http://code.google.com/p/tubras/source/detail?r=1909
Modified:
/trunk/tools/irrb/doc/billboard.rst
/trunk/tools/irrb/doc/custom.rst
/trunk/tools/irrb/doc/export_panel.rst
/trunk/tools/irrb/doc/iwalktest.rst
/trunk/tools/irrb/doc/material_panel.rst
/trunk/tools/irrb/doc/physics.rst
/trunk/tools/irrb/doc/skyboxdome.rst
/trunk/tools/irrb/doc/utilities.rst
=======================================
--- /trunk/tools/irrb/doc/billboard.rst Sat Jan 14 11:34:59 2012
+++ /trunk/tools/irrb/doc/billboard.rst Tue Jan 17 11:15:48 2012
@@ -16,9 +16,9 @@
**1.** Add a plane mesh to your scene at the position you would like the
billboard to appear. The scale and rotation are ignored by **irrB**.
**2.** Create a UV map for the plane and assign it an image using
Blender's UV/Image Editor.
- The actual UV coordinates are ignored by **irrB**, but you must assigned
an image to the UV map.
-
- **3.** Set the irrB Object Type to "Billboard" in the **irrB** object
sub-panel. Once the object
+ The actual UV coordinates are ignored by **irrB**, but you must assign an
image to the UV map.
+
+ **3.** Set the **irrB** Object Type to "Billboard" in the **irrB** object
sub-panel. Once the object
type is set to "Billboard", you may then define the width, height, and
vertex (shade) colors.
----
=======================================
--- /trunk/tools/irrb/doc/custom.rst Fri Dec 30 12:56:27 2011
+++ /trunk/tools/irrb/doc/custom.rst Tue Jan 17 11:15:48 2012
@@ -58,7 +58,7 @@
=================================
In order to access scene node userData properties in your application,
-you will need to create a class that implements the
ISceneUserDataSerializer
+you will need to create a class that implements the
`ISceneUserDataSerializer
<http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_scene_user_data_serializer.html>`_
interface. This newly created class will also need to override the
**OnReadUserData** method::
=======================================
--- /trunk/tools/irrb/doc/export_panel.rst Mon Jan 16 11:02:27 2012
+++ /trunk/tools/irrb/doc/export_panel.rst Tue Jan 17 11:15:48 2012
@@ -56,43 +56,37 @@
Therefore, if the scene being exported is named "TestLevel", the generated
scene file
would be saved to "{Out Directory}/TestLevel.irr".
-**Light(s)** - Check box used to indicate whether or not light objects are
written
-to the Irrlicht scene file.
-
-**Camera(s)** - Check box used to indicate whether or not camera objects
are
-written to the Irrlicht scene file.
-
-**Selected Only** - Check box used to export only **objects** (including
lights
-and cameras) that are selected in the current scene. When un-selected, all
objects
-in Blender's visible layers will be exported.
+**Light(s)** - Export light objects to the Irrlicht scene file.
+
+**Camera(s)** - Export camera objects to the Irrlicht scene file.
+
+**Selected Only** - Export only **objects** (including lights and cameras)
that
+are selected in the current scene. When un-selected, all objects in
Blender's
+visible layers will be exported.
**Animations** - not implemented.
-**Physics** - Check box used to indicate whether or not to write
collision/physics
-data to the Irrlicht scene file. When selected, additional physics related
options
-will appear.
-
-**Pack Files** - Check box used to indicate whether or not **all**
generated
-output will be packed into a single "{Out Directory}/{scene name}.zip"
file.
-
-**Make Executable** - Check box used to indicate whether or not to
-create an executable containing all of the scene, mesh, and texture
+**Physics** - Export collision/physics data to the Irrlicht scene file.
When
+selected, additional physics related options will appear.
+
+**Pack Files** - Pack **all** generated into a single "{Out
Directory}/{scene name}.zip" file.
+
+**Make Executable** - Create an executable containing all of the scene,
mesh, and texture
data embedded in the generated executable. The generated executable file
name is based
on the current Blender scene name - "{Out Directory}/{scene name}.exe".
