /u /sgallery /xgallery /swall /xwall2 /scomplex /xdemo", herein vrlgui.dll - application of the GUI kernel; expression in the "{}" brackets - define specific application; symbols after "/" - command line options. These command lines are placed in the file - vrl.cfg. Application: - vVRLShell load a background panel with the start buttons of: console and help and exit, also the box of starting application. So, in the command line, you can define the start of windows: Visual Designer, Visual Builder, Visual Recorder, Monitor. Syntax: vrlgui.dll{vVRLShell} [/s<scene> /c /d /b /m /r], where: /s<scene> - specifies a name of the scene for options /d /b /m /r; /c - starts of console; /d - starts of Visual Designer (VD); /b - starts of Visual Builder (VB); /r - starts of Visual Recorder (VR); /m - starts of Monitor. - vHelpConcole help console. Syntax: vrlgui.dll{vHelpConcole} [/M], where: /M - an option of minimized start of console. - vDemonstration application of replaying DEMOs and excursions in the 3D world. Syntax: vDemonstration /r /m /t /e /l /c /h /f /n /s<scene> /x<excursion> [/s<scene> /x<excursion> ]", where: /r - rates control; /m - shows messages; /t - shows media; /e - shuts down the system after the end of a demo; /l - loops demo; /c - sets polygonal mode /h - sets pause mode run /f - moves window to front /n - specifies a name of the window /s<scene> - scene - specifies a name of the scene, camera of this scene will be used for demonstration of excursion; /x<excursion> - excursion - specifies a name of the resource of the excursion, for each option "/s" the option "/x" must precede, system allows to define several excursions.
Described applications demonstrate interface with the user. You can take it as the base, when writing your own variants of interface. Refer to user's API documentation and source texts of these applications.
For starting of the system are used stubs in different run-time environment: dos, OS/2, Win9x... A stub this is a program, the orientates the 3D Open System VRL on the specific operating environment. General syntax of all stubs: XXX3dos.exe [/options] [cfg_file], where: cfg_file - an additional configuration file; options - options depending one stub: win3dos.exe, dx3dos.exe, dos3dos.exe, /b - sets the background execution mode; /0 /1 /2 /3 - sets the priority of execution (default: 2).
Windows of 3D Open System look like dialogues of Windows operating system. The resource of a window has an extension - win, this is a textual file containing description of the window composition. Utility dlg2win.exe can import .dlg files to the 3D Open System windows resource. Files .dlg can be created by means of the dialogue editor of the specific operating system (Windows). All the values, which can't be defined in the .dlg file can be described in the .mac file.
Purpose: Visual editing, adjustment and design of 3D scenes in the real-time.
At first, you can choose the function of editing in the right field of an editor window, then 2 ways are possible of work with elements of a scene: A. Particular. Cursor of the mouse selects an object of editing (polygon, section, light source ), then you can change the characteristics of this object. B. Mode of Assignment. First, you can choose covering, characteristics of polygon, RGB balance, functions of management and then with the cursor of the mouse you can appoint them to be the element of a scene. It is always possible to read help at the bottom of the editor. Capabilities: The choice of new coverings: textures/animations; applications; cameras of observation. Changing a color balance of polygons; sections; sources of light; fog. Changing the characteristics of polygons: covering; alpha blending; transparency; mirrored surface; hardness; reflection of light; special portal; RGB correction; positioning the covering (scale, offset, rotation, linking ). Adjustment of the functions controlling RGB balance. Creating/changing the characteristics of mobile interior elements. Creating/changing the characteristics of the sources of light: R,G,B - component of intensity of light; diffusion, coherency of light; a velocity of moving a covering on the ray of light; management of illumination. The assignment of the sound effects and music. The selection of the commands from the history of editing. The free choice of resources from file panels. Recording the scene.
The order of actions: Actuate the button 'Textures' in the right field of the editor. Choose a necessary texture and press <enter> or click with the left key of the mouse twice on it. The window of choice will disappear and the window with the chosen texture will appear. The line of description with the name of a texture will appear in the lower part of the editor. If the window obstructs the view, change its coordinates or size, minimize or close it. It's possible to go back into the working mode with this texture and not to open the new texture window: - by clicking the key of the mouse on the window with the desirable texture; - by clicking the right key of the mouse on the minimized window icon with the desirable texture ; - by using the history of commands. Select the necessary polygon and click on it with the left key of the mouse. You can repeat the last operation without changing the editor mode. The selection of textures/animations. Textures are divided into 2 groups: A. The single Textures. B. The Animations - The array of textures (frames). For turning between the groups click the button 'textures' or 'animation'. For choosing animations click on the first frame (*.a#0) with the left key of the mouse. You can add effects to the selected texture - by clicking on one of buttons: 'bump' - for the bump effect; 'blur','m-blur','a-blur' - for various blur effects. The items: 'red', 'green', 'blue' control the RGB components for blur effects. The field 'interval' specifies the cycle time for effects. You can jump to the other media by choosing the item: 'cameras' or 'applications'.
4 buttons are on the top of the texture window: 'drag' (for selection of a texture from a scene), 'minimizing window', 'maximizing window', 'close window'. The view of a texture is in the central part of the window. The field 'RGB balance' is disposed at the bottom of the window, you can change the colour balance of each RGB component. The item 'normal' defines the ordinary texture. The items 'composite' and 'link' make a composite texture, the button 'link' defines the secondary media for composition. The items 'alpha' and 'link' define the secondary media for alpha channel.
Actuate the button 'Applications' in the right field of the editor. The selection from the active application list. Move the mouse onto the right list, it is the list of applications which work in the current scene. The blue colour and the commentary [no surf.] show working applications, but they did not register their surfaces. These applications can't be chosen as a covering. The gray colour and the commentary [passive] show applications which do not work. The green colour and the commentary [active] show working applications with the registered surface. Select the necessary application and press <enter> or click twice with the left key of the mouse on it. The name of the application will jump to the editing line. The selection of the new application from DLL. Move the mouse onto the left list, here all the available DLLs are enumerated. Press <enter> on the required DLL. The list of applications which is kept in the given DLL will appear in a box. You can select the necessary application and press <enter> or click with the left key of the mouse twice on it. The name of the application will jump to the editing line. Editing the name of an application. The name is presented in format: dll_file{app_name} cmd where dll_file - a name of DLL libraries. If the library is a separate file, <dll_file> can contain the way to the file. app_name - a name of an application, cmd - the optional part of the line. The next form of the name can also be (it can contain the name of the full way and VRL libraries in which the DLLs are placed): url\vrl[dll_file]{app_name} cmd, where url - the way to vrl library, vrl - vrl library. You can also define the system parameters: %size =<size> - size of the surface of an application on X and Y; %xsize=<size> - size of the surface of an application on X; %ysize=<size> - size of the surface of an application on Y; %preload - flag of the immediate activation of an application. You can insert the name of the other covering for composition in the command line, if you choose (click) the button '+texture'. You can press <enter> or click the button 'select' for the final selection of an application.
