Annotated draw info sample

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JeffM
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Annotated draw info sample

Post by JeffM » Wed Sep 26, 2007 9:19 pm

In trying to help some people out with learning how drawInfo works, I made a small sample object, and provided a number of comments on it. I am posting it here for reference.

Code: Select all

material
  name invisible
  diffuse 0 0 0 0
  alphathresh 0.2
  #noradar
  #noshadow
  #noculling
  #nosorting
end

material
  name thingy
  diffuse 1 1 1 1
  alphathresh 0.2
  #noradar
  #noshadow
  #noculling
  #nosorting
  addtexture caution.png
end

mesh
	# set the center of the collision box as an inside point
	# since the collision volume is convex, a single point is fine
	inside 0 0 1
	
	# define a list of verts, normals ,and UVs
	# these will be used by both the tradtional mesh faces 
	# as well as the draw info.
	#verts	8
	#norms	6
	#uvs	4
    vertex 1 1 2	#0
    vertex 1 -1 2	#1
    vertex -1 -1 2	#2
    vertex -1 1 2	#3
    vertex 1 1 0	#4
    vertex 1 -1 0	#5
    vertex -1 -1 0	#6
    vertex -1 1 0	#7
    
    normal	1 0 0	#0
    normal	-1 0 0 	#1
    normal	0 1 0	#2
    normal	0 -1 0	#3
    normal	0 0 1	#4
    normal	0 0 -1	#5
    
    normal	1 1 0	#6
    normal	-1 -1 0	#7
    
	texcoord 0 0	#0
	texcoord 1 0	#1
	texcoord 1 1	#2
	texcoord 0 1	#3
	
	#These faces are just used for colisions
	# it has a material set that is invisible.
	# these are NORMAL faces, just like any other mesh
	# these are attached to the MESH, not the draw info
	# they must go ether before or after the draw info section
	# and can NOT be animated, LODed, etc. They are normal mesh faces
    face	# top
		vertices 3 2 1 0
		texcoords 0 1 2 3
		normals  4 4 4 4
		matref invisible
    endface
    
	face # botom
		vertices 4 5 6 7
		texcoords 0 1 2 3
		normals  5 5 5 5
		matref invisible
    endface
    
    face # x+
		vertices 0 1 5 4 
		texcoords 0 1 2 3
		normals  0 0 0 0
		matref invisible
    endface
    
    face # x-
		vertices 7 6 2 3
		texcoords 0 1 2 3
		normals  1 1 1 1
		matref invisible
    endface
    
	face # y+
		vertices 4 7 3 0
		texcoords 0 1 2 3
		normals  2 2 2 2
		matref invisible
    endface
    
 	face # y-
		vertices 1 2 6 5
		texcoords 0 1 2 3
		normals  3 3 3 3
		matref invisible
    endface
    
    # this is the actual drawn geometry
    drawInfo
		# the info for the octree
		# the min X Y Z and max X Y Z of all the verts in this section
		extents -1 -1 0 1 1 2
		
		# the center X Y Z and radus of a sphere that includes all verts in this section
		sphere 0 0 1 4			
		
		# spin it 40 deg per second
		angvel 40
		
		# define a set of unique XYZ, IJK, UV indexes as corners
		#-x y to +x -y
		corner 3 6 0	#0
		corner 1 6 1	#1
		corner 5 6 2	#2
		corner 7 6 3	#3
		
		# since the back side has a different normal, we make a difrent set of corners
		# each corner index represents a unique combination of vert, normal, and texture coordinates.
		# you MUST define texture coordiantes and normals when doing draw info.
		corner 7 7 3	#4
		corner 5 7 2	#5
		corner 1 7 1	#6
		corner 3 7 0	#7

		# do just one LOD that used always
		# you can do more then one LOD level
		# and use a rougher geometric representation for further distances.
		# this is the best way to make complex meshes run better
		lod  # 0
			lengthPerPixel 0		# 0 means that this is used as the nearest one
									# this would be incrased for further LODs.
								
			matref thingy			# group the items that use the same texture
				dlist				# put it into a display list
				sphere 0 0 1 4		# tell the octree how big this part is
				polygon 0 1 2 3		# call 2 polygons, one for each side
				polygon 4 5 6 7 
				
				# Note
				# draw info only supports draw info specific geometric primitives.
				# normal mesh primitives, like face, meshbox, arc, etc are NOT valid
				# inside a draw info section.
				# you must use one or more of the following draw commands, followed by
				# a list of corner indexes.
				# points, lines, lineloop, linestrip, tris, tristrip, 
				# trifan, quads, quadstrip, polygon
				
				# the equivalent command for a mesh face would be the polygon
			end
		end
    end
end
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optic delusion
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Post by optic delusion » Thu Sep 27, 2007 2:52 pm

Two changes that I believe are correct, both deal with matrefs.