Note that this
option will only appear if the iwalktest utility has been installed and
properly configured.
-**Binary Meshes** - Check box used to indicate whether or not to convert
mesh files to
-the experimental ".irrbmesh" (binary .irrmesh) format. This option will
only appear if
-you have the imeshcvt utility installed and properly configured. For more
information
-on the .irrbmesh format, see the section named :doc:`Binary Mesh Format
</irrbmesh>`.
-
-**Walktest** - Check box used to indicate whether or not to walktest your
-exported scene after exporting. This option will only appear if you have
-the IWALKTEST environment variable defined. When selected, the program
-defined by the IWALKTEST environment variable is executed with your
exported
-scene file passed as parameter immediately after a successful export. The
-":doc:`irrb Utilities </utilities>`" contain a program that you may use to
+**Binary Meshes** - Convert mesh files to the experimental ".irrbmesh"
+(binary .irrmesh) format. This option will only appear if you have the
imeshcvt
+utility installed and properly configured. For more information on
the .irrbmesh
+format, see the section named :doc:`Binary Mesh Format </irrbmesh>`.
+
+**Walktest** - Walk test your exported scene after exporting. This option
will
+only appear if you have the IWALKTEST environment variable defined. When
selected,
+the program defined by the IWALKTEST environment variable is executed with
your
+exported scene file passed as parameter immediately after a successful
export.
+The ":doc:`irrb Utilities </utilities>`" contain a program that you may
use to
examine an exported scene using the Irrlicht rendering engine.
Walktest Options
@@ -108,31 +102,25 @@
**Antialias** - Antialiasing enabled. When enabled, **irrB**'s iwalktest
application set's antialiasing to 4 when creating the video driver.
-**VSync** - Check box used to indicate whether or not VSync is enabled.
-
-**Full Screen** - Check box used to indicate whether or not to run in full
-screen mode.
-
-**Keep Aspect** - Check box used to indicate whether or not the created
-window will maintain the original aspect of the monitor.
-
-**Show Help** - Check box used to indicate whether or not iwalktest will
-display the help window on start up.
-
-**Debug** - Check box used to indicate whether or not detailed debug
-information will be logged to the walktest log file.
-
-**Stencil Buffer** - Check box used to indicate whether or not to use
-stencil buffers.
-
-**Video Driver** - Drop down used to select the video driver to use. This
-option will only appear for Windows users. The choices are DirectX or
-OpenGL.
-
-**Resolution** - Drop down which allows you to choose the video resolution
-to use. Options include "minimal", "medium", "maximum", or "custom". When
-"custom" is selected, the exact horizontal and vertical dimensions may be
-explicitly entered.
+**VSync** - Enable VSync.
+
+**Full Screen** - Run in full screen mode.
+
+**Keep Aspect** - The walk test window should maintain the original
aspect of
+the default screen resolution.
+
+**Show Help** - Show help on start up.
+
+**Debug** - Show debug info on start up.
+
+**Stencil Buffer** - Use stencil buffers.
+
+**Video Driver** - Which video driver to use. This option will only appear
for
+Windows users. The choices are DirectX or OpenGL.
+
+**Resolution** - The video resolution to use. Options include "minimal",
+"medium", "maximum", or "custom". When "custom" is selected, the exact
+horizontal and vertical dimensions may be explicitly entered.
**Velocity** - The camera movement speed in units per second.
@@ -151,8 +139,8 @@
When the Physics and Walktest check boxes are selected, the following
additional
options will appear in the export panel.
-**Physics System** - Drop down which allows you to choose either Bullet or
-Irrlicht as the collision/physics system. Note that Irrlicht is a collison
+**Physics System** - Which collision/physics system to use. Options
include either
+Bullet or Irrlicht as the collision/physics system. Note that Irrlicht is
a collison
only system so rigid body dynamics are ignored.
**Character Width** - The width in units to use for the character
=======================================
--- /trunk/tools/irrb/doc/iwalktest.rst Tue Jan 3 11:03:18 2012
+++ /trunk/tools/irrb/doc/iwalktest.rst Tue Jan 17 11:15:48 2012
@@ -46,12 +46,12 @@
"$2" - The value of the "Out Directory" property in the **irrB** export
sub-panel.
