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Specifying the 3D object which is rendered to represent an entity is done through using templates. Gamma provides 3 different templates which can be used to specify a 3D object to be rendered.

gma.meshTemplate to specify a mesh internally.

gma.glgeIDTemplate to specify objects found in an external xml file.

gma.colladaTemplate to specify an external collada file.

Note

To use a template, you must require the gma/utils/render package

Note

Gamma only provides rendering support for GLGE, but feel free to see the explanation of render helpers and templates to find out how to add support for other rendering engines.

MeshTemplate

This template is useful where an object’s mesh is stored internally.

When you define a gma.meshTemplate, you need to specify a mesh and either a material or a texture.

Material

Material can be specified if you wish to have a simple color for the surface of your mesh. This is done using a hexadecimal value as shown bellow:

var thing = gma.meshTemplate({
    mesh : myMesh,
    material : {color : '#090'}
};

You can look at the set_* methods here to see what options you can set on the material.

Texture

Texture can be specified if you wish to have an image mapped on to the surface of your mesh. This is done by specifying the source of where the image is stored.

var thing = gma.meshTemplate({
    mesh : myMesh,
    texture : {src : 'cloud.png'}
});

The texture by default will loop for every unit of the entities’ height, width and depth. You can change this by specifying the repeatX and repeatY on the texture.

var thing = gma.meshTemplate({
    mesh : myMesh,
    texture : {
        src : 'cloud.png',
        repeatX : 0.2,
        repeatY : 0.2
    }
});

You can look at the set_* methods here to see what options you can set on the texture.

Mesh

Gamma provides a cube mesh which can be used to specify a simple cube in gma.gma.unitCubeInfo, which is ideal for platforms.

var aCube = gma.meshTemplate({
    mesh : gma.unitCubeInfo.mesh,
    material : myMaterial
});

Alternatively you could create your own mesh. Eg:

var myMesh = {
    // An array of the x, y,z coordinates of each vertex
    positions : [],

    // An array of the x,y,z coordinates for the normal for each vertex
    normals : [],

    // An array of the x,y UV coordinates for each vertex
    UV : [],

    // An array of specifying which vertexes go together to make each face
    faces : []
});

var thingUsingMyMesh = gma.meshTemplate({
    mesh : myMesh,
    material : myMaterial
});

Look at the set_* methods over here for more options that you can set on the mesh.

GLGE ID Template

The GLGE rendering engine provides the ability to define an object using xml. Gamma allows you to include these xml files by giving gma.manager.resources a list of paths to the xml you want to include.

For example, say you have the following xml file

<?xml version="1.0" ?>
<glge>
    <mesh id="box">
            <positions>1.000000,1.000000,-1.000000,1.000000,-1.000000,-1.000000,-1.000000,-1.000000,-1.000000,-1.000000,1.000000,-1.000000,1.000000,0.999999,1.000000,-1.000000,1.000000,1.000000</positions>
                    <normals>0.000000,0.000000,-1.000000,0.000000,0.000000,-1.000000,0.000000,0.000000,-1.000000,0.000000,0.000000,-1.000000,0.000000,-0.000000,1.000000,0.000000,-0.000000,1.000000,0.000000</normals>
                            <uv1>0.000000,0.000000,1.000000,0.000000,1.000000,1.000000,0.000000,1.000000,0.000000,0.000000,1.000000</uv1>
        <faces>0,1,2,0,2,3,4,5,6,4,6,7,8,9</faces>

    </mesh>
    <material id="red" color="#900"/>
    <object id="redcube" mesh="#box" material="#red" />
</glge>

You can reference an object specified within an xml file, such as the redcube object shown above as a template for rendering an object by simply doing the following:

var myRedCube = gma.glgeIdTemplate({id : "redcube"})

Note

You can use gma.glgeIDTemplate objects to get anything from the xml, just simply create one and call it’s gma.glgeIDTemplate.defineInstance function.

Collada Template

Collada is open standard xml schema to define a model. Most 3D modelling applications support exporting models in this format (.dae).

You can specify a collada file as a template for rendering an object by using gma.colladaTemplate. All you need to do is specify a collada property that has a document property which defines where the collada file is stored.

For example,

var myGorilla = gma.colladaTemplate({
    collada : {
        document : 'mygorilla.dae'
    }
});

Size of the rendered Object

When you specify an entities’ dimensions, the rendered object used for this object is scaled by these dimensions.

However, this will only produce the desired results when the object being scaled is unit size to begin with. Unfortunately it not currently possible to determine the size of the object being rendered, and so the programmer must manually specify how much to scale the object before it is unit size.

For example, say you have a collada object that is 2 units high by 4 units wide. Then it must be scaled by half vertically, and by a quarter horizontally, before it can be accurately scaled to the size of the entity. To specify this, we simply specify gma.baseTemplate.xScale and gma.baseTemplate.yScale when we create our templateHelper.

For example,

var myFatGorilla = gma.colladaTemplate({
    document {
        src : 'mygorilla.dae'
    },
    xScale : 0.25,
    yScale : 0.5
});

The gma.baseTemplate allows you to specify gma.baseTemplate.xScale, gma.baseTemplate.yScale, gma.baseTemplate.zScale, gma.baseTemplate.yRot, gma.baseTemplate.xRot, gma.baseTemplate.zRot, gma.baseTemplate.xOffset, gma.baseTemplate.yOffset and gma.baseTemplate.zOffset for the purpose of such normalisation.