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OBIECTIVES Welcome This book is a practical, classroom-in-a-book for mastering the fundamentals of vega prime. The tutorials in this book allow you to learn Vega Prime at your own pace. USing this book, you will learn the fundamentals of Vega Prime realtime applications, the lynX Prime user interface, and the Vega Prime toolkit. You will create a realtime 3D application complete with moving models, small- cale terrain multiple viewpoints and environment effects We recommend that you work through the chapters in sequence. The chapters in this book are making applications. With this structure the book also serves as a handy, topically oriented organized in production order, reflecting the order of topics you are likely to encounter when rererence Upon completing the material in this book, you should be able to a Create an Application Configuration File(Acf) file that contains references to static and dynamic objects, multiple eyepoint, motion strategies, and environment effects u Set up a Microsoft Developer Studio workspace and project to compile your Vega Prime application Before You Start Please install Vega Prime and use the software as you read through the book. This book contains file paths for cross platform use. If you are using Vega Prime on Unix based operating systems( Linux or Irix), the default install directory for all files is /usr/ local/MultiGen-Paradigm/ I (In Windows) The completed Application Configuration Files and code are located in the S(MPL_LOCATE_VEGA_PRIME)\resourcesItutorialslvegaprimeldesktop_ tutorIcompleted ACF directory, making it easy to jump into any section or check the results of your work (In Linux or Irix) The completed Application Configuration Files arnd code are located in the /usr/local/MultiGen-Paradigm/resources/tutorials/vegaprime/desktop tutor/ completed_ AcF directory, making it easy to jump into any section or check the results of your work (In Windows) For reference, this document is in PDF form (Vega_Prime_Desktop__Tutor. pdf) in the S(MPL_ LOCATE VEGA PRIME)Idocslvegaprimelpdf directory (In Linux or Irix) For reference, this document is in PDF form (VegaPrime Desktop Tutor. pdf) in the /usr/locaMMultiGen-Paradigm/docs/vegaprime/pdf Entity management 1 T eris 2 Optmized 3D Model Fcatures 2 vpObject description 3 vpObject Properties 3 vp Transform properties 8 vp Scene properties g vpObserver- Honorable mention 9 Building entities Tutorial 10 Create your ACF 10 View the default acf 11 Modify, Create and Configure vpObjects 13 Create and Configure a vpTransform 25 Summary of Entity Management 29 Related Tutorials 29 Entity movement 3 1 vmOtion definition 32 vpMotion Properties(shared) 32 vmOtion Drive properties 33 Drive Motion Strategy- Tutorial 34 Creating and Configuring a Motion Strategy 34 Motion Fly properties 37 Fly Motion Strategy Tutorial 40 Creating and Configuring a Fly Motion Strategy 40 vpMotion game Properties 42 vmOtion Spin properties 43 vpMotionuFo Properties 44 vp Motion Walk Properties 45 vmOtion Warp properties 46 Tethering modes 47 Tethering Mode Properties(shared)47 vp MotionTether Follow Properties 48 Motion tether Follow Motion Strategy Tutorial 48 VmOtion Tether Spin properties 49 Tether Spin Motion Strategy Tutorial 49 vpMotion TetherFixed Properties 51 Tether Fixed Motion Strategy-Tutorial 51 Summary of entity movement 53 Collision detection 55 vpIsector Definition 56 vplsector Properties(shared)56 vplsector Tripod Properties 61 Bump 62 vpIsector Line of Sight (LOS)Properties 63 plsector Height Above Terrain(HaT) Properties 64 vpIsector XYzPR Properties 65 vpIsector ZPR Properties 66 pIsector Z Properties 67 Vega Prime, version 2. 1.x Collision Detection- Tutorial 68 Create And Configure an Sector 68 Create and Configure a Line of sight Sector 70 Summary for Collision detection 72 Path tool 73 Tutorial - Using the Path Tool 74 Creating and Defining Waypoints 74 Creating and Configuring the Navigator 79 Using the waypoints and Navigator data 82 Viewpoint management 85 Terms 86 vpObserver description 87 oBserver Properties 87 vp Channel description 90 Properties for vp Channel 90 Symmetric 90 Asymmetric Frustrum 91 Orthographic frustum 93 Tutorial- Adding viewports 99 Create an Orthographic Channel and a new observer 99 Create and Configure Thunderbird Channel 102 Create Channel and observer for hummer 103 Modifying the window 105 Summary 105 Environment management 107 VpEnvironment Definition 108 VpEnvironment properties 108 Celestial body properties 109 Shared Properties of sun and moon 109 pEnvironment Tutorial 111 Watch the Sun and moon and stars 111 Modify stars in the Simulation 112 Create a Cloud Volume 112 Summary 116 plIght properties il 8 plIght Interactive Exercise 120 Your goal is to create a spot light for the hummer 120 Summary - plIght 120 Vega Prime, Version 2. 1.X Chapter 1 Entity Management Introduction be thought of as planes, trains, cars, and geometry representing a life form present terrain. An entity can Entities are any Vega Prime instance that references geometry, but does not Entity Managment includes using a few Vega Prime Classes vpobject- reference to a geometry file vpTransform-dynamic coordinate system vpscene-collection of nodes The vpObject is a reference to a geometry file. The geometry file is produced using Creator For each geometry file you want represented in your application, you must make a vpObject pTransform defines a node which provides a transformation matrix in the scene graph. It allows connecting a node that is not inherently part of the scene graph to a node in the scene graph as well as groups nodes within the scene graph for movements or updates vpScene is a collection of nodes. It is the root node of a scene graph which makes it the starting point of the update and cull traversals Together, these classes build a scene graph which is updated and view as the chief component of a Vega Prime 3D simulation This chapter will give an overview of vpObject properties, vp Transform properties