-For example, say your application is stored as:
+For example, if your application is stored as:
"c:\\myapps\\mygame\\mygame.exe"
-and it requires a command line parameter "-i" followed by the scene file
name. In
-this case you would set the **IWALKTEST** environment variable to:
+and it requires a command line parameter "-i" followed by the scene file
name,
+you need to set the **IWALKTEST** environment variable to:
IWALKTEST=c:\\myapps\\mygame\\mygame.exe -i "$1"
=======================================
--- /trunk/tools/irrb/doc/material_panel.rst Tue Jan 3 11:03:18 2012
+++ /trunk/tools/irrb/doc/material_panel.rst Tue Jan 17 11:15:48 2012
@@ -7,10 +7,10 @@
The **irrB** material panel gives explicit control over every available
Irrlicht material
property. Mapping from a Blender material to an Irrlicht is difficult at
-best so **irrB** takes the approach of letting the user control the
settings.
+best so **irrB** takes the approach of letting the user control the
settings directly.
In cases where there is a direct match between a Blender material property
and an Irrlicht material property, **irrB** will use the Blender property
and
-include an additional panel element in the **irrB** material panel.
+include it as an additional panel element in the **irrB** material panel.
.. container:: irrb-left
@@ -58,7 +58,7 @@
================================
Irrlicht allows up to four texture layers (`SMaterialLayer
<http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_s_material_layer.html>`_)
to be defined per material. All of the pre-defined Irrlicht material
types use
-at most two texture layers. The current Irrlicht internal vertex format
support
+at most two texture layers. The current Irrlicht internal vertex format
supports
at most two set of UV coordinates.
Each texture layer is made up of information that includes an
image/texture reference
@@ -86,34 +86,35 @@
You may also choose "Custom" if you have created your own material type.
When "Custom" is selected,
a field named "Custom Name" will appear. Use this field to enter your
custom material name.
-**Lighting** - Whether or not this material will be lit.
-
-**Backface Culling** - Whether or not backface culling is enabled. If
enabled, backfaces won't
+**Lighting** - Enable lighting.
+
+**Backface Culling** - Enable backface culling. If enabled, backfaces
won't
be visible. If disabled, backfaces will be visible (double-sided).
-**ZWriteEnable** - Whether or not the zbuffer is writable.
-
-**Normalize Normals** - Whether or not the normals should be normalized.
Use this
-if the mesh is lit and scaled.
-
-**Link Diffuse** - Whether or not to link the diffuse color to Blender's
material diffuse
-property.
-
-**Gouraud** - Whether or not to use Gouraud or flat shading.
-
-**Frontface Culling** - Whether or not frontface culling is enabled. If
enabled, frontfaces won't
+**ZWriteEnable** - Enable zbuffer writing.
+
+**Normalize Normals** - Normalize normals after loading. Use this if the
mesh is
+lit and scaled.
+
+**Link Diffuse** - Link the diffuse color to Blender's material diffuse
property.
+
+**Gouraud** - Use Gouraud or flat shading.
+
+**Frontface Culling** - Enable frontface culling. If enabled, frontfaces
won't
be visible. If disabled, frontfaces will be visible.
-**Fog** - Whether or not fog is enabled for this material.
-
-**Use MipMaps** - Whether or not mipmaps are enabled.
-
-**Use Blender Textures** - Whether or not to use textures/images from
Blender's texture slots.
+**Fog** - Enable fog.
+
+**Use MipMaps** - Enable using mipmaps.
+
+**Use Blender Textures** - Use textures/images from Blender's texture
slots. If a
+UV layer has an image assigned to it and also has images in the texture
slots, the
+images in the texture slots are used if the options is enabled.
**ZBuffer** - ZBuffer comparison method for depth buffer test. "Never"
(disabled), "Less or Equal",
"Equal", "Less", "Not Equal" "Greator or Equal", "Greator", "Always".
