3D Vector

VOBJ Vector definitions are by default simple text documents that can be edited with any text editor like Notepad. See the structure of such VOBJ file further down below. If the VOBJ definition file grows too large, OSDM becomes unable to load it. But there exists a workaround solution for this problem by „packing“ a 3D Vector object definition file (see details below). However, even with that is the size and complexity of vector objects limited. The current version of OSDM is only capable of rendering 3D Objects with less than 1200 Data Points and less than 2400 Polygons.

3D Vector Settings

  • 3D Object - File in either .VOBJ or .mVOBJ format
Position

Enable and specify the start position of the 3D Object in 3 dimensional space relative to the camera point of view

  • X-Position Off - 640
  • Y-Position Off - 480
  • Z-Position Off - 720
Rotation

Enable and specify the „speed“ by which you want to rotate the vector object relative to the camera point of view on each of the 3 dimentional axis in space.

Important: The center of the rotation which the object rotates around is depending on the position of the data points in the vector object definition itself and cannot be modified or adjusted within OSDM.

  • X-Rotate Off - 360
  • Y-Rotate Off - 360
  • Z-Rotate Off - 360
Movement

Enable and specify the „speed“ by which to move the vector object in each dimensional direction relative to the camera point of view

  • X-Move Off - 360
  • Y-Move Off - 360
  • Z-Move Off - 360
Rendering
  • Light Mode - Fast Vector Shading ON/OFF
  • Wireframe - ON/OFF

Vector Shading Options

In the settings screen there are two checkboxes, which determine how a vector object is rendered.

  • Light Mode - Fast Vector Shading ON/OFF
  • Wireframe ON/OFF

Here is an illustration of how an object is rendered with the different options enabled and disabled.

Note: The „Shadow“ value in the 3D Vector object definition only has impact on how the rendered object looks like, if „Fast Vector Shading“ is enabled.

VOBJ File Packing and Unpacking

Under „Tools\Utils“ and the Frame „File Tools“ exists the feature to „PACK“ and „DEPACK“. This feature works for several things in OSDM, including for VOBJ files. If you pack a text format vector object file, it will be converted to binary format and is much smaller in size (80% or more smaller). You cannot edit such packed VOBJ files with a text editor anymore, but OSDM can load them. You can also DEPACK them (unpack) at any time, if you need to make changes to any of them.

Multiple VOBJ Objects in One Demo

At the same location under „Tools\Utils“ where you can pack und unpack VOBJ files exists also the option „Create Multiple 3D VectorObject“. If you select that and then click the little black „play“ button to the left a pop-up opens with a grid for IDN, File and Size and the options to Add VOBJ, Remove it and a „Create“ button. You use the Add and Remove buttons to create a list of vector objects that you would like to use in your demo. When done, click on “Create“ and you will be asked to save the new collection in a new file with the extension “.mVOBJ“.

This mVOBJ file can be selected as a 3D Object, just like your regular VOBJ files, however, you loose the ability to preview your vectors. It also requires the use of the OSDM „Script Feature“ (under „Regie\Script“) to make use of the multiple vector objects. The individual vector objects within the mVOBJ collection can be activated via the IDN command in OSDM Script.

For example:

CAL = 3DVECTOR  ;Start 3D Vector Effect* (*must be enabled on MAIN screen)
LEA = 3DVECTOR  ;Activate 3DVector Effect for Script Control
IDN = 0         ;Activates the first Vector Object in your mVOBJ file
...

Note: „Include Script and sort effects by Storyboard only“ Checkbox must be enabled under „Regie\Script“ in order to execute it.

The format of a mVOBJ multi-object file is explained further down below.

.VOBJ File Definition

  • 1st Line: FX=Vector
  • 2nd Line: Name=name of the object
  • Definitions: Colors, Points, Surfaces
  • Commands: Color, Data, Poly, AnimX, AnimY, AnimZ
Definition Summaries
  • Colors = Number of Defined Colors
  • Points = Number of Defined DATA Points
  • Surfaces = Number of Defined Polygons
Commands
  • Color ID, R, G, B
    • ID = numeric value used for referencing in the Poly command. It is suggested to start the ID with 1 and then count up one by one.
    • R = Red value (0-255), G = Green value (0-255), B = Blue value (0-255), Black for example is R=0, G=0, B=0; White is R=255, G=255, B=255; yellow is R=255, G=255, B=0 etc.
  • Data X, Y, Z (Coordinates)
  • Poly P1, P2, P3, P4, COLOR, ALPHA, SHADOW
    • P1, P2, P3 - the ID of the Data points, meaning the X'th DATA X, Y, Z statement in the OBJ file, starting with 0 for the first DATA statement.
    • Color - the ID/Number of the color value defined via Color command
    • Alpha - Transparency of the surface, reversed to 3D Ball, 0 = fully transparent, 255 = opaque
    • Shadow - Intensity of the shadow cast by the surface on other vectur surfaces
  • AnimX Data ID, Sinus Size, Sinus Add , Sinus Start , Type
  • AnimY Data ID, Sinus Size, Sinus Add , Sinus Start , Type
  • AnimZ Data ID, Sinus Size, Sinus Add , Sinus Start , Type
    • See information to the 3D Ball OBJ file definition for details

Example: Glenz Cube Animated by Genom

FX   = Vector
Name =  genoms Glenz cube raw wobbler the 6th.

