BS Contact 6.1 - Scripting

 




Introduction

This document provides information about implementation notes for the Script node.



Script Node

The Script Node implements VrmlScript and a JavaScript subset as defined in Annex C of the VRML97 specification and in Proposal for a VRML Script Node Authorin by Chris Marrin, Jim Kent (Originally from Cosmo site).

Supported Script node URL strings are strings that begin with the VrmlScript identifier tag "vrmlscript:" or strings that begin with the JavaScript identifier tag "javascript:". The later is treated internally as "vrmlscript:". Also script can reside in files with the extension .vs or .js.

If the "verbose VRML warnings" is switched on, there are diagnostic messages like duplicate defined script functions, use of unitialized variables in order to help debug script code.

The "object:" tag allows to embed native COM object, implementing the blaxxun VRML Script COM Interface. An Example is a availabe in the Bitmanagement SDK.

Java in the Script node is currently not supported.


Contact vrmlscript limitations compared to ECMA Script (ECMA)

Optimizing scripts

Scripts are interpreted, if a scripts runs often (e.g. a scripted complex animations in a PROTO instanced several times) Authors can speed up scripts by common programming techniques.

Subexpression elimination:

for (var i=0  ;i<children.length;i++) {
   mycoord.pts[i]=Math.PI*10*i;
}
Optimized:
var len= children.length; // precompute & store to local value of children.length
var factor =Math.PI*10; // precompute factor
for (var i=0  ;i<len;i++)    { 
   mycoord.pts[i]=factor*i; 
} 

In Contact each assigment mycoord.pts[i] will potentially trigger an event flow (Route update). Depending on the logic the following can be faster:

var len= children.length; 
var factor =Math.PI*10; 
var newPts = new MFVec3f();
newPts.length = len; // preallocate space in newPts
for (var i=0  ;i<len;i++)    {  
   newPts[i]=factor*i;  
}  
mycoord.pts[i]=newPts; // only one  update  

Complex node field access can be speed up by saving a field object reference or using an additional SFNode variable.

myShape.appearance.material.diffuseColor.r   = 1.0;
myShape.appearance.material.diffuseColor.g = 1.0;
optimized:
var field = myShape.appearance.material.diffuseColor;
field.r = 1.0;
field.g = 1.0;
  

A script which does not receive events does not consume CPU time, this means using Sensors like ProximitySensor, VisibilitySensor complex computations can be enabled only if needed.


Scripting extensions

VRML Content using the features in this section will not be compatible with other VRML browsers if the script code does not contain fallback code for them.

In the Script node interface exposedField is allowed. An exposedField behaves as a field combined with an eventIn. This feature often can simplify PROTO authoring.
Example:

PROTO MyTransform [exposedField SFVec3f  translation 1 2 3] 
 {
 Transform { translation IS translation }
 
 Script {
 
   exposedField SFVec3f translation  IS translation
url "javascript:
function translation(v) { print('Translation changed to '+v);
}" }
}
Assignments to eventOut or assignment to node fields ("directOutput") will directly trigger any attached routes. eventOut's of the Script are not delay triggered at the end of the Script execution as described in the VRML 97 spec.

vrmlscript Browser object extensions

additional member functions:

float getCurrentTime() - gets the computer's current system time
float getTime() - gets the browser's current simulation time
float getWorldStartTime() - gets the time the world was loaded
 

void print(string);  - print the string to the console. A typical use would be to debug scripts. Too many prints can slow down the performance due to the VRML Console update.

function x(value) { Browser.print(' value is '+value); }

In order to print timeStamps more easily, the following code fragment could be used:
Browser.print('Time = '+ (timeStamp - Browser.getWorldStartTime()));

void showConsole(bool) - show or hide the console. Usefull for content that wants to show something on the console. bool isConsoleShown() - tells whether the console is currently visible or not.