-**Antialiasing** - Whether or not anti-aliasing is enabled
(EAAM_LINE_SMOOTH).
+**Antialiasing** - Enable anti-aliasing (EAAM_LINE_SMOOTH).
**Color Material** - Defines the interpretation of vertex color in the
lighting equation.
Values should be chosen from E_COLOR_MATERIAL. When lighting is enabled,
vertex color can
=======================================
--- /trunk/tools/irrb/doc/physics.rst Fri Jan 6 11:03:38 2012
+++ /trunk/tools/irrb/doc/physics.rst Tue Jan 17 11:15:48 2012
@@ -41,16 +41,16 @@
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
+It's important to note that in order to take advantage of the exported
Collision/Physics
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
+ * Havok - http://havok.com
* 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
+ * Newton - http://newtondynamics.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).
=======================================
--- /trunk/tools/irrb/doc/skyboxdome.rst Sat Jan 14 11:34:59 2012
+++ /trunk/tools/irrb/doc/skyboxdome.rst Tue Jan 17 11:15:48 2012
@@ -11,12 +11,12 @@
Creating an Irrlicht Sky Box or Dome in Blender both require:
- 1. Create an arbitrary mesh. A single plane will work fine both a sky box
or dome.
-
- 2. Create a new Blender Material for the newly created mesh.
+ **1.** Create an arbitrary mesh. A single plane will work fine both a sky
box or dome.
+
+ **2.** Create a new Blender Material for the newly created mesh.
After the material has been created, you simply need to assign the
appropriate
-number of images to the material texture slots.
+number of images to the Blender material texture slots.
For a Sky Dome, only a single image meeds to be assigned to the first
texture slot.
@@ -25,7 +25,8 @@
themselves).
The texture slot names for a Sky Box node must
be "left", "right", "top", "bottom",
-"front", and "back". The names are case insensitive and the order is
arbitrary.
+"front", and "back". The names are case insensitive and the order they
appear
+in the texture slots isn't relevant.
----
@@ -49,7 +50,7 @@
**Sphere Pct** - The percentage of the sphere to generate. A value
of 1.0 generates exactly the upper hemisphere. 1.1 will generate slightly
more, and 2.0 will generate a full sphere. It is sometimes useful to use
- a value slightly bigger than 1 to avoid a gap between some ground place
and the sky.
+ a value slightly bigger than 1 to avoid a gap between the ground and sky.
**Radius** - The size of the sphere in "units".
=======================================
--- /trunk/tools/irrb/doc/utilities.rst Sat Jan 7 17:29:44 2012
+++ /trunk/tools/irrb/doc/utilities.rst Tue Jan 17 11:15:48 2012
@@ -16,7 +16,7 @@
Installation
============
-The latest stable download of irrbUtils is accessible from both
the "Project"
+The latest stable download of **irrbUtils** is accessible from both
the "Project"
and "Downloads" tabs of this `Tubras Google Code project
<http://code.google.com/p/tubras>`_.
On the "Project Home" tab, irrbUtils is listed in the "Featured Downloads"
section. The current version is 0.6. It may be downloaded from here:
@@ -47,11 +47,11 @@
Configuration
=============
-In order to integrate iwalktest and imeshcvt with irrb, you need to set up
+In order to integrate iwalktest and imeshcvt with **irrB**, you need to
set up
environment variables which point to the locations of their respective
executables.
-**Windows** - If installed/unzipped to "c:\\irrbutils", then you would set
the following
-environment variables:
+**Windows** - If installed/unzipped to "c:\\irrbutils\\", then you would
set the
+following environment variables:
| ``IWALKTEST=c:\irrbutils\iwalktest.exe -i "$1" -a "$2"``
| ``IMESHCVT=c:\irrbutils\imeshcvt.exe``
@@ -62,14 +62,14 @@
| ``IWALKTEST=/home/jethro/iwalktest -i "$1" -a "$2"``
| ``IMESHCVT=/home/jethro/imeshcvt``
-The "$1" and "$2" substitution variables inform irrb where to insert the
+The "$1" and "$2" substitution variables inform **irrB** where to insert
the
"Scene File" and "Base Directory" command line parameters.