Actuate the item 'Cameras' in the right field of the editor. The definition of a new camera. The monitor for the selection of the new camera of observation is installed in the right pane. Direct the cursor of the mouse on the polygon, which will send a vision of a scene, and then you must click the mouse. The scene which will transfer the vision from the selected polygon will appear on the left panel. If it suits you, you can choose the button 'select' for the selection. Otherwise repeat the procedure of the selection. Viewing an available the list of cameras. You can select the buttons 'next' or 'previous' for passing-by of the available scene list. You can stop on the picture, which suits you, by choosing the button 'select' for the confirmation.
The buttons 'textures','applications' and 'cameras' in windows the 'texture selection' and the 'application selection' serve the passing among these windows and the 'camera selection' window.
The order of actions: Actuate the item 'RGB balance' in the right field of the editor. If values of RGB aren't accurate, you can install the required balance of colours in fields R,G,B. Press <enter> for the activation of the mode. You can choose a class of the assignable object, by selecting one of the buttons: 'polygon', 'section', 'fog' or 'light'. You can change the colour characteristics of the necessary object in the scene by clicking the left key of the mouse.
The contents of the balance of the polygon depends on its type and type of its covering. If: A. A polygon is not a portal, then the mirror of this polygon has not the textured alpha channel or transparent covering. And the values of the RGB balance are multiplied by RGB values of each pixel of the covering and then they are divided into 128. So a normal balance of such polygon is (128,128,128). B. A polygon is a portal or a mirror with the covering on the alpha channel, then the values of the RGB balance define the balance of transparency of a covering and background panoramas: - (255,255,255) - full opacity of a covering; - (0 ,0 ,0 ) - full transparency of a covering; - (128,128,128) - translucent (50/50). C. A polygon is a portal or a mirror without a covering. The values of the RGB balance define the balance of transparency of glass of a portal or a mirror: - (128,128,128) - full transparency; - (0 ,0 ,0 ) - a completely black portal/mirror; - (255,255,255) - intensity of the illumination of the background scene is incremented.
The Balance defines the ambient illumination of polygons of the sections: - (128,128,128) - normal illumination; - (0 ,0 ,0 ) - darkness; - (255,255,255) - very bright illumination.
The Balance defines intensity of an illumination. A unit of intensity measured in WATT can be offered as a more suitable one.
The Balance define the density of a fog: - (128,128,128) - average; - (0 ,0 ,0 ) - no fog; - (255,255,255) - dense fog.
Actuate the item 'Polygon setup' in the right field of the editor. The selection of a polygon for editing. Click with the left key of the mouse on the button 'polygon' - for the selection of the simple polygon or the button 'portal' - for the selection of the portal. Then you can choose the necessary polygon on the scene by cursor of the mouse and click with the left key of the mouse on it. Changing the characteristics of the polygon covering. The selection of the new covering. Select the button 'media' with the left key of the mouse. See also p. 2.1.0 "The Selection of a New Covering".
Attention! Polygon can be only a portal or a mirror. A texture is always fixed for the simple polygon. This mode is switched on/off with the button 'media'. If the item is selected, execute the point 2.1.0 "The Selection of a New Covering".
Attention! A polygon can be only a portal or a mirror. If the button 'texture' is pressed out, first you must execute the point 2.3.1 "Setting/resetting a Covering.", then you can press/press out the button 'alpha'. You can assign the required transparency level by using the point 2.3.9 "The RGB Correction.".
Attention! A polygon can be only a portal or a mirror. If a covering is selected by using the point 2.3.1 "Setting/resetting a Covering.", select the item 'alpha'. The dark areas of the texture will be transparent.
This mode is switched on/off with the button 'mirror'. You can assign the required transparency level by using the item 'RGB correction'. In the case of the requirement of the polished surface you can execute the point 2.3.1 "Setting/resetting a Covering." by pressing the button 'alpha'.
Attention! A polygon can be only a portal or a mirror. This mode is switched on/off with the button 'solid'. If the button is pressed out, the objects will pass through portals. If a polygon is a mirror, then the objects will be able to get into the mirror worlds.
This mode is switched on/off with the button 'reflector'. The option defines an ability of a polygon to reflect rays which fall on it. If a polygon is already a mirror, it automatically reflects rays, but in case of changing this option, it on the contrary loses this ability.
This mode is switched on/off with the button 'local'. If a polygon belongs to the interior, this option sets up transparency of the polygon as in an usual portal. If a polygon belongs to the exterior, it becomes the window in the external shell of the world.
A hyper-portal allows to link the different area of a scene and absolutely different scenes with each other in one virtual space. And this space will be presented like the organic whole world for an outside watcher. This important system characteristic with the mechanism of dynamic loading/swapping the scenes allows to create the unlimited virtual worlds in the space. A portal can be: - simple, i.e. transparent; - interactive, i.e. you must actualize the dialogue and get through it, The dialogue can be assigned for the this portal. In the dialogue you can select: - the world/gate for entering; - the password; - the confirmation to entering. The system has 3 types of the built-in interactive portals. It is possible to create 65000 similar portals. Each portal has its proper name (about 24 symbols). The address of the gate uses the name of the scene and the gate. For the creation of a hyper-portal on the selected polygon, press the button 'gate'. The type of this hyper-portal is 3. You must fill in the dialogue of this portal: - 'gate name' - A unique gate name in the current scene; - 'world location' - The Name of the Connected scene. For the internal connection, this cell must be empty. You can use resource browser for searching a desired scene on the disk. For that press the button 'BROWSE'. - 'link name' - The Name of the connected gate. For the desired name of the gate use the button 'next' until you find a necessary name. - 'type' - a type of a portal: 0 - usual (not interactive) portal; 1 - simple interactive portal, this portal keeps the button 'Ok' and a name of the connected scene; 2 - allows to select a scene and a portal; 3 - default type. The other types of portals can be programmed an additionally. Max Index is 65534. - 'timer' - the time of opening of the portal is equal to (0-255) in seconds, if it is 0, then the time is unlimited. Press 'Set/OPEN' for the activation of these characteristics.
You can see the adjustment of the colour balance of a polygon for more details in the point 2.2 "Changing the Colour Balance.".
You can reduce and enlarge covering of a polygon to multiple degrees of dyad: 1/32, 1/16, 1/8, 1/4, 1/2, 1, 2, 4, 8, 16, 32. You can use items: 'zoom in', 'zoom out', for this. The option can be used in the Mode of the Assignment. Refer to p. 2.0 "General Principles of Work".
You can move and turn the covering of a polygon by selecting the items with arrows on them. Step of tumbling can be in degrees and step of displacing can be equal to 1/32 pixels. The option can be used in the Mode of the Assignment. Refer to p. 2.0 "General Principles of Work".