For compatibility with other VRML browsers, the built-in functions print(string); and trace(string); are supported.

createVrmlFromString() - knows about PROTO definitions in the top-level VRML file. (non-standard !)

void setMyAvatar(node) - sets the avatar for third-person mode display

bool showMyAvatar(flag) - toggles third-person mode on/off

bool getThirdPersonView() -query if 3rd persion view mode is active

 

void setRenderMode(string) - changes rendering mode; supported values are Flat, Gouraud, Wireframe, Vertices. In addition, the OpenGL version supports Solid NonLighted BoundingBoxes.

void setNavigationMode(string) - changes navigation mode
string getNavigationMode() - gets the navigation mode (4.0)

void setCollisionDetection(flag) - changes collision detection mode
bool getCollisionDetection()
void setGravity(flag) - changes gravity, terrain following mode
bool getGravity()
void setHeadlight(flag) - changes headlight mode
bool getHeadLight() - returns current state of headlight
void setViewpointAnimation(flag) - If TRUE, viewpoint changes are animated; if FALSE, viewpoint changes are immediate.
bool getViewpointAnimation() - returns current state of viewpoint animation
void setAvatarHeight(float value) - sets the avatar height, used for computing distance of viewpoint to ground
void setCollisionDistance(float value) - changes the collision distance
float getCollisionDistance()
void setVisibilityLimit(float value) - changes visibility limit
float getVisibilityLimit()
void setWalkSpeed(float value) - changes walk speed

int getWindowSizeX() - returns the horizontal size in pixels of the rendering window
int getWindowSizeY() - returns the vertical size in pixels of the rendering window
float getWindowAspect() - get the aspect ratio (width/height) of the rendering window, useful to adjust HUD display

float getAvatarHeight() - returns current avatar height navigation value
float getStepOverSize() - returns current avatar step over size navigation value
float getZNear() - return current actual znear clipping value
float getZFar() - return current actual zfar clipping value

Node   computeRayHit (SFVec3f startPoint,SFVec3f endPoint, startingNode optional)

Computes an intersection of a ray with the scene graph. Result is null if no intersection found or a PseudoNode RayHitInfo with the following information stored:
 

PROTO RayHitInfo [
  eventOut MFNode   hitPath        # the chain of grouping nodes, to the geometry node intersected 
  eventOut SFVec3f  hitNormal      # normal at point of intersection
  eventOut SFVec3f  hitPoint       # point of intersection in global, world coordinates
  eventOut SFVec2f  hitTexCoord    # texture coordinate at point of intersection (without any texture matrix applied) 
  eventOut SFMatrix hitMatrix      # matrix transforming shape local coordinates to world coordinates

  eventOut SFVec3f  hitNormalLocal
  eventOut SFVec3f  hitPointLocal  # intersection point in the shape's local coordinate system
  eventOut MFInt32  hitInfo        # vertex index information
]

Example: rayhittest.wrl Navigate so that an object is in the center of the view and click the cylinder, information on hit will be displayed in the console.

Node   mouseSelect (SFVec2f startPoint)

Computes an intersection of a ray throught the given 2D mouse position with the scene graph. Result is null if no intersection found or a RayHitInfo node.

Node   computeCollision (SFNode sourceNode,VrmlMatrix sourceMatrix, SFNode targetScenegraph, VrmlMatrix targetMatrix)

Tests for collision between a geometry node the scene graph routed by target. Result is null if no intersection found or a pseudo node CollisionInfo with the following information stored:
 

PROTO CollisionInfo [ 
  eventOut MFNode  hitPath    # the chain of grouping nodes, to the geometry node source collided with
  eventOut SFMatrix hitMatrix # matrix transforming the collided shape local coordinates to world coordinates
  eventOut MFInt32  hitInfo   # vertex/face index information
]                   

Example: collisiontest.wrl Click the cylinder, information on collision will be displayed in the console.
Arguments 2 ..4 are optional, as matrix null value can be passed. Collision is more performant if Matrices do no contain non uniform scale, or scale at all. All Contact space subdivision techiques like Group's with bboxSize and BspTree are fully exploited for speedupif used in the target scene graph.

 

setUnloadMode(int minNotActiveInlines, float percentageFactorToPurge)

Set strategy for purging inlines from memory:
if the number of inlines currently not rendered is greater minNotActiveInlines,
purge up to (number * percentage ) inlines from memory .
if percentage < 0 its an absolute number of inlines to purge

Example:
setUnloadMode(100,0.05)
if (more than 100 inlines are currently not rendered)
delete 5 % of the inlines not used for the longest time
 

setBspMode(order) - set bsp Traversal order
setBspLoadingMode( order) - set bsp inline Traversal order

 TRAVERSE_NORMAL 0
 TRAVERSE_BACK_TO_FRONT 1
 TRAVERSE_FRONT_TO_BACK 2
 
int getCap(int what) - return browser capability information.

