Castle Game Engine Documentation

Castle Game Engine Documentation

Castle Game Engine documentation Michalis Kamburelis Castle Game Engine documentation Michalis Kamburelis Copyright © 2006, 2007, 2008, 2009, 2010, 2011, 2012, 2013, 2014 Michalis Kamburelis You can redistribute and/or modify this document under the terms of the GNU General Public License [http://www.gnu.org/licenses/gpl.html] as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Table of Contents Goals ....................................................................................................................... vii 1. Overview of VRML ............................................................................................... 1 1.1. First example ............................................................................................... 1 1.2. Fields .......................................................................................................... 3 1.2.1. Field types ........................................................................................ 3 1.2.2. Placing fields within nodes ................................................................ 5 1.2.3. Examples .......................................................................................... 5 1.3. Children nodes ............................................................................................. 7 1.3.1. Group node examples ........................................................................ 7 1.3.2. The Transform node ........................................................................ 10 1.3.3. Other grouping nodes ...................................................................... 12 1.4. DEF / USE mechanism ............................................................................... 13 1.4.1. VRML file as a graph ..................................................................... 17 1.5. VRML 1.0 state ......................................................................................... 17 1.5.1. Why VRML 2.0 is better ................................................................. 21 1.6. Other important VRML features ................................................................. 23 1.6.1. Inline nodes .................................................................................... 23 1.6.2. Texture transformation ..................................................................... 24 1.6.3. Navigation ...................................................................................... 27 1.6.4. IndexedFaceSet features ................................................................... 28 1.6.5. Prototypes ....................................................................................... 30 1.6.6. X3D features ................................................................................... 31 1.6.7. Events mechanism ........................................................................... 32 1.6.8. Scripting ......................................................................................... 35 1.6.9. More features .................................................................................. 36 2. Scene Manager ..................................................................................................... 38 2.1. Scene manager, and basic example of using our engine ................................ 38 2.2. Manage your own scene manager ............................................................... 39 2.3. 2D controls manager .................................................................................. 40 2.4. Custom viewports ...................................................................................... 40 3. Reading, writing, processing VRML scene graph ................................................... 42 3.1. TVRMLNode class basics .......................................................................... 42 3.2. The sum of VRML 1.0 and 2.0 ................................................................... 43 3.3. Reading VRML files .................................................................................. 46 3.4. Writing VRML files ................................................................................... 47 3.4.1. DEF / USE mechanism when writing ............................................... 47 3.4.2. VRML graph preserving .................................................................. 48 3.5. Constructing and processing VRML graph by code ...................................... 49 3.6. Traversing VRML graph ............................................................................ 49 3.7. Geometry nodes features ............................................................................ 49 3.7.1. Bounding boxes .............................................................................. 49 3.7.2. Triangulating ................................................................................... 50 3.8. WWWBasePath property ............................................................................ 54 3.9. Defining your own VRML nodes ................................................................ 55 3.10. VRML scene ............................................................................................ 55 3.10.1. VRML shape ................................................................................. 55 3.10.2. Simple tree of shapes ..................................................................... 56 3.10.3. Events ........................................................................................... 56 3.10.4. Various comfortable routines .......................................................... 57 3.10.5. Caching ......................................................................................... 57 iii Castle Game En- gine documentation 3.10.6. Events and ChangedField notifications ............................................ 58 4. Octrees ................................................................................................................. 60 4.1. Collision detection ..................................................................................... 60 4.2. How octree works ...................................................................................... 61 4.2.1. Checking for collisions using the octree ............................................ 63 4.2.2. Constructing octree .......................................................................... 65 4.3. Octrees for dynamic worlds ........................................................................ 66 4.3.1. Transforming between world and local coordinates ............................ 67 4.3.2. The future — dynamic irregular octrees ............................................ 68 4.4. Similar data structures ................................................................................ 68 5. Ray-tracer rendering ............................................................................................. 70 5.1. Using octree .............................................................................................. 70 5.2. Classic deterministic ray-tracer ................................................................... 70 5.3. Path-tracer ................................................................................................. 71 5.4. RGBE format ............................................................................................. 72 5.5. Generating light maps ................................................................................ 72 6. OpenGL rendering ................................................................................................ 76 6.1. VRML lights rendering .............................................................................. 76 6.1.1. Lighting model ................................................................................ 76 6.1.2. Rendering lights .............................................................................. 77 6.2. Geometry arrays ......................................................................................... 78 6.2.1. Rendering using geometry arrays and VBO ...................................... 79 6.2.2. Caching of shapes arrays and VBOs ................................................. 79 6.3. Basic OpenGL rendering ............................................................................ 81 6.3.1. OpenGL resource cache ................................................................... 83 6.3.2. Specialized OpenGL rendering routines vs Triangulate approach ........ 83 6.4. VRML scene class for OpenGL .................................................................. 84 6.4.1. Material transparency using OpenGL alpha blending ......................... 85 6.4.2. Material transparency using polygon stipple ...................................... 88 6.4.3. Shape granularity ............................................................................ 89 7. Animation ............................................................................................................. 91 7.1. Interactive VRML: TCastleScene with ProcessEvents = true ...... 91 7.1.1. 3D formats support .......................................................................... 91 7.2. Non-interactive precalculated animation: TCastlePrecalculatedAn- imation ......................................................................................................... 91 7.2.1. 3D formats support .......................................................................... 92 7.2.2.

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    115 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us