For the reset of moving and tumbling the texture you can choose the item 'Reset'. The option can be used in the Mode of the Assignment. Refer to p. 2.0 "General Principles of Work".
If the adjacent polygons have the similar covering and scale, but they don't linked you can link such coverings by choosing the item 'link'. The option can be used in the Mode of the Assignment. Refer to p. 2.0 "General Principles of Work".
A covering can be coated by various ways of the mapping. It is defined in the box 'Mapping type'.
This is a usual type of the mapping when a covering is not distorted. Press the button 'normal' in the box 'Mapping type' for the selection of the normal type of the mapping.
On choosing the type of this mapping, coordinates 'x' and 'y' are translated in spherical coordinates in interval (-PI;PI). Then they are transformed into the coordinates of the texture (0;TEXMAX). Press the button 'spherical' in the box 'Mapping type' for selection of the spherical type of the mapping.
On choosing the type of this mapping, coordinates 'x' and 'y' are translated in cylindrical coordinates in interval (-PI;PI). Then they are transformed in coordinates of the texture (0;TEXMAX). Press the button 'cylindrical' in the box 'Mapping type' for the selection of the cylindrical type of the mapping.
On choosing the type of this mapping, the axis of the normal is calculated in the spot of the mapping by interpolations of normals in the vertex of polygons. Then the coordinates 'x' and 'y' of normal (0;1) are transformed into the coordinates of the texture (0;TEXMAX). Press the button 'l-envir.' (for local coordinate system) or 'w-envir.' (for global coordinate system) in the box 'Mapping type' for the selection of the environment type of the mapping.
This class of functions controls the RGB components of objects: - polygon; - section; - fog in the sections; - the source of the light. Actuate the item 'functions' in the right field of the editor. You can select one of the items 'polygon','section','fog' or 'light' for the selection of an object. Refer to p. 2.2.1 "The Colour Balance of the Different Objects.".
At first, you can select the type of the element for the control of the functions of the RGB components: - Polygon A function will control the balance of the selected polygon. If you want to change the balance of the polygon, for this, first choose the function, then indicate the cursor of the mouse on the required polygon and press the left key of the mouse. - Section A function will control the value of the ambient illumination in the sections. If you want to change the balance of illuminating in sections, first, you must choose the function, then indicate the cursor of the mouse on the required section and press the left key of the mouse. - Source of light A function will control the value of intensity of the dynamic source of the light. If you want to change intensity of the source, first, you must choose the function, then indicate the cursor of the mouse on the radiating polygon and press the left key of the mouse. -Fog A function will control the value of fog density in the sections. If you want to change density of the fog, you must first choose the function, then indicate the cursor of the mouse on the required section and press the left key of the mouse.
For the assignment of control of any of RGB components it is necessary to select the item 'red', 'green' or 'blue'. Then you can select the required function from the list in the box 'function selection'. See p. 2.8 "The Selection of the Function of Control". To fix the function, you can indicate the cursor of the mouse on a desired object and press the left key of the mouse.
For the assignment of management of all the components of colour it is necessary to choose the item 'select all'. In the appeared window 'function selection' you can select the necessary function. See p. 2.8 "The Selection of the Function of Control". To fix the function, you must indicate the cursor of the mouse on the desired object and press the left key of the mouse.
Select the item 'Drag'. The cursor will shape up eye-glasses. Indicate the cursor of the mouse onto the necessary object and press the left key. Functions, which control the components of this object will be placed into the window.
Select the item 'clear' to clean the window from the functions. Then you can use the cursor of the mouse to delete the controlling functions from the objects of the scene...
You can create the motion of any element of the interior. Management is realized by 5 functions of type - f(t), they control of: motion, rotation and compression of sections of interior and an element of the interior is selected in the same way. Actuate the item 'mobile setup' in the right field of the editor. Select the item 'select interior'. Cursor will shape up eye-glasses. Indicate the cursor of the mouse on the necessary section of interior and press the left key of the mouse. If the section was in motion, it will lose their own characteristics for the time of changing the parameters and will be placed in the reference position. Pay attention to polygon which you have to indicated, it will be determined as a leading one (master) or as compressed. This depends on later selected items 'master' or 'shrink' in the box 'selected polygon'.
A moving interior is defined by 3 parametric functions of type: x=f(t), y=f(t), z=f(t). Axis 'Z' coincide with the normal of leading polygon. Axis 'X' coincide with the axis 'U' of textures covering the leading polygon. Axis 'Y' coincide with the axis 'V' of textures covering the leading polygon. To change an axis 'Z'(leading) - at the selection of interior point to the other polygon and it will become a leading one. To change the places of axis 'X','Y you can use the option 'polygon setup' and turn the texture of the leading polygon. You can assign needed functions by selecting the corresponding item. In the appeared window 'function selection' you can select a necessary function. See p. 2.8 "The Selection of the Function of Control". You can assign all 3 functions as well as not one. It is also necessary to assign the range of the moving element of an interior. Refer to p. 2.5.4 "Assignment of the Range".
Turning of the interior can be assigned by the function of type: a=f(t). Select the item 'rotate' for the assignment of this function. In the appeared window 'function selection' you can select a necessary function. See p. 2.8 "The Selection of the Function of Control". For the rotation it is also important to define an axis of rotating and range of rotation.
Shrinking of a section of the interior is defined by the function of type: s=f(t). Select the item 'shrink' for the assignment of this function. In the appeared window 'function selection' you can select a necessary function. See p. 2.8 "The Selection of the Function of Control". A section will be compressed to the centre along of normal of polygon marked as 'shrinked'. For shrinking it is also important to define the range of shrinking. Attention! This function can break a protuberance of the section. It is inadmissible. So you must choose the range of shrinking very attentively.
Functions of control return the value from 0 to 1. For the translation of this value to the real parameter, it is multiplied by the range of motion, rotation or compression. The range is a sign value, i.e. it can be negative. You can assign ranges in the box 'Range of...'. Range of: - motion - is necessary for the functions that assign the motion. To assign the range you can type its value in the line of entering 'motion' placed in the box 'Range of...'. Units of measurement correspond to a thickness of pixel of original texture. I.e. if you assign the range equal to 256 then the interior will move within the average size of texture. - rotation - is necessary for the functions assigning rotation. To assign the range, you can type its value in the line of entering 'rotation' placed in the box 'Range of...'. Units of measurement are degrees. The correct value is from -360 to 360. - shrinking - is necessary for the functions assigning compression. To assign the range, you can type its value in the line of entering 'shrink' placed in the box 'Range of...'. Begin to choose from the small values carefully. The incorrect assignment of the range can be an occasion of incorrect rendering of the sections. A unit of measurement is like a unit of the motion.
