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This page contains some PROTOs I've written over time and which
helped me a lot. Some of them are behavioral nodes, they don't
contain visible geometry, but contain a Script node as their core.
I've written the PROTOs on blaxxun Contact and haven't currently
tested them on other browsers. So I don't know if they run there.
You are free to use the PROTOs if you keep the credit information
stated in the WorldInfo
nodes along with the PROTOs. Please copy the files to your own web
server because I may improve the nodes, and this could create
incompatibilities.
The nodes are designed to be VRML browser independend. I've tested
them in Contact, in Cortona and Pivoron. Therefore they should also
run in Cosmo Player.
I'd be pleased if you drop me a mail where you describe how you
use or modify them.
hersto_at_hersto.de
Dampers
Have you ever found it difficult to design objects that move in
response to user input? With the Damper nodes you just have to
specify the position and orientation that an object should take,
and the Damper node
creates a smooth animation from the current to the required position
and orientation.
Another use is to create smooth, and even live
looking animations. Like the dampers in a car that translate
the rough surface of a street to smooth up-down movements of
the cabine of the car, the
Damper nodes smooth
out SFVec3f,
SFRotation,
SFColor,
MFVec3f,
SFVec2f and
MFVec2f values.
Slider
This translates the slider control that we know from windowing
systems to the 3D scenario. In the current version the geometry
is fixed to a set of cylinders. There is a knob that the user can
move up and down on a thinner cylinder. Like in windowing systems
the size of the knob can be modified. The range and the step size
that the knob moves when the user clicks on the slider outside of
the knob can be specified.
Arrow
You can define a start and an end point and have them connected with
a Cylinder node, or with
an arrow constructed by a Cylinder
and a Cone. You can specify
the radius of the cylinder and the cone as well as the length of
the cone.
TextureText
Polygonal text produced by the Text
node can become CPU intensive if much text has to be displayed and the quality
is by far not good if the letters are small and the machine cannot do antialiazing.
The TextureTextLine node
presented here allows to display text based on a texture that contains all the potentially
displayed letters. Therefore only two (textured) triangles are necessary to render a letter.
It works similar to the texture text extension implemented by blaxxun Contact, but in
contrast to that, it is based on a Script node and
an IndexedFaceSet and thus is browser independent.
Unfortunately it can render only one line of text, and each letter need to be the same width,
like in type writer fonts.
Stack
The Stack PROTO is a node that can store MFString
information for later retreival. Information is stored in LIFO (Last
In, First Out) order. If you convert other data types into MFString
you can easily store every data type (except SF/MFNode)
in the Stack, and also mix them.
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