Example usage: adapt content to client platform, check if a certain feature like alpha blending is present.

Example: captest.wrl All available browser information is displayed in the console.

boolean isKeyPressed(int keyCode) - determines if the virtual key determined by keyCode (WIN32) is down

string getWorldBaseURL() - returns the base URL of the toplevel world

string getBaseURL() - get the base URL for the script node

Url's inside EXTERNPROTO instanced VRML Nodes are relative to the including VRML world. getBaseURL would return the baseUrl of the VRML file containing the Script node. This call can be used to resolve authoring problems, if URL references in the PROTO should be relative to the implementing PROTO.

loadURLrel(MFString url,MFString parameters) - same as loadURL - but URL is relative to getBaseURL()

setViewpointByValue(SFVec3f position,SFRotation orientation, int mode) - set current viewpoint position to position / orientation

Mode can be set to the following :

bit 0 1: animated transistion 0 : not animated
bit 1 1: set absolute viewpoint (unbind any bound viewpoint)
bit 2 1: values are a relative move distance (left/right, up/down, > in/out, look left/right, look up/down, roll,)
bit 3 1: check for collision, 0 not
bit 4 1: check for ground, 0 not

This function can be used to program a custom navigation.
For navigation a new relative move distance can be computed from user input an passed to the Browser as Browser.setViewpointByValue(distance,rotation,(4+8+16) );

In relative move (bit 2, value = 4) the orientation axis is interpreted as 3 rotation angles about the relative x y z axes of the camera.

getViewpointByValue(SFVec3f position,SFRotation orientation, int mode) - get current viewpoint position

mode 0 : return data of local viewpoint
mode 1 : global viewpoint, value of local viewpoint transformed to global coordinates if bound viepoints is inside a Transform
mode 2 : third person mode viewpoint

getViewpoinList(MFNode list) - store current set of scene (&Inline) viewpoints into list

void setSoundEnabled(flag) - if set to false lock the usage of the sound device for this scene

flag getSoundEnabled() - returns current state of sound enabled state

String getInstallDirectory() - returns the string of the directory blaxxun CC3D resides

int prefetch(MFNode argument, boolean loadInlines=true, boolean loadTextures=true)

prefetch instructs the browser to load the Media resources listed in argument, optional parameter 2 and 3 are true by default. If the argument directly references ImageTexture MovieTexture Inline Script or AudioClip nodes the return value is the number of those nodes loaded.

Node getScript() - returns an SFNode referering the Script node of the script. Often script authors need to have a "this" reference in a Script. The common Method using an extra SFNode field in the Script field list is also possible but could result in Memory Leaks in Contact.

bool setOption(string option, string optionValue)

string getOption(string option)

The following options string are supported :

ISSE- Setting & querying Pentium III ISSE support :

print('ISSE = '+Browser.getOption('ISSE'));
Browser.setOption('ISSE','TRUE');
//Browser.setOption('ISSE','FALSE');

driver - returns the graphics card driver description

Overriding Nurbs Tessellation mode settings :

Browser.setOption('NurbsTesselationScale', '2.0');
Browser.setOption('NurbsTargetFps', '25');
Browser.setOption('NurbsTessellationMode', '0'); // 0 = static, 1=DYNAMIC, 2= Frame Rate, 2= DYNAMIC & FRAME RATE