An interior can begin its motion in the 3 ways: - changeless activity - An interior is always movable. For the assignment of this way of activation you can choose the item 'always' in the box 'activation way'; - eye - An interior is activated by the look from certain distances, which can be assigned in the VRL.CFG file in the variable <EyeshotRange>. In this way you can choose the item 'eyeshot' in the box 'activation way'; - presence - An interior is activated like in the preceding way. In this way restoring a mobile interior does not begin til any other object is alongside. For the assignment of this way of activation you can choose the item 'sensor' in the box 'activation way'.
An axis of rotating is necessary at the assignment of functions of rotating an interior. Interior can revolve around: - a normal of the leading polygon. You can choose the item 'master normal' in the box 'Axis of rotation' for the selection of this way of rotation. - the base side of the leading polygon. You can choose the item 'master first side' in the box 'Axis of rotation' for the selection of this way of rotation.
An interior can have the mode of the reverse motion, rotating and compression, that is a recovery to the default position. The mode is on/off by selection of the item 'RESTORE'. For this mode the parameter 'delay' defining the time of delay of motion before recovering an interior in the default position is necessary. If the 'RESTORE' mode is 'on' then the time of delay defines the time between achievement of maximum motion and the beginning of motion in the inverse direction. The time of delay will be assigned in seconds in the field - 'delay'. The "0" is similar to mode 'off' of the item 'RESTORE'.
After the determination of all characteristics of an interior, press the button 'OK'. Interiors will have values of the assigned characteristics.
Actuate the item 'light setup' in the right field of the editor.
Press the button 'select'. The cursor will shape up eye-glasses. Indicate the cursor of the mouse on the polygon - the source of the light. (if you create the new source, appoint to any desired polygon) and press the left key of the mouse. If a polygon is already the source of the light, the box dialogue will be filled with parameters of this source.
Execute the point 2.6.4. "Changing the RGB Components of Light Intensity." The Source of the light will be actuated. After this, adjust the other parameters of the source.
Execute the point 2.6.1 "The Selection of the Source of Light for Operating.". Press the button 'delete'. The Source of the light will be deactivated.
Execute the point 2.6.1 "The Selection of the Source of Light for Operating.". Type the values of intensity in the box 'RGB power'. Put the case that 1 base unit is 1 Watt. The range of values is from 1 to 255. Press the button 'update' in the same box for activation of this parameter.
Execute the point 2.6.1 "The Selection of the Source of Light for operating.". Type the value of desired angle of diffusing the light in the cell 'dispersion' of the box 'light parameters'. The range of values is 0-90 degrees. The angle of diffusing is between the normal and the cone of the light source. Press the button 'update' in the same box for activation of this parameter.
Execute the point 2.6.1 "The Selection of the Source of Light for Operating.". Type the value of coherency of light in the cell 'coherency' of the box 'light parameters'. The range of values is 0-255 points. The angle of diffusing is the angle between the normal and the cone of the light source. The value 0 conforms the coherent radiating, the value 32 is a regular radiation. Press the button 'update' in the same box for activation of this parameter.
Execute the point 2.6.1 "The Selection of the Source of Light for Operating.". This parameter is workable only for the DIRECTED light sources with textures. So, at first execute the points 2.6.8 "The Assignment of a Type of the Source." and 2.6.10 "Setting/resetting the Flag of Ray of Light with Texture.". Type a desired value of velocity of light in the cell 'beam speed' of the box 'light parameters'. The range of values is 0-255 points. Press the button 'update' in the same box for activation of this parameter.
The Sources can be diffused or directed. The First type is like lamps in the houses. The Second type is like a searchlight. For assignment: - a first type - choose the item 'diffused' in the box-'light parameters/beam type'; - the second (directed) type - press the button 'directed' in the box- 'light parameters/beam type'. Press the button 'update' in the same box for activation of this parameter.
Aside from management of the RGB components of intensity of the light source (refer to p. 2.4),it's possible to assign additional controlling function. First, choose one of two modes of management which controls: - coherence - press the button 'coherence' in the box 'light parameters/control of...'; - diffusing - press the button 'dispersion' in the box 'light parameters/control of...'. Press the button 'update' in the box 'light parameters' for activation of this parameter. Then you can assign the function by pressing the button 'function'.
This parameter is available only for directed sources of light (refer to point 2.6.8). Press the button 'textured' in the box 'light parameters'. Press the button 'update' in the same box for activation of this parameter. If the flag is set up, come to the point 2.6.11 for the selection of the texture.
First execute the point 2.6.10. Press the button 'media' for the selection of a covering. Then see points 2.1.1, 2.1.2.
The changing in boxes: 'light parameters' and 'RGB power' will have an effect if you press the button 'update' in the same box.
The Sound effects and music are attached the sections of an interior and an exterior. The centres of this section define a position of the source of sounding in 3D space. Press the button 'Sound Setup' in the right field of Visual Designer for fixing the sound. The Sources of the sound have the mode of activation, the range of sounding, the interval of activation and loudness...
Press the button 'select'. The cursor will shape up eye-glasses. Indicate the cursor of the mouse on the section - the source of the sound and press the left key of the mouse. If a section is already the source of the sound, the box of dialogue will be filled with parameters of this source.
Press the button 'sound'. In the appear window, select a desired sound and press the button 'Enter'. You can play the sound by pressing the button 'Play/Stop'. After returning from the dialog box, the name of the selected sound will be written on the button 'sound'.
The Sound can be actuated in 3 ways: - changeless activity ('always')- The Sounds always within the range of sounding; - eye ('eyeshot') - The Sound will be heard at when the section is seen from certain distance; - touch ('sensor') The Sound will be heard in the case of the bumping this section. For mobile sections, the Sound will be heard at the activation of this section. For example, when the door opens, you can listen to its squeak...
Loudness of the sound will always fade at retreat of the source. The range of the sounding is a distance on which loudness will become "zero". The value is from 1 to 32767. The range of the sound will be assigned in the cell 'range'.
The Sound having the mode of activation: 'always' and 'eyeshot' will be infinitely repeated. The interval of the sounding is a time in seconds between the completion and the beginning of the sounding. The range of values is 0-255. The interval of sounding must be assigned in the cell 'interval'.
Loudness of the sound is loudness of the sound in the epicenter of section. The range of values is 0-255. The value can vary from 0 to 255. Loudness of the sound must be assigned in the cell 'volume'.
After performing the points 2.7.1 - 2.7.6 the sound can be activated. Press the button 'update sound' for that. The characteristics of the sound source will make an effect.
To delete the sound attached to sections, first execute point 2.7.1. Then, press the button 'delete sound'. The Sound will be removed.