Colors  = 4
Points  = 14
Surfaces =24

Color 1, 64,64,64 ; Color 1
Color 2,    127, 127,127 ; Color 2 
Color 3,192,192,192
Color 4,255,255,255

Data -250, -250, -250 ; Eckpunkt 0           
Data  150, -250, -350 ; Eckpunkt 1           
Data  250,  250, -250 ; Eckpunkt 2           
Data -250,  250, -350 ; Eckpunkt 3           
Data -230, -230,  130 ; Eckpunkt 4           
Data  130, -230,  230 ; Eckpunkt 5           
Data  230,  230,  130 ; Eckpunkt 6           
Data -230,  230,  230 ; Eckpunkt 7           
Data     0,      0,  -310 ; Mitte Fläche 1
Data     0,      0,   310 ; Mitte Fläche 2
Data  -320,      0,     0 ; Mitte Fläche 3
Data   320,      0,     0 ; Mitte Fläche 4
Data     0,   -340,     0 ; Mitte Fläche 5
Data     0,    340,     0 ; Mitte Fläche 6


Poly     0,1,8,8,1,212,1 ; Oben
Poly     2,3,8,8,1,212,1 
Poly     2,1,8,8,2,212,1 
Poly     0,3,8,8,2,212,1 
                         
Poly     4,5,9,9,1,212,2 ; Unten
Poly     6,7,9,9,1,212,2 
Poly     6,5,9,9,2,212,2 
Poly     4,7,9,9,2,212,2 
                  
Poly   0,4,10,10,3,212,1 ; Rechts
Poly   3,7,10,10,3,212,1 
Poly   0,3,10,10,1,212,1 
Poly   7,4,10,10,1,212,1 
                  
Poly   1,5,11,11,3,212,2; Links
Poly   2,6,11,11,3,212,2 
Poly   1,2,11,11,1,212,2 
Poly   5,6,11,11,1,212,2 
                       
Poly   0,1,12,12,4,212,1; Hinten
Poly   4,5,12,12,4,212,1
Poly   0,4,12,12,1,212,1
Poly   1,5,12,12,1,212,1
                      
Poly   3,2,13,13,4,212,2; Vorne
Poly   7,6,13,13,4,212,2
Poly   3,7,13,13,1,212,2
Poly   2,6,13,13,1,212,2

Animx 0,  90,22,  99,6
Animx 1,  90,22, 199, 6
Animx 2,  60,22,  99,6
Animx 3,  30,22, 199, 6
Animx 4,  30,22,  99,6
Animx 5,  60,22, 199, 6
Animx 6,  60,22,  99,6
Animx 7,  90,22, 199, 6
Animx 8,  90,22,  99,6
Animx 9,  60,22, 199, 6
Animx 10, 30,22,  99,6
Animx 11, 30,22, 199, 6
Animx 12, 60,22,  99,6
Animx 13, 60,22, 199, 6

AnimY 0,  60,8, 99, 9 
AnimY 1,  -60,8, -99, 9 
AnimY 2,  60,8, -66, 9 
AnimY 3,  -60,8, 66, 9 
AnimY 4,  60,8, 133, 9 
AnimY 5,  -60,8, 133, 9 
AnimY 6,  60,8, -99, 9 
AnimY 7,  -60,8, 99, 9 
AnimY 8,  60,8, 66, 9 
AnimY 9,  -60,8, -66, 9 
AnimY 10, 60,8, 133, 9 
AnimY 11, -60,8, 133, 9 
AnimY 12, 60,8, -99, 9 
AnimY 13, -60,8, 99, 9 

Animz 0,  90,8, 199, 8
Animz 1,  90,8, 139, 8
Animz 2,  60,8, 199, 8
Animz 3,  60,8, -69, 8
Animz 4,  90,8, -199, 8
Animz 5,  90,8, 99, 8
Animz 6,  60,8, 199, 8
Animz 7,  60,8, 139, 8
Animz 8,  90,8, 199, 8
Animz 9,  90,8, -69, 8
Animz 10, 60,8, -199, 8
Animz 11, 60,8, 99, 8
Animz 12, 90,8, 199, 8
Animz 13, 90,8, 139, 8

Animation Types

Illustrations of the “Type“ parameter for the AnimX, AnimY and AnimZ commands.

  • Type = 0, Swinging

  • Type = 1, Jumping

  • Type = 2, Reversed Jumping

.mVOBJ File Definition

A mVOBJ File is simply a collection of Unpacked or Packed VOBJ Files joined together.

In order for OSDM to be able to split the multiple VOBJ file apart to make each VOBJ available in the production via IDN numbers 0-X, the length of each VOBJ file is included in the mVOBJ file. The lenght is the VOBJ file size in bytes and it is stored in long-int format (4 bytes in length). For Example, if you have the following 3 VOBJ files

Object     Size in Bytes    Size in Long-Int (HEX)
VOBJ1.VOBJ        1,343         3F 05 00 00
VOBJ2.VOBJ        6,800         90 1A 00 00
VOBJ3.VOBJ       15,899         1B 3E 00 00

The mVOBJ file would be structured like this

3F 05 00 00 + VOBJ1.VOBJ + 90 1A 00 00 + VOBJ2.VOBJ + 1B 3E 00 00 + VOBJ3.VOBJ

where „VOBJ1 - VOBJ3.VOBJ“ stands for the content of each VOBJ file of course.

See Also

 
 documentations/osdm_features_notes-3d_vector.txt · Zuletzt geändert: 2013/04/05 08:33 (Externe Bearbeitung)
 
Falls nicht anders bezeichnet ist der Inhalt dieses Wikis unter der folgenden Lizenz veröffentlicht:CC Attribution-Noncommercial-Share Alike 3.0 Unported
Recent changes RSS feed Driven by DokuWiki