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Membre de ClickFR, Reseau francophone Paie-Par-Click |
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Noeud de groupe (Grouping nodes)Goupes spéciauxNoeuds communs |
SensorsGéometriePropriétés géométriques |
Apparence (Appearance)Interpolators
Bindable Nodes |
Pour les noeuds comportant un , vous trouverez en cliquant dessus les cours ou les exemples de VRML Worlds qui les illustrent. Les exemples de VRML Worlds vous montrent les différentes possibilités d'utilisation des noeuds et vous aide à en tirer toutes les possibilités. Le nombre de ces exemples va grandir avec le temps, revenez régulièrement les consulter si vous les trouvez intéressants.
Voici les spécifications générales des noeuds pour VRML 2.0. Ce document est un extrait des specifications du VRML. Elle donne la syntaxe de tous les mots clefs, les types des champs ainsi que les événements.
Anchor { eventIn MFNode addChildren eventIn MFNode removeChildren exposedField MFNode children [] exposedField SFString description "" exposedField MFString parameter [] exposedField MFString url [] field SFVec3f bboxCenter 0 0 0 field SFVec3f bboxSize -1 -1 -1 }
Voir toutes les utilisations du noeud
Anchor
Appearance { exposedField SFNode material NULL exposedField SFNode texture NULL exposedField SFNode textureTransform NULL }
AudioClip { exposedField SFString description "" exposedField SFBool loop FALSE exposedField SFFloat pitch 1.0 exposedField SFTime startTime 0 exposedField SFTime stopTime 0 exposedField MFString url [] eventOut SFTime duration_changed eventOut SFBool isActive }
Voir les explications pour l'intégration d'un son dans une scène
Background { eventIn SFBool set_bind exposedField MFFloat groundAngle [] exposedfield MFColor groundColor [] exposedField MFString backUrl [] exposedField MFString bottomUrl [] exposedField MFString frontUrl [] exposedField MFString leftUrl [] exposedField MFString rightUrl [] exposedField MFString topUrl [] exposedField MFFloat skyAngle [] exposedField MFColor skyColor [ 0 0 0 ] eventOut SFBool isBound }
Billboard { eventIn MFNode addChildren eventIn MFNode removeChildren exposedField SFVec3f axisOfRotation 0 1 0 exposedField MFNode children [] field SFVec3f bboxCenter 0 0 0 field SFVec3f bboxSize -1 -1 -1 }
Tips de modélisation : création d'un arbre
Box { field SFVec3f size 2 2 2 }
Collision { eventIn MFNode addChildren eventIn MFNode removeChildren exposedField MFNode children [] exposedField SFBool collide TRUE field SFVec3f bboxCenter 0 0 0 field SFVec3f bboxSize -1 -1 -1 field SFNode proxy NULL eventOut SFTime collideTime }
Color { exposedField MFColor color [] }
ColorInterpolator { eventIn SFFloat set_fraction exposedField MFFloat key [] exposedField MFColor keyValue [] eventOut SFColor value_changed }
Cone { field SFFloat bottomRadius 1 field SFFloat height 2 field SFBool side TRUE field SFBool bottom TRUE }
Coordinate { exposedField MFVec3f point [] }
CoordinateInterpolator {
eventIn SFFloat set_fraction
exposedField MFFloat key []
exposedField MFVec3f keyValue
[]
eventOut MFVec3f value_changed
}
Cylinder { field SFBool bottom TRUE field SFFloat height 2 field SFFloat radius 1 field SFBool side TRUE field SFBool top TRUE }
CylinderSensor { exposedField SFBool autoOffset TRUE exposedField SFFloat diskAngle 0.262 exposedField SFBool enabled TRUE exposedField SFFloat maxAngle -1 exposedField SFFloat minAngle 0 exposedField SFFloat offset 0 eventOut SFBool isActive eventOut SFRotation rotation_changed eventOut SFVec3f trackPoint_changed }
Spécifications et exemples d'utilisation pour CylinderSensor
DirectionalLight { exposedField SFFloat ambientIntensity 0 exposedField SFColor color 1 1 1 exposedField SFVec3f direction 0 0 -1 exposedField SFFloat intensity 1 exposedField SFBool on TRUE }
Spécifications et exemple du noeud DirectionalLight
ElevationGrid { eventIn MFFloat set_height exposedField SFNode color NULL exposedField SFNode normal NULL exposedField SFNode texCoord NULL field MFFloat height [] field SFBool ccw TRUE field SFBool colorPerVertex TRUE field SFFloat creaseAngle 0 field SFBool normalPerVertex TRUE field SFBool solid TRUE field SFInt32 xDimension 0 field SFFloat xSpacing 0.0 field SFInt32 zDimension 0 field SFFloat zSpacing 0.0 }
Extrusion { eventIn MFVec2f set_crossSection eventIn MFRotation set_orientation eventIn MFVec2f set_scale eventIn MFVec3f set_spine field SFBool beginCap TRUE field SFBool ccw TRUE field SFBool convex TRUE field SFFloat creaseAngle 0 field MFVec2f crossSection [ 1 1, 1 -1, -1 -1, -1 1, 1 1 ] field SFBool endCap TRUE field MFRotation orientation 0 0 1 0 field MFVec2f scale 1 1 field SFBool solid TRUE field MFVec3f spine [ 0 0 0, 0 1 0 ] }