The control function request can come from dialogues: "Adjustment of Functions Controlling the RGB Balance." refer to p. 2.4; "The creating/changing the Characteristics of the Mobile Interior Elements." refer to p. 2.5. First, for the selection of functions you need to choose the scene in which the function will be assigned. For that you must move into the box 'scene' and choose the necessary scene from the list. The list of functions of the selected scene will appear in the box 'functions'. Move into this box and select the necessary function. In the box 'Graph of function' you can see a graph of the current function. - If you have a necessary function you can press the button 'select'. - If you want to look at all the properties of the current functions or want to change them, press the button 'edit. Refer to p. 2.9 "Editing/making the Function of Control". After returning from editing, you can press the button 'select' for the selection. - If you want to create a new function, you can press the button 'new'. Refer to p. 2.9 "Editing/making the Function of Control". After returning from editing, the new function will come up into the list. You can point to it and press the button 'select' for the selection. - If you want to choose a blank function you can press the button 'none'.
The control function request can come from the dialogue "The Selection the Function of Control." refer to p. 2.8. - When the function being created, the dialogue will be filled with the default function. - When the function being edited, the dialogue will be filled with parameters of this function. Editing:
Move into the cell 'body'. Maximum Length of the line is 128. You can use followings rules: Possible operations/precedence: 1. "(",")" - reorder; 2. "sqrt" - square root; 3. "sin","cos" - sine and cosine functions; 4. "/","*" - dividing and multiplication; 5. "^" - logical 'xor'; 6. "|","&" - logical 'or', logical 'and'; 7. "+","-" - adding, subtraction; 8. ">","<" - arithmetical shifts; 9. "?" and ":" - a conditional operation (refer to C language). Variables: "K" - a time argument of the function, the range of values is a number from 0 to 1; "RND" - it is a pseudo random number from 0 to 1. ! Attention. Graph of the function must be within the range of the interval- (0;1). Otherwise fix the item 'Auto Scale'!
Move into the cell 'Period'. Type the value of a period of a function in milliseconds.
Move into the cell 'Interval'. Type the sampling interval of the function in milliseconds.
Move into the cell 'Counter'. You can type '0' for an unlimited time of life.
Fix the item 'Auto scale'. And the function will not overshoot the range (0,1).
! This parameter is not recommended to change in order to avoid conflicts. If you assign a new function it is installed automatically. If you change this parameter there will be some troubles. Move into the cell 'Id'. Type a number from 1 to 65535.
This mode extends some operations with the polygons for all polygons of sections. For setting/resetting this mode, activate the checkbox 'Group action' in the right field of the Visual Designer. List of operations relating to this mode: The selection of a new covering. (2.1.0); The RGB balance. (2.2.1.2, 2.3.9); Scaling. (2.3.10.1); The assignment of the mapping covering. (2.3.11); Linking of covering of the adjacent polygons. (2.3.10.4); Reset of moving and tumbling. (2.3.10.3).
Use 'Undo' command for the reverse of the last editing action, if possible.
Use 'Redo' item to reverse to previously undone action. You can redo up to 256 operations.
For activation of the window of the history of editing, press the button 'History' in the right field of the Visual Designer. You can choose and activate the mode again, which was already used in the during the session of editing .
Purpose: The visual development of the new forms of mapping. Note: Now, 3DOS supports 4 types of the surface mapping: They are: line, spherical, cylindrical and environment (chrome). You can create the quantity of the other types of mapping. Shape Designer allows to make it. The programming is not required. A new special type of mapping is described by the usual mathematical expression, and you must know: - the most simplest mathematical operations like these: "*", "+", "-"...; - the mathematical functions of type "sin", "cos"...; - terms: vector, normal of surface... General principles of work.
You can choose Shape Designer by pressing the button 'SHAPE' on the right panel of the 'Visual designer'. - Move into the box 'Shapes' and select the needed type of mapping from the list 'Shapes of mapping'. - press the button 'select' or press key <enter>, the cursor will shape up of the arrow with the inscription - 'shape'; - select a necessary polygon and press the left key of the mouse, the type of mapping will be changed. You can repeat the last procedure on the other polygons. For the group operation on the whole sections, choose the button 'Group action' on the right panel of the VISUAL DESIGNER.
- Move into the box 'Shapes' and select the needed type of mapping from the list 'Shapes of mapping'. A mathematical presentation of this type of mapping with two expressions in the cell 'u' and 'v' will appear in the box 'expression'. These expressions will assign coordinates of a texture in the range from 0 to 1; - in these fields you can edit the expression data, using the following elements: operations: "(",")" - priority of operations; "*", "/" - multiplying, division; "+", "-" - adding, subtraction; "<",">","=" - comparing; "?",":" - conditional operation, functions: cos(x) - cosine. The range is (-1;1). The cos function computes the cosine of x (measured in radians). A large magnitude argument may yield a result with the little value or no significance. The cos function returns the cosine value. sin(x) - sine. The range is (-1;1). The sin function computes the sine of x (measured in radians). A large magnitude argument may yield a result with little value or no significance. The sin function returns the sine value. atan(x) - arctangent. The atan function computes the principal value of the arctangent of x. The atan function returns the arctangent in the range (-P/2,P/2). acos(x) - arccosine. The acos function computes the principal value of the arccosine of x. The acos function returns the arccosine in the range [0,P]. asin(x) - arcsine. The asin function computes the principal value of the arcsine of x. The asin function returns the arcsine in the range [-P/2,P/2]. atan2(y,x) - arctangent of y/x. The atan2 function computes the principal value of the arctangent of y/x, using the signs of both arguments to determine the quadrant of the return value. The atan2 function returns the arctangent of y/x, in the range (-P,P). sqrt(x) - The sqrt function computes the non-negative square root of x. The sqrt function returns the value of the square root. exp(x) - The exp function computes the exponential function of x. A range error occurs if the magnitude of x is too large. The exp function returns the exponential value. pow(x,y) - The pow function computes x raised to the power y. The pow function returns the value of x raised to the power y. min(x,y) - The min function will evaluate to the smaller of the two values passed. max(x,y) - The max function will evaluate to the larger of the two values passed. abs(x) - The abs function computes the absolute value of the argument x. The abs function returns the absolute value of x. sqr (x) - x*x variables: Rx,Ry,Rz - 3d coordinates, the range is (-1;1), (local system) Gx,Gy,Gz - vectors of surface normals, the range is (-1;1); (local system) Dx,Dy,Dz - vectors of polygon normals, the range is (-1;1); (local system) x,y,z - 3d coordinates, the range is (-1;1) (global system) Nx,Ny,Nz - vectors of surface normals, the range is (-1;1); (global system) Sx,Sy,Sz - vectors of polygon normals, the range is (-1;1); (global system) u,v - linear coordinates of texture divided to texture size, the range is (0;?); t - a session time in seconds. constants: PI - the number PI=3.1415926...; E - the number E, base of natural logarithms = lim (1+1/x)^x=2.71... - For changing the type of a mapping press the button 'Update'. - For creating the new type of a mapping press the button 'Create'.
