Difference between revisions of "AlcScript"
(New page: = AlcScript Technical Information= == AlcScript == Alcscript is a hierarchical, human readable script, basically just a YAML implementation. it is stored in the blender text file "AlcScr...) |
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== AlcScript == | == AlcScript == | ||
− | + | AlScript is a hierarchical, human readable script, basically just a YAML implementation. | |
− | + | It is stored in the Blender text file "AlcScript" - but this may change to "ObjScript", to perhaps reflect different files, one for blender objects ("ObjScript"), and one for generic age settings and to replace the Book/Page objects ("BookScript"). | |
− | + | YAML is based on different indentation levels. | |
=== Object Script === | === Object Script === | ||
− | + | Basically, the first indentation level should contain object names, and each further indentation level, a different class of settings. '''All key names should be lowercase!''' | |
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Example: | Example: | ||
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offset: 0,0,6 | offset: 0,0,6 | ||
− | As you see, each key/subkey can either contain a further indentation level, or a value. | + | As you see, each key/subkey can either contain a further indentation level, or a value. The "-" character indicates a new list item. |
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== The alcscript object == | == The alcscript object == |
Revision as of 15:30, 13 January 2008
AlcScript Technical Information
AlcScript
AlScript is a hierarchical, human readable script, basically just a YAML implementation.
It is stored in the Blender text file "AlcScript" - but this may change to "ObjScript", to perhaps reflect different files, one for blender objects ("ObjScript"), and one for generic age settings and to replace the Book/Page objects ("BookScript").
YAML is based on different indentation levels.
Object Script
Basically, the first indentation level should contain object names, and each further indentation level, a different class of settings. All key names should be lowercase!
Example:
- island: visual: sprite: true physical: friction: 5.0 elasticity: 3.0 logic: type: clickable python: file: filename.py arguments: - type: int value: 0.0 - type: str value: Access - camera1: brain: type: avatar poa: 0,0,0 offset: 0,0,6
As you see, each key/subkey can either contain a further indentation level, or a value. The "-" character indicates a new list item.
The alcscript object
In alc_AlcScript.py there is defined the AlcScript class. The object loads in an alcscript YAML text, and converts it into a list or dictionary that contains dictionaries or lists containing the subkeys or sublists. This list or array is stored in the object.
The object also defines the .Find(key) and .FindOrCreate(key) functions, which locate a root object in either the list or array, to obtain a dictionary that corresponds to the object's name (the 'key').
.Find(key)
returns an empty dict if the keyt is not found. (Used on exports)
.FindOrCreate(key)
creates a new entry in the object dictionary, and returns that object. (used on imports).
Static properties
The AlcScript object has static functions that read in the files, and are called on start of export.
It also contains the static variable "objects", which is an AlcScript object, that has the list of object-related AlcScript items.
So, to get the alcscript related to an object, one should do:
objscript = AlcScript.objects.Find(obj.name)
It returns a dictionary object that contains the parsed alcscript data
Reading in object properties
After obtaining the dictionary, getting a sub-sub-subkey out of it could require a lot of code, and if statements.
To avoid that, the alc_AlcScript.py file also defines the function:
FindInDict(dict,key,default=None)
It locates the subkey in your dictionary (use "." to separate it), and returns the default value that you specify (or None if it is not found
So, in order to get the value of [object].camera.brain.type, one should do:
objscript = AlcScript.objects.Find(obj.name) camtype = FindInDict(objscript,"camera.brain.type","fixed"
In this case, it returns "fixed" if the key was not in alcscript, but else, it returns whatever value was specified...
Current AlcScript properties
This list describes current alcscript properties - if you add it, be sure to add it under the correct code. Use heading levels to reflect the alcscript indentation level. Follow the example given to describe the functionality of the field.
type
type type:string
Can be used to set the alctype of an object.
visual
physical
friction
physical.friction type: float
Sets friction of object. If not set, or if set to a value lower than 0.0, friction will be disabled. (This means full friction)
elasticity
physical.elasticity type: float
Sets elasticity of object. Only useful on kickables.
campassthrough
physical.campassthrough type: boolean string ('true' or 'false')
If set to 'true', the camera will pass through the object. If omitted or not set to 'true' the object will block the camera.
camera
brain
Contains camera brain settings:
type
camera.brain.type type:string range:[fixed, circle, firstperson, avatar] default: fixed
Sets the type of camera brain to use. Further camera.brain keys depend on brain type used.
sound
flags
sound.flags type:string range:[loop, 3d, start] default:null
This controls the sound properties. These can be combined! loop: causes the sound file to loop indefinitely 3d: causes the sound to occur from a 3D emission point start: causes the sound to start immediately upon linking in
To combine the properties, separate them with the pipe character (|).
type = loop|start (Will cause the sound to start automatically and loop)
file
sound.file type:string
This is the name of the Blender Sound block that will be exported as a sound file. Do not include the .wav extension.
type
sound.type type:string range:[SoundFX, Ambience, BackgroundMusic, GUISound, NPCVoices] default:Ambience
This controls which type of sound it is. Remember that the volume can be adjusted for each type, so be sure to set the type correctly.
volume
sound.volume type:float
A value between 0.0 and 1.0 that determines the maximum volume of the sound.
softvolume
sound.softvolume type:string
The name of a soft volume object in the Age to which the sound will be confined. You can combine soft volumes using the same method as for lights (U for union, I for intersection, ! for inverse). This will make your sound not work. Do not use it at this point.
channel
sound.channel type:string range:[left, right] default:null
The channel to which the sound is bound. If no channel is specified, then the sound will be heard through both channels.
softvolume
Not currently implemented
type
softvolume.type type:string range:[bounds, convex] default:convex
The type of soft volume region. Bounds will use the bounding box of the object, while convex will take the individual faces and generate a soft volume object.