List of setOption values:
Option Value Explanation Remarks and Contact version level
antiAliasing bool set antiAliasing set antiAliasing on or off, effects depends on driver and graphics card
addAvatarTopLevel bool for 3rd person mode, add avatar to scene Avatar is added by default as new toplevel node. if false the author can manually insert the avatar, by monitoring the Browser.boundAvatar field. (5.1)
autoMipMap bool set the autoMipMap renderer option if supported by the hardware autoMipMap generation is used for newly loaded textures
base string set base url set new base url for scene, new media nodes are resolved relative to this url
collisionDetection bool set collision detection  
clear bool clear screen if set to false the screen is not cleared and new frame data is drawn on top, this can give interesting effects for animations and music visualizations (5.1)
compressedTextures bool set compressed textures rendering flag if supported by the hardware texture compression used for newly loaded image textures
dithering bool set dithering set dithering on or off, has an effect only if graphics display is running in 16 Bit color mode
exactCollision bool set collision detection algorithm if false a simple ray based collision mechanism is used, true the triangle base one is used
fontTexture bool set font rendering algorithm set the default font rendering algorithm, if true text is rendering via internal generated textures
fullScreen bool switch to fullscreen  
fullSpeed bool use full system resources for rendering  
fontTexture bool set ype of font rendering if true a texture based algorithm is used for Text rendering, if false an triangulated True-Type fonts are used
globalPointLights bool mode for pointlight processing if false, pointlights are local to the group like a DirectionalLight in VRML97, true is the default
gravity bool set gravity if false ground following is disabled, gravity is also switched by the navigation mode
ISSE bool Enable/Disable Intel Pentium III,IV specific ISSE code fragments  
lodScale float >0 float >0

global scale factor for visibilityLimit and LOD (same as performance visibilty factor)

if factor is greater then one, LOD switches are shifted further away, i.e. more detail is visible.

If smaller then one the visibility limit and LOD levels are shifted nearer to the viewer.

lightScale float >0 lighting scale factor global scale factor for light intensity, default is 1
lineAntialiasing bool set line antialiasing set line antialiasing if supported (OpenGL)
lineWidth float >0 set line width set default line width if supported (OpenGL)
localViewer bool set local viewer rendering option default true, if false the viewer is assumed in infinity for lighting, which may speed up lighting calculations
mipmap
textureMipMap
bool set the texture mipmapping renderer option set texture mip-mapping on/off. If toggled from off to on, Mip-Maps for already loaded non-mip-mapped texture are not automatically generated.
mipMapLodBias float set texture mipMapLodBias renderer option set mip-mapping load bias, requires mipmap true. Values <0 e.g -0.5 ,-1 result in less blurred mip-level choice.
maxverts int > 128 set number of mesh vertices

set the max number of vertices passed to the renderer in one chunk.

The default is 1020, set higher for high-polygon IndexedfaceSets. But picking migh be slower (see also Selection, Selection proxy for setting Selection proxy geometry.)

NurbsTesselationScale float scale the tesselation of nurbs Same values as in Rendering Options Dialog settings
NurbsTargetFps float the wished target frame rate for dynamic tesselation control  
NurbsTessellationMode int set NURBS tesselation mode

Use to overrides the prefrences settings,

Values:
0 STATIC_TESSELATION,
1 DYNAMIC_TESSELATION,
2 FRAMERATE_TESSELATION
3 DYNAMIC_FRAMERATE_TESSELATION

occlusionCulling bool do occlusionCulling test enables occlusion culling (currently OpenGL only) for Group nodes with specified bbox
occlusionCullingGeometry bool   enables occlusion culling at IndexedFaceSet level
occlusionVisiblePixels int>=0 number of visible pixel if below this limit, geometry is still treated "unvisible"
occlusionCullingVertexLimit int>=8   if occlusionCullingGeometry enabled perform occlusion test only if number of vertices of primitive exceeds occlusionCullingVertexLimit
preload bool preload as much resources the next frame

If true can be used to force loading of Textures in the next frame even for yet unvisible geometry. (5.1)

(see also PRELOAD parameter for Object Tag)

primitiveTessellation int >2 tesselation steps the number of subdivisions used for Sphere, Cylinder, Cone, Circle2D
pointAntialiasing bool set point antialiasing set point antialiasing if supported (OpenGL)
pointSize float >0 set default point size set default point size if supported (OpenGL)
relativeTime bool set relative time or VRML 97 time model

VRML absolute time values are seconds since 1970.
if enabled the scene s relative to begin of scene.

