Commit 5db2b7ee authored by Florian Hölzl's avatar Florian Hölzl
Browse files

help for advanced operator panels

refs 907
parent f180a804
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@author hoelzl
@author $Author$
@version $Rev$
@ConQAT.Rating GREEN Hash: 3AFBF8C56016F51D583B0752DAF8159F
@ConQAT.Rating YELLOW Hash: D4C66EE66CC7DA66F1C9B40D37018E44
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......@@ -140,9 +140,10 @@ Cameras are defined by specifying an eye position and a look target location, wh
If you want the camera to be translated and/or rotated, you should set either the eye or the target location to the origin and the other one unit away in either X or Y direction.<BR>
See <I>Camera0</I> in the example for moving camera with fixed target location.
<br>
<br>
<img src ="./pictures/opa-scene-viewer-camera-prop.png">
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<P>
<br>
The scene viewer can be used with or without using the OpenGL light engine.<BR>
You can switch the use of light using the property section of the <I>3D Viewer</I> tree item.<BR>
There you can also set the ambient light intensity when the light is turned on.<BR>
......@@ -151,14 +152,68 @@ If the light is turned off, the ambient component of the material of loaded obje
A light source can be specified by adding a <I>Light Node</I> to the scene graph. There is a maximum of <B>8 lights</B> currently supported.<BR>
With the property section you can specify the properties of the light source, in particular, its ambient, diffuse, and specular intensities/colors as well as the attenuation coefficients.<BR>
<br>
<br>
<img src ="./pictures/opa-scene-viewer-light-prop.png">
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<P>
<br>
Note that lights can also be positioned in the scene by using transformations (see below).<BR>
<h5><font color="#336699">Objects and Materials</font></h5>
Objects in the scene are built from meshes (i.e. sets of triangles).<BR>
More complex objects can be loaded from external files using the button from the property.<BR>
See below for information on how to export proper meshes from the Blender 3D modeling tool.<BR>
<br>
<br>
<img src ="./pictures/opa-scene-viewer-obj-prop.png">
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<br>
Each object's triangles are associated with a material, which describes the objects reaction to light sources.<BR>
These values are imported when the object is loaded, but can be changed in the editor.<BR>
<br>
<br>
<img src ="./pictures/opa-scene-viewer-material-prop.png">
<br>
<br>
If the light engine is disabled the ambient component of the material is used as color.<BR>
<P>
Each loaded object is instantiated in the scene graph by adding <I>Object Nodes</I>.<BR>
The property section of the object node references a loaded object by name.<BR>
Note that loaded objects can be used by multiple object nodes with each node possibly being transformed differently.<BR>
For example, the white cube is used five times in the tutorial model.<BR>
<h5><font color="#336699">Transformations: Translation, Rotation, and Scaling</font></h5>
You can move or animate objects by specifying transformation nodes.<BR>
Each such nodes applies its transformation to the model view matrix of OpenGL before its sub-components are processed.<BR>
There transformations can be chained to allow to draw any object at any location, rotation and size.<BR>
Furthermore, the values for the transformation can be computed from input port values, which allows animation.<BR>
<P>
The following picture shows the rotation node properties for the blue sphere (the rotation angle is taken from the input port <I>angle</I>):
<br>
<br>
<img src ="./pictures/opa-scene-viewer-rot-prop.png">
<br>
<br>
The property sections of translations and scalings work similar.<BR>
The X, Y, and Z values can also be computed from input port values.<BR>
<h5><font color="#336699">Using Blender to replace Object meshes.</font></h5>
<P>
When using Blender to produce the objects to be shown in the 3D Viewer make sure you trianlges and all the normal vectors point in the right direction.<BR>
Here is an example picture from the default cube with normals pointing outward.<BR>
<br>
<br>
<img src ="./pictures/opa-scene-viewer-blender-cube.png">
<br>
<br>
<P>
Before you can import your mesh in the 3D viewer, you must export it from Blender into the Wavefront format (.OBJ object and .MTL material files).<BR>
Make sure the edges, normals and materials are exported and the mesh has triangulated faces (if you haven't done so during editing).<BR>
Here is an example of the export options that were tested for AF3.<BR>
<br>
<br>
<img src ="./pictures/opa-scene-viewer-blender-export.png">
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<br>
You are advised to export your mesh with correct up axis.<BR>
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