Fog { exposedField SFColor color 1 1 1 exposedField SFString fogType "LINEAR" exposedField SFFloat visibilityRange 0 eventIn SFBool set_bind eventOut SFBool isBound }
FontStyle { field SFString family "SERIF" field SFBool horizontal TRUE field MFString justify "BEGIN" field SFString language "" field SFBool leftToRight TRUE field SFFloat size 1.0 field SFFloat spacing 1.0 field SFString style "PLAIN" field SFBool topToBottom TRUE }
Group { eventIn MFNode addChildren eventIn MFNode removeChildren exposedField MFNode children [] field SFVec3f bboxCenter 0 0 0 field SFVec3f bboxSize -1 -1 -1 }
Propagation des événements du TouchSensor
à travers les groupes
ImageTexture { exposedField MFString url [] field SFBool repeatS TRUE field SFBool repeatT TRUE }
IndexedFaceSet { eventIn MFInt32 set_colorIndex eventIn MFInt32 set_coordIndex eventIn MFInt32 set_normalIndex eventIn MFInt32 set_texCoordIndex exposedField SFNode color NULL exposedField SFNode coord NULL exposedField SFNode normal NULL exposedField SFNode texCoord NULL field SFBool ccw TRUE field MFInt32 colorIndex [] field SFBool colorPerVertex TRUE field SFBool convex TRUE field MFInt32 coordIndex [] field SFFloat creaseAngle 0 field MFInt32 normalIndex [] field SFBool normalPerVertex TRUE field SFBool solid TRUE field MFInt32 texCoordIndex [] }
IndexedLineSet { eventIn MFInt32 set_colorIndex eventIn MFInt32 set_coordIndex exposedField SFNode color NULL exposedField SFNode coord NULL field MFInt32 colorIndex [] field SFBool colorPerVertex TRUE field MFInt32 coordIndex [] }
Inline { exposedField MFString url [] field SFVec3f bboxCenter 0 0 0 field SFVec3f bboxSize -1 -1 -1 }
LOD { exposedField MFNode level [] field SFVec3f center 0 0 0 field MFFloat range [] }
Material { exposedField SFFloat ambientIntensity 0.2 exposedField SFColor diffuseColor 0.8 0.8 0.8 exposedField SFColor emissiveColor 0 0 0 exposedField SFFloat shininess 0.2 exposedField SFColor specularColor 0 0 0 exposedField SFFloat transparency 0 }
Spécifications et exemples d'utilisation pour Material
MovieTexture { exposedField SFBool loop FALSE exposedField SFFloat speed 1 exposedField SFTime startTime 0 exposedField SFTime stopTime 0 exposedField MFString url [] field SFBool repeatS TRUE field SFBool repeatT TRUE eventOut SFFloat duration_changed eventOut SFBool isActive }
NavigationInfo { eventIn SFBool set_bind exposedField MFFloat avatarSize [ 0.25, 1.6, 0.75 ] exposedField SFBool headlight TRUE exposedField SFFloat speed 1.0 exposedField MFString type "WALK" exposedField SFFloat visibilityLimit 0.0 eventOut SFBool isBound }
Premier Pas : un exemple d'utilisation de Navigation Info dans un monde virtuel
Normal { exposedField MFVec3f vector [] }
NormalInterpolator { eventIn SFFloat set_fraction exposedField MFFloat key [] exposedField MFVec3f keyValue [] eventOut MFVec3f value_changed }
OrientationInterpolator { eventIn SFFloat set_fraction exposedField MFFloat key [] exposedField MFRotation keyValue [] eventOut SFRotation value_changed }
PixelTexture { exposedField SFImage image 0 0 0 field SFBool repeatS TRUE field SFBool repeatT TRUE }
PlaneSensor { exposedField SFBool autoOffset TRUE exposedField SFBool enabled TRUE exposedField SFVec2f maxPosition -1 -1 exposedField SFVec2f minPosition 0 0 exposedField SFVec3f offset 0 0 0 eventOut SFBool isActive eventOut SFVec3f trackPoint_changed eventOut SFVec3f translation_changed }
Spécifications et exemples d'utilisation pour PlaneSensor
PointLight { exposedField SFFloat ambientIntensity 0 exposedField SFVec3f attenuation 1 0 0 exposedField SFColor color 1 1 1 exposedField SFFloat intensity 1 exposedField SFVec3f location 0 0 0 exposedField SFBool on TRUE exposedField SFFloat radius 100 }
PointSet { exposedField SFNode color NULL exposedField SFNode coord NULL }
PositionInterpolator { eventIn SFFloat set_fraction exposedField MFFloat key [] exposedField MFVec3f keyValue [] eventOut SFVec3f value_changed }
ProximitySensor { exposedField SFVec3f center 0 0 0 exposedField SFVec3f size 0 0 0 exposedField SFBool enabled TRUE eventOut SFBool isActive eventOut SFVec3f position_changed eventOut SFRotation orientation_changed eventOut SFTime enterTime eventOut SFTime exitTime }
ScalarInterpolator { eventIn SFFloat set_fraction exposedField MFFloat key [] exposedField MFFloat keyValue [] eventOut SFFloat value_changed }
Script { exposedField MFString url [] field SFBool directOutput FALSE field SFBool mustEvaluate FALSE # And any number of: eventIn eventTypeName eventName field fieldTypeName fieldName initialValue eventOut eventTypeName eventName }
Pour illustrer le noeud Material, une sphere tourne autour d'un cône grâce à un script.
