http://code.google.com/p/tubras/source/detail?r=1900
Added:
/trunk/tools/irrb/doc/_static/img024.png
/trunk/tools/irrb/doc/samples.rst
Modified:
/trunk/tools/irrb/doc/contents.rst
/trunk/tools/irrb/doc/physics.rst
=======================================
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=======================================
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+++ /trunk/tools/irrb/doc/samples.rst Fri Jan 6 11:03:38 2012
@@ -0,0 +1,10 @@
+===================
+Sample .blend Files
+===================
+
+.. toctree::
+ :maxdepth: 2
+
+Following is a list of sample .blend files that demonstrate **irrB**'s
various
+features.
+
=======================================
--- /trunk/tools/irrb/doc/contents.rst Wed Oct 5 22:29:21 2011
+++ /trunk/tools/irrb/doc/contents.rst Fri Jan 6 11:03:38 2012
@@ -28,6 +28,7 @@
utilities
config
notes
+ samples
faq
changelog
=======================================
--- /trunk/tools/irrb/doc/physics.rst Mon Sep 26 10:03:18 2011
+++ /trunk/tools/irrb/doc/physics.rst Fri Jan 6 11:03:38 2012
@@ -5,4 +5,131 @@
.. toctree::
:maxdepth: 2
-Export Collision and Physics data.
+.. container:: irrb-right
+
+ .. image:: _static/img024.png
+
+**irrB** allows exporting Blender's collision and physics data to an
Irrlicht scene
+file (.irr). Collision and Physics data are written to the Scene file
(.irr) and
+saved to each object/nodes **userData** section. For example::
+
+ <node type="mesh">
+ <attributes>
+ <string name="Name" value="Cube"/>
+ <int name="Id" value="-1"/>
+ <vector3d name="Position" value="0.000000, 0.000000, 0.000000"/>
+ <vector3d name="Rotation" value="0.000000, -0.000000, 0.000000"/>
+ <vector3d name="Scale" value="1.000000, 1.000000, 1.000000"/>
+ <bool name="Visible" value="true"/>
+ <enum name="AutomaticCulling" value="frustum_box"/>
+ <bool name="DebugDataVisible" value="false"/>
+ <bool name="IsDebugObject" value="false"/>
+ <bool name="ReadOnlyMaterials" value="false"/>
+ <string name="Mesh" value="mdl/Cube.irrbmesh"/>
+ </attributes>
+ <userData>
+ <attributes>
+ <string name="Physics.BodyType" value="static"/>
+ <string name="Physics.BodyShape" value="box"/>
+ <bool name="Physics.Visible" value="true"/>
+ <float name="Physics.Friction" value="0.50"/>
+ <float name="Physics.Restitution" value="0.00"/>
+ </attributes>
+ </userData>
+ </node>
+
+Collision and Physics data are only written to the exported scene file
when the
+"Physics" option is enabled in the **irrB** export sub-panel.
+
+It's important to note that in order to take advantage of the exported
Collision/Physcis
+data, your application will require code to extract, initialize, and
process the
+data in order for it to be meaningful. In other words, your application
will need
+to integrate an existing 3rd party Collision/Physics libraray such as:
+
+ * Bullet - http://bulletphysics.org
+ * Physx - http://www.nvidia.com/object/physx_new.html
+ * Newton - http://newtondynamics.com
+ * Open Dynamics Engine (ODE) - http://www.ode.org
+ * Havok - http://havok.com
+
+You may also choose to use Irrlicht's own built-in collision system which
is
+capable of collision detection/response only (no dynamics simulation).
+
+----
+
+Physics Property Mapping
+========================
+
+As previously mentioned, **irrB** writes Collision/Physics data to an
exported
+object's scene node as **userData**. The following tags may be generated
by **irrB**:
+
++------------------------------+------------------------------------------+
+| irrB UserData Tag | Description |
++==============================+==========================================+
+| Physics.BodyType | Object body type - static, none, sensor, |
+| | soft, dynamic, rigid, or occluder |
++------------------------------+------------------------------------------+
+| Physics.BodyShape | Object body shape - box, sphere, cone, |
+| | cylinder, concavemesh, or convexmesh |
++------------------------------+------------------------------------------+
+| Physics.Visible | Whether or not the geometry is visible. |
++------------------------------+------------------------------------------+
+| Physics.Mass | The object mass. |
++------------------------------+------------------------------------------+
+| Physics.Friction | |
++------------------------------+------------------------------------------+
+| Physics.Restitution | |
++------------------------------+------------------------------------------+
+| Physics.Ghost | |
++------------------------------+------------------------------------------+
+| Physics.Actor | |
++------------------------------+------------------------------------------+
+| Physics.CollisionResponse | |
++------------------------------+------------------------------------------+
+
+The following table is a map of Blender's **Physics Type** to **irrB**'s
+Physics.BodyType:
+
++------------------------------+------------------------------------------+
+| Blender Physics Type | irrB "Physics.BodyType" value |
++==============================+==========================================+
+| Static | "static" |
++------------------------------+------------------------------------------+
+| No Collision | "none" |
++------------------------------+------------------------------------------+
+| Sensor | "sensor" |
++------------------------------+------------------------------------------+
+| Dynamic | "dynamic" |
++------------------------------+------------------------------------------+
+| Rigid body | "rigid" |
++------------------------------+------------------------------------------+
+| Soft body | "soft" |
++------------------------------+------------------------------------------+
+| Occlude | "occulder" |
++------------------------------+------------------------------------------+
+| Navigation Mesh | "none" |
++------------------------------+------------------------------------------+
+
+**irrB** generates the Physics.BodyShape value based on Blender's "Bounds"
+parameter setting. The following table is a map of Blender's Bounds types
to
+what what is exported by **irrB**:
+
++------------------------------+------------------------------------------+
+| Blender Bounds Type | irrB "Physics.BodyShape" value |
++==============================+==========================================+
+| Triangle Mesh | "TRIANGLE_MESH" |
++------------------------------+------------------------------------------+
+| Convex Hull | "CONVEX_HULL" |
++------------------------------+------------------------------------------+
+| Cone | "CONE" |
++------------------------------+------------------------------------------+
+| Cylinder | "CYLINDER" |
++------------------------------+------------------------------------------+
+| Sphere | "SPHERE" |
++------------------------------+------------------------------------------+
+| Box | "BOX" |
++------------------------------+------------------------------------------+
+| Capsule | "CAPSULE" |
++------------------------------+------------------------------------------+
+
+