Changes between Initial Version and Version 1 of XML.Entity.Traits.Anchor


Ignore:
Timestamp:
Feb 23, 2008, 4:19:01 AM (16 years ago)
Author:
trac
Comment:

--

Legend:

Unmodified
Added
Removed
Modified
  • XML.Entity.Traits.Anchor

    v1 v1  
     1This trait simply indicates the manner in which this entity should be attached to the terrain plane.
     2
     3'''Example:'''
     4
     5{{{
     6        <Traits>
     7                <Anchor>
     8                        <Type>Ground</Type>
     9                        <Orientation>xyz</Orientation>
     10                        <AbsoluteAltitude>2.5</AbsoluteAltitude>
     11                        <ZVariance>Small</ZVariance>
     12                        <AutoFlatten />
     13                </Anchor>
     14        </Traits>
     15}}}
     16----
     17
     18= Type =
     19''BRIEF DESCRIPTION ::'' Should the entity conform to the terrain or water plane?
     20
     21 * '''Ground''': The entity is aligned to the ground plane. (Most units.)
     22 * '''Water''': The entity is aligned to the water plane. (Ships.)
     23
     24= Orientation =
     25''BRIEF DESCRIPTION ::'' Specifies what axes (x, y, and/or z) to conform to the normal of the terrain.
     26'''Not yet implemented.'''
     27''Humans/bipeds/trees/buildings will always stand erect. A wagon in comparison would be aligned to the normal of the terrain. Fields or ore seam meshes will align themselves with the underlying terrain.''
     28
     29If no Orientation is specified, then the entity is assumed to stand erect.
     30
     31''Jason's example:''
     32
     33[[Image(http://www.wildfiregames.com/~art/wijit/xyz_normal.gif)]]
     34
     35''X- Green (left/right)''
     36''Y- Red (front/back)''
     37''Z- Blue (up/down)''
     38
     39''Notice how the horse does align itself on the y, but not on the x when it is on the hill.   But, note now the cart aligns on both the x and the y.  And of course the tree or dude stands up straight.''
     40
     41''(Sorry I left the coordinate system like 3dsmax :P  Forgot to change it for you programmers, but I think you'll get the idea.)''
     42
     43= !AbsoluteAltitude =
     44''BRIEF DESCRIPTION ::'' Altitude defines the offset between the entity and the underlying terrain.
     45'''Not yet implemented.'''
     46In the case of most units, it is zero (or not present) by default. For flying units like birds, for example, it indicates how far off the ground the unit remains.
     47
     48In theory, negative values could also be used for subterranean (not that you could see them through solid rock, but that's someone else's problem) or submersible units.
     49
     50= ZVariance =
     51''BRIEF DESCRIPTION ::'' For Structures - Allowed variance in z values of the vertex the structure is created upon.
     52'''Not yet implemented.'''
     53This is only used by buildings. This attribute states what degree of terrain height variance is permissible for the structure to be built at this location. We do this to ensure that structures aren't built on the sides of cliffs.
     54 * ''large'' = fields
     55 * ''medium'' = walls, gates, towers, outposts
     56 * ''small'' = all other structures
     57 * ''all'' = ignores collision boundaries and can be constructed on anything.
     58
     59= !AutoFlatten =
     60''BRIEF DESCRIPTION ::'' If set to true, when the entity is placed, the terrain underneath its bounds is flattened to conform to its horizontal axis.
     61'''Not yet implemented.''' Although there does seem to be something similar in the actor properties. Should that be moved?
     62All "decorative" actors (they do not have entities), such as flowers and shrubs, are cleared from the area of the footprint when the entity is placed (they also do not obstruct a building's footprint placement cursor).
     63
     64This attribute is typically only used for buildings.