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dragengine:modules:dragonscript:behavior_outline [2020/05/24 01:04] – created dragonlorddragengine:modules:dragonscript:behavior_outline [2024/03/14 16:55] (current) dragonlord
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 [[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorOutline** [[:start|Start Page]] >> [[main|DragonScript Scripting Language]] >> [[abstractions#behavior_elementsquick_and_easy_development|Behavior Elements: Quick and Easy Development]] >> **ECBehaviorOutline**
 </WRAP> </WRAP>
 +
 +  * [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
 +  * [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
  
 ====== ECBehaviorOutline ====== ====== ECBehaviorOutline ======
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 The emissivity is optional and allows to make the outline glow in the dark. Using renderable "color" is also optional but recommended. This allows this behavior to change the outline color using a dynamic skin. The emissivity is optional and allows to make the outline glow in the dark. Using renderable "color" is also optional but recommended. This allows this behavior to change the outline color using a dynamic skin.
  
-This set up allows to add an outline skin to any ECBehaviorComponent without the need to create skins with built-in support for outline rendering. If you want to use outline for all objects by default better build it into their skins which is faster.+This set up allows to add an outline skin to any [[behavior_component|ECBehaviorComponent]] without the need to create skins with built-in support for outline rendering. If you want to use outline for all objects by default better build it into their skins which is faster.
  
-This behavior can be also used to add outer skins in general to an ECBehaviorComponent. You have to adjust the outline skin to achieve the desired result.+This behavior can be also used to add outer skins in general to an [[behavior_component|ECBehaviorComponent]]. You have to adjust the outline skin to achieve the desired result.
  
 This is an effect type behavior and starts out invisible. Use setVisible() to switch the outline on and off. Typically this is done in response to game events or by other behaviors managing outline parameters. This is an effect type behavior and starts out invisible. Use setVisible() to switch the outline on and off. Typically this is done in response to game events or by other behaviors managing outline parameters.
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 Multiple instances of ECBehaviorOutline can be used for example to create different outlines to switch on and off or to add multiple outline skins to a single ECBehaviorComponent. Keep in mind though that each instance of ECBehaviorOutline creates a new component and dynamic skin resource which can impact performance if the used model has high polygon count. To use multiple instances use code like this in your subclass constructor: Multiple instances of ECBehaviorOutline can be used for example to create different outlines to switch on and off or to add multiple outline skins to a single ECBehaviorComponent. Keep in mind though that each instance of ECBehaviorOutline creates a new component and dynamic skin resource which can impact performance if the used model has high polygon count. To use multiple instances use code like this in your subclass constructor:
 <code> <code>
-class MyElement extends BehaviorElementClass+class MultiInstanceClass extends BehaviorElementClass
   public var ECBehaviorComponent component   public var ECBehaviorComponent component
   public var ECBehaviorCollider collider   public var ECBehaviorCollider collider
      
-  public func new()+  public func new() super("MultiInstance")
     component = ECBehaviorComponent.new(this)     component = ECBehaviorComponent.new(this)
     collider = ECBehaviorCollider.new(this, component)     collider = ECBehaviorCollider.new(this, component)
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 ====== Element Class Properties ====== ====== Element Class Properties ======
  
-Element class properties have the prefix **outline{(id)}.**.+Element class properties have the prefix **outline.** or **outline(id).** if id is not empty.
  