MPEG-4 uses a relative Time model.

resetRelativeTime bool (n/a) reset relative time set the relative time to 0 (now)
refreshTime   set url cache refreshtime to now The internal refreshime for textures referenced is by default set to the last modified date of the refering VRML scene. setOption('refreshTime','') overwrites this date&time. New loading requests for Textures in the Scene will effectivley download them again.

smooth

textureFiltering

bool set texture filtering rendering option  
soundQuality float >0   set before sound device is initialized
soundDopplerFactor float >0   sets the Direct Sound doppler factor
soundRolloffFactor float   sets the Direct Sound rolloff factor
soundVelocity vx vy vz   sets the Direct Sound listeners velocity
soundVolume float   not yet available
soundPan     not yet available
texturing bool set texturing Texturing enable / disable
textureAnisotropy float 1..16 set may anisotropy for texture filtering  
tooltip text set current tooltip text An empty string can be used to turn off tooltip (5.1)
useTextures bool use texture nodes  
useMovies bool use movie texture nodes  
viewpointAnimationDuration float viewpoint animation duration set the duration for viewpoint animations in seconds (6.0=
viewCulling bool set viewculling enable/disable view culling test at Group or Geometry level

 

List of additonal EAI Browser.setOption values:
Option Value Explanation Remarks and Contact version level
BACKGROUND-COLOR #FFFFFF background color set the default background color in HTML style color hex notation
DRAG-DROP bool enable/disable URL drag/drop Enable or disable the Drag-Drop support. The default is true, Operating System DROP events into the 3D window are passed as events to VRML
FAST-MODE bool set CPU load use all CPU resources, even if the 3D Window has not the input focus
FULLSCREEN-MODE bool initial fullscreen mode set the initial fullscreen mode (must be set before initialization)
FULLSCREEN-DEVICE string set the initial fullscreen D3D device choose another device (e.g. secondary monitor) as the default fullscreen device
FULLSCREEN-DRIVER string set the initial fullscreen D3D driver choose another fullscreen driver
FORCE-HW bool force hardware force the selecton of an hardware accelerated Direct3D driver
FORCE-RGB bool force RGB force the selecton of RGB rendering capable Direct3D driver
HW-PROBLEM-CHECK bool HW problem check dialog allowed allow the software fallback dialog box if restarted after a driver problem
HIDE-CURSOR bool hide cursor allows applications to turn off the mouse cursor
SETFOCUS - set focus set the input focus to the 3D window
SAVE-VIEWPOINT - save viewpoint save current view position as new viewpoint node
SPLASH-SCREEN string splash screen url sets an url for the splashscreen scene (must be set before initialization)
TARGET string default target frame Set a default HTML target frame name for all Anchors in the scene with out target paramter specified.
TOOLTIP string set tooltip text set a tooltip popup text
TOOLTIP-BACKGROUND-COLOR string tooltip background color

HTML style color

TOOLTIP-TEXT-COLOR string tooltip text color

 

TRANSPARENT bool   set transparent rendering mode, in windowless case VRML background will not be drawn
VERBOSE bool set verbosity if false parser warnings are suppressed
WINDOWLESS bool   set windowless rendering (must be set before initialization)

 

boolean addVrmlFromString(String vrmlSyntax [,Node groupNode]) # 5.1

creates VRML nodes by string, the result is add to the top-level scene , or if groupNode is given and not null to the group. Unlike createVrmlFromString addVrmlFromString can reference and update the top-level namescope. The namescope includes PROTO / EXTERNPROTO's and node by refernced by names.

boolean setCursor(String/ Number newCursor) # 5.1

Sets current cursor.

boolean defineCursor(int cursorId,String localPathToCursorFile) # 5.1

Overrides built-in cursor shapes with WIN32 CUR Cursor files residing on the local file system.

SFVec3f screen2world(SFVec3f in)

SFVec3f world2screen(SFVec3f in)

SFVec3f cam2world(SFVec3f in)

SFVec3f world2cam(SFVec3f in)

Transform a coordinate to different coordinate spaces. screen : screen coordinate system, cam : camera coodinate system, world : world coordinate system


Browsers object properties

The Browser object itself is a VRML node with events and fields. By adding ROUTEs from vrmlscript or eventOut Observers from the EAI, these events can be observed.

