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democap:elementclasses [2025/03/22 14:13] – created dragonlorddemocap:elementclasses [2025/03/22 18:38] (current) – [H] dragonlord
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 DEMoCap allows users and modders to create [[dragengine:modules:dragonscript:behavior_elements#xml_element_classes|Behavior Elements]] using XML files (''*.deeclass''). These files can be placed in the project data directory in the directory ''models'' (recommended) or ''worlds''. Element classes are detected automatically by DEMoCap and are then available to then [[democap:uipanelproject#object|add objects]] to the scene. See [[#examples|Examples]] for examples of ''*.deeclass'' files. DEMoCap allows users and modders to create [[dragengine:modules:dragonscript:behavior_elements#xml_element_classes|Behavior Elements]] using XML files (''*.deeclass''). These files can be placed in the project data directory in the directory ''models'' (recommended) or ''worlds''. Element classes are detected automatically by DEMoCap and are then available to then [[democap:uipanelproject#object|add objects]] to the scene. See [[#examples|Examples]] for examples of ''*.deeclass'' files.
 +
 +<WRAP center round tip 60%>
 +Before creating ''*.deeclass'' files it is recommended to open your project and to create an empty scene. Save the project with the empty scene active. This way if you make a mistake in the ''*.deeclass'' file you do not potentially damage your scene content.
 +</WRAP>
  
 ====== Behaviors Explained: From A to Z ====== ====== Behaviors Explained: From A to Z ======
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 This list contains all the behaviors DEMoCap provides and that can be used in ''*.deeclass'' files to build own element classes. See [[dragengine:modules:dragonscript:behaviors_a_to_z|Behaviors Explained: From A to Z]] or [[dragengine:modules:dragonscript:behaviors_use_cases|Behaviors Explained: By Use Cases]] for behaviors provided by the Drag[en]gine Game Engine. This list contains all the behaviors DEMoCap provides and that can be used in ''*.deeclass'' files to build own element classes. See [[dragengine:modules:dragonscript:behaviors_a_to_z|Behaviors Explained: From A to Z]] or [[dragengine:modules:dragonscript:behaviors_use_cases|Behaviors Explained: By Use Cases]] for behaviors provided by the Drag[en]gine Game Engine.
  
-  test+===== A ===== 
 + 
 +  [[behavior_ecbanimated|ECBAnimated]] 
 + 
 +===== C ===== 
 + 
 +  * [[behavior_ecbcamerafeedview|ECBCameraFeedView]] 
 +  * [[behavior_ecbcapturedanimations|ECBCapturedAnimations]] 
 +  * [[behavior_ecbcolliderphysics|ECBColliderPhysics]] 
 +  * [[behavior_ecbcomponent|ECBComponent]] 
 +  * [[behavior_ecbcopyobject|ECBCopyObject]] 
 +  * [[behavior_ecbcustomcolor|ECBCustomColor]] 
 + 
 +===== D ===== 
 + 
 +  * [[behavior_ecbdesktoplanguagechanged|ECBDesktopLanguageChanged]] 
 + 
 +===== G ===== 
 + 
 +  * [[behavior_ecbgrabattach|ECBGrabAttach]] 
 +  * [[behavior_ecbgrabbedenablecamera|ECBGrabbedEnableCamera]] 
 +  * [[behavior_ecbbehaviorguipanels|ECBBehaviorGuiPanels]] 
 + 
 +===== H ===== 
 + 
 +  * [[behavior_ecbhelptopic|ECBHelpTopic]] 
 +  * [[behavior_ecbhidecondition|ECBHideCondition]] 
 +  * [[behavior_ecbhighlightpointedat|ECBHighlightPointedAt]] 
 + 
 +===== R ===== 
 + 
 +  * [[behavior_ecbrecordanimation|ECBRecordAnimation]] 
 +  * [[behavior_ecbremotecamera|ECBRemoteCamera]] 
 +  * [[behavior_ecbrenderablecamera|ECBRenderableCamera]] 
 + 
 +===== S ===== 
 + 
 +  * [[behavior_ecbsceneobject|ECBSceneObject]]: **Adding this behavior is mandatory** 
 +  * [[behavior_ecbselectable|ECBSelectable]] 
 +  * [[behavior_ecbshowinteracthandles|ECBShowInteractHandles]] 
 +  * [[behavior_ecbshowinteractionbubble|ECBShowInteractionBubble]] 
 + 
 +===== T ===== 
 + 
 +  * [[behavior_ecbtemporaryghost|ECBTemporaryGhost]] 
 +  * [[behavior_ecbtogglevisibility|ECBToggleVisibility]] 
 + 
 +===== W ===== 
 + 
 +  * [[behavior_ecbwindowvideoplayer|ECBWindowVideoPlayer]]
  
 ====== Examples ====== ====== Examples ======
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 </code> </code>
  
-Example of an ''*.deeclass'' file defining a full behavior element starting from scratch (using GenericBehaviorElement). This is more complex but allows to build an element class from scratch with exactly the behaviors you need. To be usable in DEMoCap at least the "ECBSceneObject""ECBSelectable" and "ECBCopyObject" behavior has to be present with all the required dependencies.+Example of an ''*.deeclass'' file defining a full behavior element starting from scratch (using GenericBehaviorElement). This is more complex but allows to build an element class from scratch with exactly the behaviors you need. To be usable in DEMoCap at least the "ECBSceneObject" and "ECBSelectable" behavior has to be present with all the required dependencies.
  
 <code xml> <code xml>
 <?xml version='1.0' encoding='UTF-8'?> <?xml version='1.0' encoding='UTF-8'?>
 <elementClass name='TestISD' class='GenericBehaviorElement'> <elementClass name='TestISD' class='GenericBehaviorElement'>
-  <!-- GenericBehaviorElement is by definition a blank behavior element class. +  <!-- GenericBehaviorElement is by definition a blank behavior element class. You 
-       You have to add all the behaviors to it you need. At least "ECBSceneObject", +       have to add all the behaviors to it you need. At least "ECBSceneObject" and 
-       "ECBSelectable" and "ECBCopyObject" have to be present for DEMoCap to allow +       "ECBSelectable" have to be present for DEMoCap to allow using the element class.
-       using the element class.+
                
        While adding behaviors you can set element class properties directly        While adding behaviors you can set element class properties directly
democap/elementclasses.1742652821.txt.gz · Last modified: 2025/03/22 14:13 by dragonlord