 ===== skin ===== ===== skin =====
 Path to skin to use to render the outline. Path to skin to use to render the outline.
-  * Full name: "outline{(id)}.skin" +  * Full name: "outline.skin" or "outline(id).skin" 
-  * Type ECPSkin+  * Type skin path
   * Default Value "/shareddata/materials/outlined.deskin"   * Default Value "/shareddata/materials/outlined.deskin"
   * Example (*.deeclass) <code xml><string name='outline.skin'>outline.deskin</string></code>   * Example (*.deeclass) <code xml><string name='outline.skin'>outline.deskin</string></code>
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 ===== model ===== ===== model =====
 Path to model to use instead of the model of the dependency component Path to model to use instead of the model of the dependency component
-  * Full name: "outline{(id)}.model" +  * Full name: "outline.model" or "outline(id).model" 
-  * Type ECPModel+  * Type model path
   * Default value //null//   * Default value //null//
   * Example (*.deeclass) <code xml><string name='outline.model'>outline.demodel</string></code>   * Example (*.deeclass) <code xml><string name='outline.model'>outline.demodel</string></code>
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 ===== rig ===== ===== rig =====
 Path to rig to use instead of the rig of the dependency component. If null uses the dependency component rig. Path to rig to use instead of the rig of the dependency component. If null uses the dependency component rig.
-  * Full name: "outline{(id)}.rig" +  * Full name: "outline.rig" or "outline(id).rig" 
-  * Type ECPRig+  * Type rig path
   * Default value //null//   * Default value //null//
   * Example (*.deeclass) <code xml><string name='outline.rig'>outline.derig</string></code>   * Example (*.deeclass) <code xml><string name='outline.rig'>outline.derig</string></code>
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 ===== color ===== ===== color =====
 Color of the outline. For this property to have any effect the used skin requires to have a renderable named "color". Color of the outline. For this property to have any effect the used skin requires to have a renderable named "color".
-  * Full name: "outline{(id)}.color" +  * Full name: "outline.color" or "outline(id).color" 
-  * Type ECPColor +  * Type color 
-  * Default value //white (111)//+  * Default value //black (000)//
   * Example (*.deeclass) <code xml><color name='outline.color' r='1' g='0' b='0'/></code>   * Example (*.deeclass) <code xml><color name='outline.color' r='1' g='0' b='0'/></code>
  
 ===== intensity ===== ===== intensity =====
 Emissivity intensity of the outline. For this property to have any effect the used skin requires to have a renderable named "intensity". Emissivity intensity of the outline. For this property to have any effect the used skin requires to have a renderable named "intensity".
-  * Full name: "outline{(id)}.intensity" +  * Full name: "outline.intensity" or "outline(id).intensity" 
-  * Type ECPFloat+  * Type floating point
   * Minimum Value 0   * Minimum Value 0
   * Default value 0   * Default value 0
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 ===== thickness ===== ===== thickness =====
 Thickness of the outline. The measurement unit of this value depends on the outline type in the used skin. For this property to have any effect the used skin requires to have a renderable named "thickness". Thickness of the outline. The measurement unit of this value depends on the outline type in the used skin. For this property to have any effect the used skin requires to have a renderable named "thickness".
-  * Full name: "outline{(id)}.thickness" +  * Full name: "outline.thickness" or "outline(id).thickness" 
-  * Type ECPFloat+  * Type floating point
   * Minimum Value 0   * Minimum Value 0
   * Default value 0.005   * Default value 0.005
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 ====== Optional Behaviors ====== ====== Optional Behaviors ======
  
-Thie behavior does not support optional behaviors.+This behavior does not support optional behaviors.
  
 ====== Persistency ====== ====== Persistency ======
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 ====== API Documentation ====== ====== API Documentation ======
  
-[[https://developer.dragondreams.ch/docs/dragonscript/scriptapi/latest/classDragengine_1_1Scenery_1_1ECBehaviorOutline.html|ECBehaviorOutline]] +#@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECBehaviorOutline.html,ECBehaviorOutline~@#.
-Since API 1.1+
  
 +Since DragonScript Module Version **1.1**
 +
 +====== Use Cases ======
 +  * Highlight objects player can interact with. Combine this with [[behavior_lookedat|ECBehaviorLookedAt]] using a listening to show/hide the highlight if the player looks at the object.
 +  * Use for Toon-Rendering to draw a black outline on all objects.
 +====== Element Class Example ======
 +
 +<code>
 +class ExampleElementClass extends BehaviorElementClass
 +   public var ECBehaviorComponent component
 +   public var ECBehaviorCollider collider
 +   public var ECBehaviorOutline outline
 +   
 +   public func new() super("ExampleElement")
 +     // add required behaviors component and collider
 +     component = ECBehaviorComponent.new(this)
 +     collider = ECBehaviorCollider.new(this, component)
 +     
 +     // create outline behavior and set parameters. the outline will be colored red
 +     // and has a thickness of 0.0075 using a custom "outline.deskin" skin
 +     outline = ECBehaviorOutline.new(this, component, collider)
 +     outline.getSkin().setPath("outline.deskin")
 +     outline.getColor().setColor(Color.red)
 +     outline.getThickness().setValue(0.0075)
 +   end
 +end
 +</code>
dragengine/modules/dragonscript/behavior_outline.1590282292.txt.gz · Last modified: 2020/05/24 01:04 by dragonlord