Access from vrmlscript: Browser.xxxx
Access from EAI: Browser.getEventIn(xxx) Browser.getEventOut(xxx)

eventIn MFNode set_myAvatarNodes - set my avatar nodes (for createVrmlFromURL callback)
eventIn SFString set_myAvatarURL - set my avatar URL
eventIn SFString set_myAvatarName - set my avatar nickname
eventIn SFBool set_showMyAvatar - toggle third-person mode


exposedField SFString myAvatarURL - current avatar URL
exposedField SFNode boundAvatar - the bound (displayed) avatar node (may contain wrapper around myAvatar)
exposedField SFNode myAvatar - node currently used as myAvatar node
exposedField SFString myAvatarName - current avatar nickname
exposedField SFVec3f followDolly - x,y,z relative translation distance for third-person viewing mode
exposedField SFVec3f followOrbit - x,y rotation value for third person viewing mode
exposedField SFVec3f followPan - x,y pan rotation value for third person viewing mode

# observable eventOuts
eventOut SFTime time_changed - the master clock, can be used for Java EAI to driver frame based animations
eventOut SFVec3f viewpointPosition - global viewer postion
eventOut SFRotation viewpointOrientation- global viewer orientation
eventOut SFVec2f windowSize - rendering window width height
eventOut SFFloat windowAspect - aspect ratio of rendering window
exposedField MFNode viewpoints
exposedField SFNode boundViewpoint - the current bound viewpoint (top of stack)
exposedField MFNode boundViewpointStack - the other stacked viewpoints (if any)
exposedField SFNode boundNavigationInfo - the currently bound navigation info
exposedField MFNode boundNavigationInfoStack
exposedField SFNode boundFog - the currently bound fog
exposedField MFNode boundFogStack
exposedField SFNode boundBackground - the currently bound background node
exposedField MFNode boundBackgroundStack

exposedField SFString name - Browser name
exposedField SFString version - Browser version
exposedField SFString worldUrl - URL of the currently loaded world (set observer to get a world changed notification)

exposedField MFNode overTouchSensors - list of TouchSensor's the mouse is over
exposedField MFNode activeVisibilitySensors - list of VisibilitySensors and Occlusion nodes currently assumed to be visible

exposedField MFNode protoScenes - list of scenes with prototypes (loaded via EXTERNPROTO URL ..) exposedField MFNode foreground - additonal set of nodes rendered after scene

 

Extensions to field objects object

Methods

string getType() - get the type of the field as VRML fieldType name

string toString() - convert the field to its VRML string representation.

Extensions to vrmlscript SFNode object

Methods

String getType() - get the type of the node as VRML nodeType or prototype name

String getName() - get the node's DEF name if available. The node name is not avaible if the node is part of a PROTO and the node in this instance was copied.

Node copy() - creates a copy of the node (no deep copy on SFNode / MFNode fields)

FieldObject getEventIn(string eventInName) - get eventIn object of Node

boolean hasEventIn(string eventInName) - returns true if Node has an eventIn namved eventInName

FieldObject getEventOut(string eventOutName) - get eventOut object of Node

boolean hasEventOut(string eventOutName) - returns true if Node has an eventOut namved eventOutName

FieldObject getField(String fieldName) - get field object of Node, fieldName can be a field or exposedField

VrmlMatrix getMatrix() - get Matrix of Transform, MatrixTransform or last Matrix of HUD, Billboard

boolean setMatrix(vrmlMatrix) - set Matrix of Transform MatrixTransform nodes, false if matrix can not be set.

MFVec3f getBBox() - return the bounding box of the node, return value [0] returns the min position, value[1] the max position. The function is optimized if called for a Geometry node.

 

MFTime object

supports same members and methods as MFFloat object, but values are stored in double precicision.

Extensions to vrmlscript MFVec3f object

Methods:


setByVertexTransform(MFVec3f srcPoints, MFInt32 srcIndex,MFVec3f translation,MFRotation rotation,MFVec3f scale, MFRotation scaleOrientation,MFVec3f center)

This assignment function performs a series of transformations to coordinates in srcPoints and assigns the result to the MFVec3f object. The operation is comparable to a nested Transform scene graph used to animated a hierachrical model like an Avatar.

Up to the last 5 parameters can be omitted, in order to speed up the operation. if there a n group of vertices to transform, length of srcIndex must be n*3 and the length of each transformation data arraymust be at least n or 0. SrcIndex describes the transform hierachy and the range of coordinates affect by a transform.

