Page 540 - ExtendSim User Guide
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3D Objects
3D objects
As mentioned in the “Controlling the E3D environment” on page 465, there are several ways to accomplish 3D tasks. With the exception of using an equation-type block or programming with ModL code (described in the Developer Reference), this chapter shows how to use those methods to:
• Create objects for E3D animation
• Use skins to affect the object’s appearance
• Changeobjectpropertiessuchasposition,rotation,scale,andvisibility
• Mount one object on another object
• Usewaypointstomarkthepositionsofinvisible3Dobjectsandasmovementdestinations
• Accessotherobjectinformation:collision,gravity,ObjectID
This chapter is focused on objects. Paths, which are a specialized type of object, and the ter- rain, which causes the appearance of the “floor” of the E3D world, are discussed in the next chapter.
☞ This chapter assumes you have read all the Tutorial chapters for the E3D module and the “Environment Files & E3D Editors” chapter. Example models for this chapter are located in the folder \ExtendSim\Examples\3D Animation.
3D objects
A 3D object is what you see (and some- times what you don’t see but you see the effect of) in the E3D window. ExtendSim Suite includes a collection of pre-defined 3D objects; you can add new objects to that collection.
An object might appear in the E3D win-
dow as the representation of a component
of the 2D model or it could exist only in
the E3D window. It can represent a block
or item from models that use the Item
library; it can represent any stationary or
moving component of a custom-block
model. An object can also appear only in
the E3D window, without having a corre-
spondence to a block in the model. This is commonly done when the object is a piece of scen- ery, a marker for a path, or an environmental effect such as sunlight.
Objects can be created, manipulated, and deleted and they can be visible or hidden. They have properties and can have functionality (movement and behavior). Objects that represent items (or any custom entity that has movement) can be made to follow intricate paths.
Item library blocks, as well as the 3D blocks in the Animation 2D-3D library, have popup menus and checkboxes that allow you to create objects in the E3D window; you can also mod- ify many of an object’s properties in those dialogs. Some environmental effects – shadows, sounds, and footprints – can be turned on or off in the Options dialog. The E3D Editor can be used to create objects such as scenery and paths directly in the E3D window and to manipulate object properties. You can also create custom blocks that have 3D object representations and custom behavior and properties.
RobotArm object in E3D window

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