Purpose: Searching, selection of files and resources on the internal and external data media. General principles of work. Resource Browser has equivalent panels. It's possible to work with any of them. The contents of panels is sorted into classes and has the different colour. In the box 'file filters' you can see masks of files available for the choice. In the box 'resource classes' you can see classes of resources available for the choice. You can jump between panels by using the button 'Tab' or the mouse. For choosing a resource or a file you should to indicate the cursor to it and press the <enter> or click the left key of the mouse twice. The name of a file (resource) will jump into the line of editing. If editing is not required, press the <Enter> once or click the left key of the mouse twice again. For choosing a library, a data media or a subdirectory you must indicate to them and press the <enter> or to click the left key of the mouse twice. To return to the parental directory, you must press the <BackSpace> or indicate to the item '..' in the top of the list.
There are three types of lists in the RESOURCE BROWSER: A. The Contents of the data media. The file List contains libraries and subdirectories on the data media. This list will be appear at the first start of the BROWSER. The different colours identify: - The top of the list and Subdirectories - Yellow colour; - Libraries - Green colour; - Files available for the selection - White colour; - The bottom of the list, files inaccessible for the selection-turquoise. B. The Contents of libraries. If you enter into the library (the file with the extension VRL), the resource list of this library will appear on the panel. Resources at the top of the list are available for selection and have the light colour. Resources with a darker colour are unavailable for selection. At the beginning of each line a type of the resource is specified in square brackets. For example: [WAV]VOICE - it means that this resource is a sound. C. The list of the data medias and the open libraries. To select this list you can press the Alt<F1> - for the left panel and the Alt<F2> for the right panel. Data medias have the red colour and libraries have the green colour.
If you select a file or a resource, its name will be copied in the cell of editing line under the panel. You can immediately move into this cell, and type the filename or the resource. Refer to p. 3.4 "The Description of Resource References.". Press the <Enter> for completing the operation.
F5 - operation of copying to the other panel of type: - file -> file; - resource -> file; - file -> resource; Del - removing files and resources.
Format: ASCIIZ line. Syntax: A reference can be absolute or relative. A reference can contain an address to the local media, to the network device or Web address in the internet. A reference can denote the resource, which is contained in the VRL library or in the file. syntax: remote reference - URL[resource] here, URL is Uniform Resource Locators or address Web documents in Internet. The general syntax of absolute URLs is the following: scheme://host:port/path/filename where: - scheme specifies the information system (technically speaking, the protocol) to be used to access the resource; possible values include the following: http a Web document (to be accessed using Hypertext Transfer Protocol, HTTP); ftp a resource to be retrieved using FTP (File Transfer Protocol), usually a file in a so-called FTP server; file a file on a particular computer; a file URL is hardly useful on the Web; gopher a file in a Gopher server; mailto electronic mail address; news a newsgroup or an article in Usenet news; telnet for starting an interactive session via the Telnet protocol (which is part of TCP/IP), host is the Internet host name in the domain notation, e.g. www.name.my (or sometimes a numerical TCP/IP address); notice that typically, but not necessarily, Web servers have domain names starting with www; :port is the port number part, which can usually be omitted since it has a reasonable default; that is, omit it, unless it is a part of a URL which you got somewhere (or you really know what you are doing); path is a directory path within the host; filename is a file name within the directory; resource if "filename" is a name VRL libraries, it is a name of a resource, if "filename" already is a name of a resource, this parameter must be miss out. Syntax of local references: resource it is a name of a resource. The system will seek a resource in the registered libraries of this system. path\resource where a path is a full or a relative way to the resource. A resource is a file. Example: C:\windows\fonts\arial.ttf path\library[resource] path - is a full or a relative way to the library; library - is a VRL library; resource- is a name of resource contained in the 'library'; Example: library\textures.vrl[picture1].
Purpose: Visual insertion of an interior and an exterior elements, expansion of the useful area, laying the communication systems, making the rooms and caves etc... are in the real-time. General principles of work. Choose the building instrument on the right field of the window of Visual Builder. You can always read a help at the bottom of the Visual Builder. Possibilities: !This instrument is in the process of development, so its possibilities are increasing incessantly!
3D BOX is used for building the interiors. This is a rectangular box of arbitrary sizes. It is installed or attached to a place of 3d space and then an interior can be loaded or created in this 3D BOX. Press the button 'box console' in the right panel of Visual Builder. The panel of management of the 3D BOX will be open. Fix the button 'enable' and find the box, that appeared in the current section centre. This is 3D BOX. 3 Panes of 3D BOX have the different colours: red, green, blue. They correspond to axis - X,Y,Z. It's easy to remember RGB - XYZ. You can press 'GLASS' button for the creation of the transparent 3D BOX. For changing sizes of the 3D BOX, you can type the values in the box 'size' and press the key <enter>. You can maximize the 3D BOX within the current sections by using the buttons in the box 'Expand'. For that you must fix the button of the direction of the expansion: '+','-','+-', and press buttons 'Red', 'Green' or 'Blue. The 3D BOX will be accordingly expanded along axis's X,Y,Z. You can control the 3D BOX by using the box 'control' on the screen panel. To choose the mode of displacement of the 3D BOX, press the button 'move'. Press and hold down the left key of the mouse and indicate the visual direction of moving the 3D BOX. The farther from the centre of the scene the cursor is the more the speed of moving the 3D BOX will be. To choose the mode of the rotation of the 3D BOX, press the button 'rotate'. Press and hold down the left key of the mouse and indicate the visual direction of rotating the 3D BOX. The farther from the centre of the scene the cursor is the more speed of the rotation of the 3D BOX will be. To move the 3D BOX along the normal of the chosen polygon, press the button 'stick'. Press the left key of the mouse on the chosen polygon. The 3D BOX will begin to move aside this polygon along its normal. For orientation the 3D BOX on the chosen polygon, press the button 'orientation'. Then press the left key of the mouse on the desired polygon. The 3D BOX will change the orientation. For turning the needed side of the 3D BOX to the chosen polygon, you can press the left key of the mouse, until the 3D BOX gets the desired orientation. To reset the orientation of the 3D BOX to the default position, press the button 'leveling'.
