---++!! !CommonCtrl.MinisceneManager %TOC{title="Contents:"}% %STARTINCLUDE% ---++ mini scene graph manager.which allows a miniscenegraph to load an onload script the same way as the main scene | *Title* | mini scene graph manager.which allows a miniscenegraph to load an onload script the same way as the main scene | | *Author(s)* | LiXizhi | | *Date* | 2007/10/7 | | *File* | script/ide/MinisceneManager.lua | ---+++ Description %T% __Sample Code__ <verbatim> NPL.load("(gl)script/ide/MinisceneManager.lua"); CommonCtrl.MinisceneManager.LoadFromOnLoadScript(scene, "worlds/login_world/script/login_world_0_0.onload.lua", 255, 0, 255) CommonCtrl.MinisceneManager.LoadFromOnNPCdb(scene, "worlds/login_world/login_world.NPC.db", 255, 0, 255) local worldinfo = CommonCtrl.MinisceneManager.GetWorldAttribute("worlds/login_world/login_world.attribute.db"); CommonCtrl.MinisceneManager.LoadWorldAttribute(scene, worldInfo, worldinfo.PlayerX,worldinfo.PlayerY, worldinfo.PlayerZ) </verbatim> ---+++ Member Functions ---++++ !CommonCtrl.MinisceneManager.LoadFromOnLoadScript [[ Load a miniscene graph with all mesh objects contained in on load script. * _param_ __scene__ : the miniscenegraph object. * _param_ __filename__ : An on load script is usually save at worlds/[name]/script/[name]_0_0.onload.lua during scene saving * _param_ __originX__ :, originY, originZ: we can use a new scene origin when loading the scene. if nil, 0 is used ]] __syntax__ <verbatim>function CommonCtrl.MinisceneManager.LoadFromOnLoadScript(scene, filename, originX, originY, originZ)</verbatim> __parameters__ | *scene* | the miniscenegraph object. | | *filename* | | | *originX* | , originY, originZ: we can use a new scene origin when loading the scene. if nil, 0 is used ]] | | *originY* | | | *originZ* | | ---++++ !CommonCtrl.MinisceneManager.LoadFromOnNPCdb [[ load character from NPL database * _param_ __scene__ : the miniscenegraph object. * _param_ __filename__ : NPC database file which is usually save at worlds/[name]/[name].NPC.db during scene saving * _param_ __originX__ :, originY, originZ: we can use a new scene origin when loading the scene. if nil, 0 is used ]] __syntax__ <verbatim>function CommonCtrl.MinisceneManager.LoadFromOnNPCdb(scene, filename, originX, originY, originZ)</verbatim> __parameters__ | *scene* | the miniscenegraph object. | | *filename* | | | *originX* | , originY, originZ: we can use a new scene origin when loading the scene. if nil, 0 is used ]] | | *originY* | | | *originZ* | | ---++++ !CommonCtrl.MinisceneManager.GetWorldAttribute [[ world attribute is returned via a table. * _param_ __filename__ : world attribute database file is usually at worlds/[name]/[name].attribute.db during scene saving ]] __syntax__ <verbatim>function CommonCtrl.MinisceneManager.GetWorldAttribute(filename)</verbatim> __parameters__ | *filename* | world attribute database file is usually at worlds/[name]/[name].attribute.db during scene saving ]] | ---++++ !CommonCtrl.MinisceneManager.LoadWorldAttribute [[ load world info, such as sky box, fog, main player. Currently it only loads main player * _param_ __scene__ : the miniscenegraph object. * _param_ __worldinfo__ : this is what is returned by CommonCtrl.MinisceneManager.GetWorldAttribute() ]] __syntax__ <verbatim>function CommonCtrl.MinisceneManager.LoadWorldAttribute(scene, worldinfo, originX, originY, originZ)</verbatim> __parameters__ | *scene* | the miniscenegraph object. | | *worldinfo* | | | *originX* | | | *originY* | | | *originZ* | | %STOPINCLUDE%
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Topic revision: r1 - 2008-02-29
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LiXizhi
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