Regardless of the OS you use, you may wish to run a different application
instead of iwalktest (maybe your own or `irrEdit
<http://www.ambiera.com/irredit/>`_).
To do this, simply set the appropriate value in the IWALKTEST environment
variable.
For example to run irrEdit under Windows you would set the value to
(assuming irrEdit is
-installed to "c:\irredit"):
+installed to "c:\\irredit\\"):
| ``IWALKTEST=c:\irredit\irredit.exe "$1"``
@@ -83,7 +83,7 @@
| ``IWALKTEST=c:\myappdir\myapp.exe -i "$1" -u``
-irrb will make the appropriate substitution before invoking your
application.
+**irrB** will make the appropriate substitution before invoking your
application.
----
@@ -97,10 +97,101 @@
iwalktest is a simple Irrlicht application that allows you to freely (God
camera) move around and view your
scene. It also allows you to easily switch (F9 key) between the various
cameras you choose to export.
-.. image:: _static/img027.png
+The help panel identifies the keys and functionality that is available
while iwalktest is running:
+
+**wasd** - Camera movement keys. Holding the Shift key while moving will
+accelerate the movement by the amount defined in iwalktest.cfg ("avel"
command).
+Note the "e" and "c" keys will move the camera up and down respectively.
+
+**arrow** The up/down/left/right arrow keys control camera rotation.
+
+**I** - Inverts the up-down mouse movement.
+
+**L** - Toggles visual light debug data.
+
+**prt** - (Print Screen) will save a screen shot of the view to a file
named
+"cap##.png" (## - screen shot number). The file will be save into the same
+directory iwalktest is located in.
+
+**F1** - Toggles the visibility of the Help panel.
+
+**F2** - Toggles the visibility of the Debug panel.
+
+**F3** - Cycles the display mode (textured, wireframe, point cloud).
+
+**F4** - Toggles Physics debug data if physics data is present.
+
+**F5** - When the Debug Panel is visible, cycles through the various
visual debug
+modes: vertex normals, bounding box, half transparency etc.
+
+**F7** - Toggles camera God mode.
+
+**F8** - Toggles the console.
+
+**F9** - If more than one camera exists in the scene, F9 cycles the active
camera.
+
+**F10** - Toggles GUI mode.
+
+.. container:: irrb-left
+
+ .. image:: _static/img027.png
+
+**Debug Info**
+
+**FPS** - Frames per second.
+
+**Triangles** - Number of triangles being rendered.
+
+**Physics Debug** - On/Off
+
+**Camera Pos** - Camera position in world coordinates.
+
+**Camera Rot** - Camera rotation
+
+**Camera Tar** - Camera target vector.
+
+**Active Sensor** - Active physics sensor.
----
imeshcvt Usage
==============
+
imeshcvt is a command line utility that allows you to:
+
+* Display information about a mesh.
+* Convert a mesh to another format.
+* Manipulate a mesh using Irrlicht's IMeshManipulator.
+
+imeshcvt options::
+
+ usage: imeshcvt <options> -i[input file] -o<output file>
+ <options> - Generic options:
+ -a : folder archive
+ -v : target mesh version (.irrbmesh only)
+
+ <options> - Mesh Manipulator options:
+ -f : flip surfaces
+ -n : recalculate normals
+ -s : recalculate normals smooth
+ -t : create tangents
+
+ [input file] Input mesh file to convert or report on. if no output mesh
is specified,
+ info is displayed for the input mesh. Required.
+
+ <output file> Output mesh file to convert to.
+
+
+If no output file is given, imeshcvt will simply display information about
the input mesh::
+
+ Input Mesh: \test\meshes\sphere.irrmesh
+ Output Mesh:
+ --------------- Mesh Info ----------------
+ Load Time: 76ms
+ Mesh Type: UNKNOWN
+ AFrame Count: 1
+ ABuffer Count: 1
+ Material Count: 1
+ Buffer Count: 1
+ Vertex Count: 994
+ Triangle Count: 1984