A block is an interior element. It can have the profile of line of hyperbolas or parabolas, with two parallel bases. The number of vertices must be from 3 to 32. For the creation of the block you can use the 3D BOX: - Place or attach the 3D BOX to the necessary place. - Select the dialogue panel 'Block construction', by pressing the button 'BLOCK' in the right panel of the VISUAL BUILDER. - There are types of the parameters of the created block: - The number of vertices of the base. A parameter must be assigned in the box 'number of...' in the cell 'vertices'. The value of the range must be from 3 to 32. - The number of samples of approximation of the pane profile. If the form of the profile is a line, then the number of samples must be 1. For the parabolic and the hyperbolic forms of the block the greater number of samples gives the best quality of an approximation. The value of the range must be from 1 to 32 and must be assigned in the box 'number of...' in the cell 'links'. - The ratio of the radius of the upper/lower base to the radius of circle inscribed in the 3D BOX is in percent. The value of the range must be from 0 to 100 and must be assigned accordingly in the box 'ratio' in the cell 'top' or 'bottom'. - A name of a covering of the walls of the block. Press the button 'Media'. Then refer to p. 2.1.1 "The Selection of a Texture". - Select one of 3 buttons in the box 'construct the shape of...': - 'Line' - The block having the line profile will be created; - 'Parabola' - The block having the convex parabolic profile will be created; - 'Hyperbola' - The block having the concave hyperbolic profile will be created.
This is the universal instrument for the expansion of the useful space. It can be use for: - the expansion of rooms; - the creation of ceilings in the manner of a dome, a cone etc.; - the creation of pipes, caves, cellars; - the changing of interiors. Working in an exterior, the result of the digger action is a hole in an exterior polygon. Working in an interior, the result is a protuberance in an interior polygon. For exterior (for interior "hole" means "protuberance"): Order of work with the instrument. - Select the dialogue box 'Digger' by pressing the button 'DIGGER' in the right panel of the VISUAL BUILDER. - Type the parameters of a created hole: -- The ratio of the radius of the bottom to the radius of the top of the hole is in percent. The value of the range must be from 0 to 100 and must be assigned in the box 'parameters ' in the cell 'ratio'. -- The number of the samples of an approximation of a pane of a hole. If the form of a hole is a line, then the number of the samples must be 1. For the parabolic and the hyperbolic forms of the hole, the greater number of the samples gives the best quality of an approximation. The value of the range must be from 1 to 32 and must be assigned in the box 'parameters' in the cell 'links'. -- The length of a hole. The parameter must be assigned in the box 'parameters' in the cell 'length'. The value of the range is from 4 to 16384. -- The name of a covering of the wall of a hole. Choose the button 'Media'. Then refer to p. 2.1.1 "The Selection of a Texture". -- The RGB balance. The parameter must be assigned in the box 'RGB balance'. Refer to p. 2.2.1.2. -- The direction of a curve. The parameters must be assigned in the box 'NAVIGATOR' in two ways: A. Mathematically: The direction will be assigned in two values: - with the angle of the surface of the plane of a polygon in which a hole is done and the value of the range is from -360 to 360 degrees; - with the angle between the surface plane of a polygon in which a hole is done and the second base side of a hole, the value of the range is from 0 to 90 degrees. B. With the map: The direction will be assigned by the vector coming out of the map centre: - the direction of this vector will assign the angle in the surface of the planes of a polygon in which a hole is done; - the length of this vector will assign the angle between the of the surface plane of a polygon in which a hole is done and the second base side of a hole. - Press one of 3 buttons in the box 'Selection of shape': - 'Line' - a hole having the line profile will be created; - 'Parabola' - if ratio<100, a hole having the convex parabolic profile will be created , otherwise the profile will be concave. - 'Hyperbola' - if ratio<100, a hole having the concave hyperbolic profile will be created, otherwise the profile will be convex. The cursor will shape up eye-glasses. Choose a desired polygon by clicking the left key of the mouse. A hole will appear in a place of a polygon. You can repeat the last procedure on the other polygons.
There are some rules: - VRS scenes must contain only elements of an interior. - If a scene does not fit the 3D BOX, it automatically decreases in 2,4,8,16,32... 65536 times. Order of operations: - Place or attach the 3D BOX to the necessary place. - Select the panel 'Place scene' by pressing the button 'PLACE' in the right panel of the VISUAL BUILDER . - Type the name of a scene in the box 'Scene name'. You can use the Resource Browser by pressing the button 'BROWSE' in the same box. - You can press one of 2 buttons in the box 'place scene...'. - 'Virtual' - The scene will be loaded in virtual mode. The clone section of the 3D BOX will be created, 6 faces of this clone are hyper-portals to the loaded scene. I. e., only the reference to the scene will be loaded. - 'Direct' - The scene will be integrated in the current section. This is recommended for the simple subjects of an interior for greater rendering speed and decreasing the size of a scene.
- Select the mode of deleting sections by pressing the button 'Delete section' in the right panels of the VISUAL BUILDER. - indicate cursor of the mouse on the section, which you want to delete, and press the left key of the mouse. A section will be deleted. You can repeat this operation before changing the mode of work. NOTE: - It is impossible to delete an exterior section in which objects and interiors are kept. First, you must remove objects and delete interiors. - If you want to delete the number of exterior sections, you must begin with the first section. Otherwise, after deleting the intermediate sections, the access to the other area of a scene will be locked. - You can use the window 'ROUTER' for global checking of changes.
X-camera is an advanced camera of the observing, the following capabilities are available: - moving through the scene; - moving between scenes; - having a body; - x-camera can be controlled by the special application (a camera controller). X-camera is a single material object, which can move among the virtual worlds. Press the 'install x-camera' button in the right field of the Visual Builder panel for calling a x-camera window. The list of the cameras located in the current scene, is in the box 'list of cameras'. The name of a scene is written above the box. When you appoint the cursor in the camera list, you can read characteristics of the current camera in the box 'camera properties': 'controller' - the name of an application which controls the camera; 'position' - the coordinates of a camera; 'body' - the information about the body of a camera. Press the 'refresh list' button for updating the cameras list. To delete a current camera, press the 'delete camera' button. To add a new camera, press the 'install camera' button. The request for the name of application of the camera control will appear. If this application is not determined, the 'default controller' will control the camera. At the installation of a camera, coordinates and orientation of the camera will be like the default camera of the Visual Builder.
Description. This tool is used for the creation of demonstrations, excursions etc. For Example, The demo of 3D Open System (3DOS) was created by using the Visual Recorder. The camera moves within 3D world and the system records commands of the camera control, these commands are written as a program which is like the language- LOGO. Then you can insert the additional commands of the visualization of pictures, videos, comments and sounds etc... to the body of a program and then the program is ready. Then, you can play this program by using the application: vDemonstration.
Choose a starting point of your excursion. Prepare a scenario and the path of the excursion. Now you are ready to record your excursion.
Press the button 'rec/stop' disposed under the window 'monitor' for the beginning of recording. The commands of creating the program will be scrolled down in the box 'Program'. You can move along the path and at the end of the way you must release the button 'rec/stop'. The body of the program is ready.
You can insert video/audio/textual commentary. Move into the box 'Program', where the text of a program is. Lines: [frame] (+32) , [frame] (+64) have the nested blocks. The information about 32 frames are in these blocks. Press the key <Enter> or click the mouse to open this block. The name of an operator disclose its functional assignment. You must know where to insert a commentary, a pause etc... For that, press the button 'Ins'. The camera will stop in the current position. If it is needed place, you can insert an operator. You can delete an operator by pressing the button 'Del'.
