|
first
code of KOEBI
feel free to copy-paste...........................................................
#VRML V2.0 utf8
#
#tagged herol traub
#########################################
DEF koebi Transform
{
children
[
DEF direct Transform
{children[
DEF TOP Transform
{
children
[
##############################################
######################################
DEF BODY Transform
{
children
[
Transform
{
children Shape
{
appearance Appearance
{ material DEF shirtcolor Material
{
ambientIntensity 0.238636
diffuseColor 0.88 0.15 0.01
specularColor 0.19 0.03 0.03
emissiveColor 0 0 0
shininess 0.08
transparency 0
}
}
geometry Box
{
size 1.5 .6 .4
}
}
translation 0 -.5 0
}
DEF HEAD Transform
{center 0 -.38 0
children
[
Transform
{
children DEF head Shape
{
appearance Appearance
{
material DEF skincolor Material
{
ambientIntensity 0.217949
diffuseColor 0.78 0.78 0.78
specularColor 0.78 0.07 0
emissiveColor 0 0 0
shininess 0.03
transparency 0
}
}
geometry Box
{
size .4 .38 .3
}
}
}# end headklotz
Transform
{
center .1 0 0
children DEF rightear Shape
{
appearance Appearance
{ material USE skincolor
}
geometry Box
{
size .1 .1 .1
}
}
translation -.2 0 0
}# end rigthearklotz
Transform
{
center -.1 0 0
children DEF leftear Shape
{
appearance Appearance
{ material USE skincolor
}
geometry Box
{
size .1 .1 .1
}
}
translation .2 0 0
}# end leftearklotz
DEF rigtheye Transform
{
children Shape
{
appearance Appearance
{
material DEF eyecolor Material
{
ambientIntensity 0.5
diffuseColor 1.0 1.0 1.0
specularColor 0.7 0.7 0.7
shininess 0.4
}
}
geometry Box
{
size .1 .2 .2
}
}
translation -.1 .08 .15
}# end righteye
DEF lefteye Transform
{
children Shape
{
appearance Appearance
{ material USE eyecolor
}
geometry Box
{
size .1 .13 .1
}
}
translation .1 .02 .15
}# end lefteye
]
}#end HEAD
##############################leftarm##############
DEF leftarm Transform
{
children
[
DEF leftschulter Transform
{
children
[
Shape
{
appearance Appearance
{material USE skincolor}
geometry Box
{
size .3 .3 .3
}
}
DEF LEFTARM Transform
{ center 0 1 0
children
[
Shape
{
appearance Appearance
{material USE skincolor}
geometry Box
{
size .3 2 .3
}
}
DEF LEFTHAND Transform
{
children
[
Shape
{
appearance Appearance
{material USE skincolor}
geometry Box
{
size .5 .2 .3
}
}
DEF leftfinger1 Transform
{ center 0 .25 0
children Shape
{
appearance Appearance
{
material USE skincolor
}
geometry Box
{
size .15 .5 .2
}
}
translation .17 -.25 0
}# end leftfinger1
DEF leftfinger2 Transform
{ center 0 .3 0
children Shape
{
appearance Appearance
{
material USE skincolor
}
geometry Box
{
size .15 .6 .2
}
}
translation -.1 -.25 0
}# end leftfinger2####thump
DEF leftfinger3 Transform
{
children Shape
{
appearance Appearance
{
material USE skincolor
}
geometry Box
{
size .2 .2 .4
}
}
translation -.4 0 0
}# end leftfinger3
]
translation .1 -1 0
}# end LEFTHAND
]
translation .1 -.9 0
}#end LEFTARM
]
translation .85 -.38 0
}# end leftschultern
]
}#endleftarm
##################################rightarm##############
DEF rightarm Transform
{
children
[
DEF rightschulter Transform
{
children
[
Shape
{
appearance Appearance
{material USE skincolor}
geometry Box
{
size .3 .3 .3
}
}
DEF RIGHTARM Transform
{ center 0 1 0
children
[
Shape
{
appearance Appearance
{material USE skincolor}
geometry Box
{
size .3 2 .3
}
}
DEF RIGHTHAND Transform
{
children
[
Shape
{
appearance Appearance
{material USE skincolor}
geometry Box
{
size .5 .2 .3
}
}
DEF rightfinger1 Transform
{ center 0 .25 0
children Shape
{
appearance Appearance
{
material USE skincolor
}
geometry Box
{
size .15 .5 .2
}
}
translation .17 -.25 0
}# end rightfinger1
DEF rightfinger2 Transform
{ center 0 .3 0
children Shape
{
appearance Appearance
{
material USE skincolor
}
geometry Box
{
size .15 .6 .2
}
}
translation -.1 -.25 0
}# end rightfinger2####thump
DEF rightfinger3 Transform
{
children Shape
{
appearance Appearance
{
material USE skincolor
}
geometry Box
{
size .2 .2 .4
}
}
translation -.4 0 0
}# end rightfinger3
]
translation .1 -1 0
}# end RIGHTHAND
]
translation .1 -.9 0
}#end RIGHTTARM
]
translation -.85 -.38 0
}# end rightschultern
]
}# end rightarm
DEF SUPERLEG Transform
{children[
Shape
{
appearance Appearance
{
material DEF throwsercolor Material
{
ambientIntensity 0.030303