Example:

{ 0 1 10 # stack level 0, transform 0, transform srcPoints[1..9]

1 10 12 # stack level 1, transform 1 combine with transform from stacklevel[ -1] (== transform 0), transform srcPoints[10..11]

}

The operation expressed in pseudo code:

VrmlMatrix matrixStack[]; 
var index;
for(index=0; index<srcIndex.length/3;index+=1) { // for all indices in groups by 3
var level=srcIndex[index*3]; // get the nesting level
var startIndex=srcIndex[index*3+1]; // start vertex index var endIndex=srcIndex[index*3+2]; // end vertex index
 	// compute transformation, right most arguments could be omitted for speed	
matrixStack[level]=m.setTransform(translation[index], rotation[index],
scaleFactor[index],scaleOrientation[index], center[index]) ;
	if (level!=0) matrixStack[level].MultiplyRight( matrixStack[level-1]); // combine with parent
 	for(var i=startIndex;i<endIndex;i++) { // transform the Vec3f subset
this[i] = matrixStack[level] * srcPoints[i]; }
} 


setByVertexTransformWeighted(MFVec3f srcPoints, MFInt32 srcIndex,MFInt32 coordIndex,MFFloat weight,MFVec3f translation,MFRotation rotation,MFVec3f scale, MFRotation scaleOrientation,MFVec3f center)

Introduced in BS Contact 5.1. This assignment function performs a series of transformations to coordinates in srcPoints and assigns the result to the object. The operation is comparable to a nested Transform scene graph used to animated a hierarchical model like an Avatar. Unlike setByVertexTransform one output point can be affected by several input points multiplied input matrices with a given weight.

The function can be used to implemented paletted matrix skinning or HANIM 1.2 seamless Avatar mesh animation.

Up to the last 5 parameters can be omitted, in order to speed up the operation. if there a n group of vertices to transform, length of srcIndex must be n*3 and the length of each transformation data arraymust be at least n or 0.

The operation expressed in pseudo code:

VrmlMatrix matrixStack[]; 
var index; if (this.length ==0) this.length =srcPoints.length; // set all points in this to 0 0 0 for(index=0; index<this.length;index+=1) this[i]=new SFVec3f(0,0,0);
for(index=0; index<srcIndex.length/3;index+=1) { // for all indices in groups by 3
var level=srcIndex[index*3]; // get the nesting level
var startIndex=srcIndex[index*3+1]; // start vertex index var endIndex=srcIndex[index*3+2]; // end vertex index
	// compute transformation, right most arguments could be omitted for speed	
matrixStack[level]=m.setTransform(translation[index], rotation[index],
scaleFactor[index],scaleOrientation[index], center[index]) ;
	if (level!=0) matrixStack[level].MultiplyRight( matrixStack[level-1]); // combine with parent
 	for(var i=startIndex;i<endIndex;i++) { // transform the Vec3f subset
		j=coordIndex[i];// lookup i,	
this[j] += weight[i] * (matrixStack[level] * srcPoints[j]); }
} 

MFVec3f getBBox() - return the bounding box of the arrar of Vec3f, return value [0] returns the min position, value[1] the max position.

Extensions to vrmlscript Math object

double atan2(double dy, double dx)  - arc tangent -PI .. PI
double cosh(double x)
double sinh(double x)
double tanh(double x)
double randomGaussian()  - gaussian random number  -1 ..1
double noise(double x) - evaluates solid noise function on x

SFString object extensions

Methods:

int string.getCharCodeAt(index); returns the character code as integer at position i

string string.fromCharCode(int1, .... intn); constructs & returns a new string composed out the given sequence of character codes

SFImage object extensions

SFImage new SFImage(int width,int height, int componenents, MFFloat pixels) - construct SFImage using a float array of length widht*height*components. This function can be used to avoid the time consuming pixel packing in vrmlscript for dynamically computed SFImage objects.

MFNode object extensions

Methods:

boolean add(SFNode node) adds a single SFNode to the field.

boolean remove(SFNode node) removes a single SFNode to the field.

int find(SFNode node) returns the index of a node in field, -1 if not found.

Node findByName(String name) returns a the first node with a matching name, void if not found.

 

SFVec3f object extensions

Methods:

float noise() evals Perlin noise function

float turbulence(int numberOfOctaves) evals Perlins Turbulence function