and vpScene properties then step you through the process of creating an instance or two of each class to include and see as part of a scene graph Entity Management Objectives earn a few terms and definitions earn about the features of an optimized 3D model Learn how to create vpobjects and vpTransforms u Learn how to position vpobjects and vp Transforms Learn how to use vp Transforms to offset non scenegraph and scenegraph instances Learn how to attach vpobjects and vptransforms to the scene graph directly and indirectly. MultiGen-Paradigm Training Guide Entity Management Terms Terms Traversal -visit each node in the scene graph, analyze data and make a decision. Vega Prime traversals include Cull Traversal -visits a node in the scene graph, determines if the node is in or out of the field of view then keeps or discards the node Update Traversal -visits a node in the scene graph, determines what changed then applies changes Isector Traversal -visits a node in the scene graph, determines if the node is a valid target then collects the collision data Node-a drawing element in the scene graph(verticies, faces, polygons, light points etc. Some nodes can be composed of a single drawing element and other may have a collection of drawing elements which together, may complete a component of a model (house, car, tree, terrain) Level of Detail (LoD)-versions of a model in various degrees of complexity or detail. The model changes the LOd based on Optmized 3D Model features Here are a few things to keep in mind when you are deciding on the specifications for your dels Polygon Keep the polygon counts as lows as possible while maintaining the integrety of the model Count In other words, you can build a tank with a few polygons but it will take more than two polygons LOD Use LODs when applicable. Why draw details when the vpObserver is realistically too far away to see the complexity of the model? LODs can save valueable drawing time LOD LODs can be applied to textures too. If the model is rendering a simplified version, Textures remember to apply a lower resolution or simplified texture to match Texture Textures should be sized in powers of twoie 256X256 or 128 x 128 or 128 x 512. Vega Prime Si ze can load irregular sized textures, just not as optmially as it loads textures sized in powers of two. A power of two is a number that is two times itself a number of times. i.e 256 is 2to the8 th power or2*2*2*2*2*2*2*2=256 Named Name the nodes you plan to modify at runtime. a list of recognized nodes are Nodes Switches ■ Animation Degrees of freedom(DOF) Levels of Detail ( LOD) Light Points Light Point Strings Light s。 urces MultiGen-Paradigm Training guide Entity Management vpObject Description oBject description A vpObject is a collection of nodes that form a model. This model becomes a visual element of the vpScene obJect Properties Filename The geometry file the vpObject references The supported geometry formats for this version of Vega Prime include Open Flight(fIt) generated by Creator or Creator Model Studio and Vega Scene Binary files( vsb) generated by the internal Vega Prime Utility tovs tovs tovs <INFUT file> [<oUTPUT file>1]|[-il[-f][-C texture form flatten traver form clean traversa l The tovsb utility will take your input open flight file and convert it into a fast loading binary format. Using VSB can reduce overall load time but it will not enhance the performance of the program Supported texture formats include 91 IC ( jpe) png raw8(.8,.88,,888,.8888) rana tiff Why Why is the filename important? The filename identifies which geometry file should be loaded to represent the vpObject. If no geometry file is listed, then the object has nothing to represent its presence in the scene graph. If the object has no presence in the scene graph, you can not see it in the simulation Dont worry, if you forget to provide a filename for your vpObject, your application will not fail, but a warning message will appear in the console window Your only task is to read the message and figure out why the geometry file can't be found or why it isn't loading MultiGen-Paradigm Training guide Entity Management vp Object Properties Parent The instance in the Parent role in the scene appears above the referencing instance in the scene graph. The Parent instance will establish the coordinate system of any referencing node. This means, any value defining a position for a referencing node will be relative or off-set from the parents position Available classes for the parent are Transform object Light Special Effects(i.e Fx Particle System, Fx Blade etc. ) Light lobe Audio Sound spatial Note: denotes Add-On module which requires an addional license or purchase Children The instance(s)in the Children list appear below the referencing instance in the scene graph. The children instance(s)will be positioned relative to or off-set from the referencing node Available classes for the children are Transform Object Light Special Effects(i.e Fx Particle System, Fx Blade etc.) In your application you may dynamically switch or remove children from the parent object i.e. take the transform away from the object or remove the association between the object and a child special effect or light The child instance will position itself relative to the parent's origin. The child node has no concept of its position relative to world space, only its position relative to the parent Attributes Attributes are a way of adding data to the class instance which may store information about other modules. Current supported attributes include IR Attributes -object will appear in Infra red when you have the appropriate settings for IRAttribute IRScene Gen, and IRSensor. Virtual Texture(VT)Attribute-allows virtual textures to page in and out as needed by the object when you have the appropriate settings for VTAttribute VTTechnique and MetaFlight Send /Receive Attributes -describing sending and receiving information using the dis format MultiGen-Paradigm Training guide

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