Sound { exposedField SFVec3f direction 0 0 1 exposedField SFFloat intensity 1 exposedField SFVec3f location 0 0 0 exposedField SFFloat maxBack 10 exposedField SFFloat maxFront 10 exposedField SFFloat minBack 1 exposedField SFFloat minFront 1 exposedField SFFloat priority 0 exposedField SFNode source NULL field SFBool spatialize TRUE }
Voir les explications pour l'intégration
d'un son dans une scène
ROUTE : Jouez un son après le clique d'un
utilisateur
Sphere { field SFFloat radius 1 }
SphereSensor { exposedField SFBool autoOffset TRUE exposedField SFBool enabled TRUE exposedField SFRotation offset 0 1 0 0 eventOut SFBool isActive eventOut SFRotation rotation_changed eventOut SFVec3f trackPoint_changed }
Spécifications et exemples d'utilisation pour sphereSensor
SpotLight { exposedField SFFloat ambientIntensity 0 exposedField SFVec3f attenuation 1 0 0 exposedField SFFloat beamWidth 1.570796 exposedField SFColor color 1 1 1 exposedField SFFloat cutOffAngle 0.785398 exposedField SFVec3f direction 0 0 -1 exposedField SFFloat intensity 1 exposedField SFVec3f location 0 0 0 exposedField SFBool on TRUE exposedField SFFloat radius 100 }
Switch { exposedField MFNode choice [] exposedField SFInt32 whichChoice -1 }
Text { exposedField MFString string [] exposedField SFNode fontStyle NULL exposedField MFFloat length [] exposedField SFFloat maxExtent 0.0 }
TextureCoordinate { exposedField MFVec2f point [] }
TextureTransform { exposedField SFVec2f center 0 0 exposedField SFFloat rotation 0 exposedField SFVec2f scale 1 1 exposedField SFVec2f translation 0 0 }
TimeSensor { exposedField SFTime cycleInterval 1 exposedField SFBool enabled TRUE exposedField SFBool loop FALSE exposedField SFTime startTime 0 exposedField SFTime stopTime 0 eventOut SFTime cycleTime eventOut SFFloat fraction_changed eventOut SFBool isActive eventOut SFTime time }
TouchSensor { exposedField SFBool enabled TRUE eventOut SFVec3f hitNormal_changed eventOut SFVec3f hitPoint_changed eventOut SFVec2f hitTexCoord_changed eventOut SFBool isActive eventOut SFBool isOver eventOut SFTime touchTime }
Spécifications et exemples d'utilisation pour TouchSensor
Transform { eventIn MFNode addChildren eventIn MFNode removeChildren exposedField SFVec3f center 0 0 0 exposedField MFNode children [] exposedField SFRotation rotation 0 0 1 0 exposedField SFVec3f scale 1 1 1 exposedField SFRotation scaleOrientation 0 0 1 0 exposedField SFVec3f translation 0 0 0 field SFVec3f bboxCenter 0 0 0 field SFVec3f bboxSize -1 -1 -1 }
Viewpoint { eventIn SFBool set_bind exposedField SFFloat fieldOfView 0.785398 exposedField SFBool jump TRUE exposedField SFRotation orientation 0 0 1 0 exposedField SFVec3f position 0 0 10 field SFString description "" eventOut SFTime bindTime eventOut SFBool isBound }
Voir l'utilisation des viewpoints avec le noeud Anchor
VisibilitySensor { exposedField SFVec3f center 0 0 0 exposedField SFBool enabled TRUE exposedField SFVec3f size 0 0 0 eventOut SFTime enterTime eventOut SFTime exitTime eventOut SFBool isActive }
WorldInfo { field MFString info [] field SFString title "" }
Ce document a été retravaillé une première fois par Sébastien
Marnier
puis repris par
VRML Worlds pour y ajouter ses exemples.
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