Code: Select all

material 
  name boxwall 
  diffuse 0 0 0 0 
  alphathresh 0.2 
  #noradar 
  #noshadow 
  #noculling 
  #nosorting 
  texture boxwall.ong
end 

material 
  name caution
  diffuse 1 1 1 1 
  alphathresh 0.2 
  #noradar 
  #noshadow 
  #noculling 
  #nosorting 
  addtexture caution.png 
end 

mesh 
   # set the center of the collision box as an inside point 
   # since the collision volume is convex, a single point is fine 
   inside 0 0 1 
    
   # define a list of verts, normals ,and UVs 
   # these will be used by both the tradtional mesh faces 
   # as well as the draw info. 
   #verts   8 
   #norms   6 
   #uvs   4 
    vertex 1 1 2   #0 
    vertex 1 -1 2   #1 
    vertex -1 -1 2   #2 
    vertex -1 1 2   #3 
    vertex 1 1 0   #4 
    vertex 1 -1 0   #5 
    vertex -1 -1 0   #6 
    vertex -1 1 0   #7 
    
    normal   1 0 0   #0 
    normal   -1 0 0    #1 
    normal   0 1 0   #2 
    normal   0 -1 0   #3 
    normal   0 0 1   #4 
    normal   0 0 -1   #5 
    
    normal   1 1 0   #6 
    normal   -1 -1 0   #7 
    
   texcoord 0 0   #0 
   texcoord 1 0   #1 
   texcoord 1 1   #2 
   texcoord 0 1   #3 
    
   #These faces are just used for colisions 
   # it has a material set that is invisible. 
   # these are NORMAL faces, just like any other mesh 
   # these are attached to the MESH, not the draw info 
   # they must go ether before or after the draw info section 
   # and can NOT be animated, LODed, etc. They are normal mesh faces 
   
#  EDIT since faces are only used for collision, there is no need to have 
#  anything other than vertices in faces. no matrefs, nothing.
#  Drawinfo overrides anything sent from faces to the renderer?
# Or is it simply ignored?

      face   # top 
      vertices 3 2 1 0  
    endface 
    
   face # botom 
      vertices 4 5 6 7 
    endface 
    
    face # x+ 
      vertices 0 1 5 4 
    endface 
    
    face # x- 
      vertices 7 6 2 3 
    endface 
    
   face # y+ 
      vertices 4 7 3 0 
    endface 
    
    face # y- 
      vertices 1 2 6 5 
    endface 
    
    # this is the actual drawn geometry 
    drawInfo 
      # the info for the octree 
      # the min X Y Z and max X Y Z of all the verts in this section 
      extents -1 -1 0 1 1 2 
       
      # the center X Y Z and radus of a sphere that includes all verts in this section 
      sphere 0 0 1 4          
       
      # spin it 40 deg per second 
      angvel 40 
       
      # define a set of unique XYZ, IJK, UV indexes as corners 
      #-x y to +x -y 
      corner 3 6 0   #0 
      corner 1 6 1   #1 
      corner 5 6 2   #2 
      corner 7 6 3   #3 
       
      # since the back side has a different normal, we make a difrent set of corners 
      # each corner index represents a unique combination of vert, normal, and texture coordinates. 
      # you MUST define texture coordiantes and normals when doing draw info. 
      corner 7 7 3   #4 
      corner 5 7 2   #5 
      corner 1 7 1   #6 
      corner 3 7 0   #7 

      # do just one LOD that used always 
      # you can do more then one LOD level 
      # and use a rougher geometric representation for further distances. 
      # this is the best way to make complex meshes run better 
      lod  # 0 
         lengthPerPixel 0      # 0 means that this is used as the nearest one 
                                  # this would be incrased for further LODs.  
            dlist            # put it into a display list 
            sphere 0 0 1 4      # tell the octree how big this part is 

# EDIT  you can think of each polygon/tristrip/etc  like an extended face.
# Each "matref" requires a corresponding  "end"

matref caution           
            polygon 0 1 2 3      # call 2 polygons, one for each side
end

matref boxwall 
            polygon 4 5 6 7 
end

            # Note 
            # draw info only supports draw info specific geometric primitives. 
            # normal mesh primitives, like face, meshbox, arc, etc are NOT valid 
            # inside a draw info section. 
            # you must use one or more of the following draw commands, followed by 
            # a list of corner indexes. 
            # points, lines, lineloop, linestrip, tris, tristrip, 
            # trifan, quads, quadstrip, polygon 
             
            # the equivalent command for a mesh face would be the polygon 
         end 
      end 
    end 
end

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Post by JeffM » Thu Sep 27, 2007 4:11 pm

yes technically you don't need the UV coordinates for the collision volume.
but you should define normals, they help out with collisions ( so we know what way the "outside" of the object is.

I don't believe you need a texture for an invisible object.
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Post by OO7 » Thu Sep 27, 2007 11:10 pm

JeffM wrote:yes technically you don't need the UV coordinates for the collision volume.
but you should define normals, they help out with collisions ( so we know what way the "outside" of the object is.

I don't believe you need a texture for an invisible object.
If you add a texture, doesn't it apply the default? Not that it would matter, being invisible and all.

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