diffuseColor 0.17 0.18 0.33
specularColor 0.04 0.06 0.83
emissiveColor 0 0 0
shininess 0.04
transparency 0
}
}
geometry Box
{size 1.5 .4 .4}
}
############################################## legleft
DEF LEFTUPPERLEG Transform
{ center 0 .75 0
children
[
Shape
{
appearance Appearance
{material USE throwsercolor}
geometry Box
{
size .4 1.5 .4
}
}
DEF LEFTLEG Transform
{ center 0 .75 0
children
[
Shape
{
appearance Appearance
{material USE throwsercolor}
geometry Box
{
size .4 2 .4
}
}
DEF LEFTFOOT Transform
{
children
[
Shape
{
appearance Appearance
{material Material {
ambientIntensity 0.030303
diffuseColor 0.78 0.78 0.78
specularColor 0.78 0.07 0
emissiveColor 0 0 0
shininess 0.04
transparency 0}
}
geometry Box
{size .46 .2 .9}
}
]
translation 0 -1 .1
}# end LEFTFOOT
]
translation 0 -1.6 0
}#end LEFTLEG
]
translation .55 -.7 0
}# end LEFTUPPERLEG
############################################ legright
DEF RIGHTUPPERLEG Transform
{ center 0 .75 0
children
[
Shape
{
appearance Appearance
{material USE throwsercolor}
geometry Box
{
size .4 1.5 .4
}
}
DEF RIGHTLEG Transform
{ center 0 .75 0
children
[
Shape
{
appearance Appearance
{material USE throwsercolor}
geometry Box
{
size .4 2 .4
}
}
DEF RIGHTFOOT Transform
{
children
[
Shape
{
appearance Appearance
{material Material {
ambientIntensity 0.030303
diffuseColor 0.78 0.78 0.78
specularColor 0.78 0.07 0
emissiveColor 0 0 0
shininess 0.04
transparency 0}
}
geometry Box
{size .46 .2 .9}
}
]
translation 0 -1 .1
}# end RIGHTFOOT
]
translation 0 -1.6 0
}#end RIGHTTLEG
]
translation -.55 -.7 0
}# end RIGHTUPPERLEG
]translation 0 -1 0 }# end SUPERLEG
]
}#end BODY
]
}#end TOP
]}# end direction
]
}# end koebi
###############################################
DEF Clock TimeSensor {
cycleInterval 2.0
startTime 1.0
stopTime 0.0
loop TRUE
}
DEF Bouncer Script {
field SFFloat bounceHeight .3
field SFFloat actPos -50.0
eventIn SFFloat set_fraction
eventOut SFVec3f value_changed
eventOut SFRotation rot_changed
eventOut SFRotation rot_changedBack
eventOut SFRotation rot_changedDOWN
eventOut SFRotation rot_changedDOWNBack
eventOut SFRotation eye_rot_changed
field SFFloat actRot 0.0
eventOut SFRotation body_rot_changed
url "vrmlscript:
function set_fraction( frac, tm ) {
y = 4.0 * bounceHeight * frac * (1.0 - frac);
yDOWN = -2.0 * bounceHeight * frac * (1.0 - frac/2.0);
if(y > 0.2 && y < 0.25)
actPos = actPos+2;
value_changed[0] = 0.0; // X
value_changed[1] = 0.0; // Y
value_changed[2] = actPos; // Z
abst = -.10
rot_changed[0] = 1; // X
rot_changed[1] = 0; // Y
rot_changed[2] = 0; // Z
rot_changed[3] = y+abst; // rot
rot_changedBack[0] = 1; // X
rot_changedBack[1] = 0; // Y
rot_changedBack[2] = 0; // Z
rot_changedBack[3] = bounceHeight-y+abst; // rot
rot_changedDOWN[0] = 1; // X
rot_changedDOWN[1] = 0; // Y
rot_changedDOWN[2] = 0; // Z
rot_changedDOWN[3] = yDOWN+abst; // rot
rot_changedDOWNBack[0] = 1; // X
rot_changedDOWNBack[1] = 0; // Y
rot_changedDOWNBack[2] = 0; // Z
rot_changedDOWNBack[3] = bounceHeight-yDOWN+abst; // rot
eye_rot_changed[0] = y; // X
eye_rot_changed[1] = y; // Y
eye_rot_changed[2] = 0; // Z
eye_rot_changed[3] = -1*(y-.5)/2.0; // rot
if(actRot+.02 < Math.PI*2)
actRot = actRot+.02;
else
actRot = 0;
body_rot_changed[0] = 0;
body_rot_changed[1] = 1;
body_rot_changed[2] = 0;
body_rot_changed[3] = actRot;
}"
}
ROUTE
Clock.fraction_changed TO Bouncer.set_fraction
ROUTE Bouncer.eye_rot_changed TO lefteye.set_rotation
ROUTE Bouncer.eye_rot_changed TO rigtheye.set_rotation
ROUTE Bouncer.rot_changedBack TO LEFTARM.set_rotation
ROUTE Bouncer.rot_changed TO RIGHTARM.set_rotation
ROUTE
Bouncer.rot_changed TO leftfinger1.set_rotation
ROUTE Bouncer.rot_changed TO leftfinger2.set_rotation
ROUTE Bouncer.eye_rot_changed TO leftfinger3.set_rotation
ROUTE
Bouncer.rot_changedBack TO rightfinger1.set_rotation
ROUTE Bouncer.rot_changedBack TO rightfinger2.set_rotation
ROUTE Bouncer.eye_rot_changed TO rightfinger3.set_rotation
ROUTE
Bouncer.rot_changed TO LEFTUPPERLEG.set_rotation
ROUTE Bouncer.rot_changed TO LEFTLEG.set_rotation
ROUTE Bouncer.rot_changedBack TO LEFTFOOT.set_rotation
ROUTE Bouncer.rot_changedBack TO RIGHTUPPERLEG.set_rotation
ROUTE Bouncer.rot_changedBack TO RIGHTLEG.set_rotation
ROUTE Bouncer.rot_changedBack TO RIGHTFOOT.set_rotation
|