You can use the box 'Break' for adding the pause operator.. During the pause, the excursion is stopped and the user can afford the control of the camera. I.e. you can move through the scene yourself. The parameter 'time out' assigns the time of action of a pause in seconds. You can type 0 for an unlimited time. Press the button 'Set' for the installation of a pause.
You can use the box 'rate' for changing the refreshing rate of frames. If this parameter is absent, then the changing the refreshing rate of frames will depend on the speed of the hardware system. Type the desired value in the field of entering. Press the button 'Set'.
You can use the box 'media' for turning-on/changing/turning-off a mode of displaying pictures and videos. An expression will consist of two or more operators. For example: A. The operator for turning-on images in a desired place of a program; B. The operator for turning-off images in a desired place of a program; C. The operator for changing the characteristics of images: balance or transparency. An image can be shown in an individual window or in the window 'monitor' in the translucent mode. - For the use of an individual window, you can press the button 'BOX'. Otherwise, the image will be placed in the centre of the window 'monitor' or it will be like the wallpaper of this window. - For the output an image to the centre, you can press the button 'Center'. you can assign the balance/transparency of an image in the box 'transparency. An image can increase the brightness at N steps gradually. Type a number of these steps in the field 'steps' in the same box. Type the name of a resource of an image. Press the button 'On'. To switch off the image, press the button 'Off'. The operator 'On' must be before the other operators.
You can use the box 'message' for turning-on/changing/turning-off a mode of displaying messages. An expression will consist of two or more operators. For example: A. The operator for turning-on messages in a desired place of a program; B. The operator for turning-off messages in a desired place of a program; C. The operator for changing characteristics of messages. A message can be shown in an individual window or in the window 'monitor'. - For using an individual window, you can press the button 'BOX'. Otherwise, an image will be placed in the centre of the window 'monitor' or at the bottom of this window. - For the output of the message in the centre, you can press the button 'Title'. You can assign a colour of a message in the box 'Text colour'. A message can increase the brightness at N steps gradually. Type a number of these steps in the field 'steps' in the same box. A message, that is displayed above the window, can be formed by: - an addition of its colour to the colour of background; - a subtraction of its colour from the background colour. Messages can have a free size of a font. You can assign a size of a font in the field 'font size'. In the second case, you must press the button '-' in the box 'Text color'. Type the text of a message. Press the button 'On'. To switch off the message, press the button 'Off'. The operator 'On' must be before the other operators.
You can use the box 'sound' for turning-on/changing/turning-off a sound. An expression will consist of two or more operators. For example: A. The operator for turning on messages in a desired place of a program; B. The operator for turning-off messages in a desired place of a program; C. The operator for changing characteristics of messages. You can change characteristics of a sound: - to assign loudness of sounding in the box 'volume'. The maximum value is 255; - to change loudness at N steps gradually; you can type a number of steps in the field 'steps'; - to enter the name of a resource of a sound; - press the button 'On' to switch on the sound operator. Press the button 'Off' to switch off the sound. Operator 'On' must be before the other operators.
You can use the box 'camera contrast' for changing a contrast of a camera. The contrast of a camera is the same as the color balance of a polygon. Type a value of the desired balance in the RGB field. A contrast can increase the brightness at N steps gradually. You can type this number in the field 'steps'. Press the button 'Set'.
The operator is in the box 'call'. The operator 'call': - breaks a running of the current program; - calls the execution of the other program; - after the completion of a program, it restores the running of the current program. The operator 'call' allows nesting of a calling. Type the name of a resource of the called program. press the button 'BROWSE' for searching. Press the button 'Set' for setting the operator.
During of the creation or the modification of a program, the errors can appear in the opening/closing operators: 'sound', 'message' and 'media'. Press the button 'Check' for fixing the errors, this button is under the screen 'monitor'.
To insert the camera into the position, where the last recording was closed, press the button 'End'.
Press the button 'play/stop' for replaying the program. Press the button 'pause' for the pause. Release the button 'play/stop' for a stop.
Press the button 'open' placed in the box 'file' for loading a program.
To insert a program to the current position, press the button 'paste' placed in the box 'file'.
Press the button 'save' placed in the box 'file' for saving a program. If a program is written like a file, it is saved in the text format useful for the modification in any text editor. If a program is saved in the library, it will be transformed to the compact binary format and packed, as the all VRL resources. Both formats can be loaded and played by the 'player' and the 'recorder'.
Press the button 'new' placed in the box 'file' for beginning a new program.
Purpose: - 3D map visualization of a structure of a scene, studying and checking a scene where the "camera of observing" is installed; - building an optimum routes of the way from one place of a scene to the other; - installing the virtual devices - "routers" within 3d scenes by using the application 'Router'. You can choose the working modes by following ways: - with buttons in the right panel of the router ; - with the right key of the mouse.
Press the button 'move' in the box 'map control'. Indicate a vector of the motion of a scene on the router screen by the cursor of the mouse and then press and hold the left key of the mouse.
Press the button 'rotate XY' in the box 'map control'. A rotation around the axis Y: Press and hold the left key of the mouse, so that the cursor of the mouse will be near the centre of the router monitor relatively to a vertical. A horizontal position of the mouse cursor controls the rotation velocity. A rotation around the axis X: Press and hold the left key of the mouse so that the cursor of the mouse will be near the centre of the router monitor relatively to a horizontal. A vertical position of the mouse cursor controls the rotation velocity.
A rotation of a scene around the X or Y axis is similar to p. 6.1.2.
Zoom +: Press the button 'zoom +' in the box 'map control'. Press and hold the left key of the mouse, so that the cursor of the mouse will be near the centre of the router monitor. The position of the mouse cursor controls the zooming velocity. Zoom-: Press the button 'zoom -' in the box 'map control'. Press and hold the left key of the mouse, so that the cursor of the mouse will be near the centre of the router monitor. The position of the mouse cursor controls the zooming velocity.
Press the button 'preview' in the box 'map control'. Indicate the cursor of the mouse in the selected map area. Press and hold the left key of the mouse and the camera of viewing will be in the central position of a section. You can control the rotation velocity by the position of the mouse cursor relatively to the centre of the monitor.
Press the button 'home' in the box 'map control'.
Fix the button 'interior' in the box 'map control'. The sections of an interior will be shown in green.
First, you must mark the sections, where the route will pass. Press the button 'Mark' in the box 'map control'. Indicate the cursor of the mouse on the needed section. The section will be of the red colour. Press the left key of the mouse. The section will be marked. Second you must create the route. Press the button 'planning' in the box 'routing'. The route will be shown by the yellow line and it will go through the centres of the marked sections.
At first execute the operation of routing. Press the button 'fly round' in the box 'routing'. The motion on the route will begin. Press the button 'fly round' to break the motion.