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119 lines
4.3 KiB
Text
119 lines
4.3 KiB
Text
This document describes the syntax for text objects in the scene graph.
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Text nodes are configured using XML and may appear within a model description
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file, like other models or the particlesystem.
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For the anxious reader, here is a complete example of a text node:
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<!-- Must be enclosed by a <text/> node
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<text>
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<!-- It should have a name. Can be used for other animations -->
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<name>My first Text</name>
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<!-- Use offsets for the initial placement -->
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<offsets>
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<pitch-deg>0</pitch-deg>
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<heading-deg>0</heading-deg>
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<roll-deg>0</roll-deg>
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<x-m>0</x-m>
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<y-m>0</y-m>
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<z-m>0</z-m>
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</offsets>
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<!-- instead of using pitch/heading/roll offset, one may use
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axis-alignment -->
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<!-- remember: x backwards, y right and z up -->
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<axis-alignment>xy-plane</axis-alignment>
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<!--
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<axis-alignment>reversed-xy-plane</axis-alignment>
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<axis-alignment>xz-plane</axis-alignment>
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<axis-alignment>reversed-xz-plane</axis-alignment>
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<axis-alignment>yz-plane</axis-alignment>
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<axis-alignment>reversed-yz-plane</axis-alignment>
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<axis-alignment>screen</axis-alignment>
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-->
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<!-- what type of text to draw, use on of literal, text-value or number-value -->
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<!-- A simple constant, never changing string -->
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<type type="string">literal</type>
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<text type="string">Hello, world!</text>
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<!-- The string value of a property -->
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<type type="string">text-value</type>
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<property type="string">some/property</property>
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<format type="string">%s</format> <!-- the printf() format to display the value -->
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<!-- A number from a property -->
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<type type="string">number-value</type>
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<property type="string">position/latitude-deg</property>
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<factor type="double">1.0</factor> <!-- optional, scale the propertie's value -->
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<offset type="double">0.0</offset> <!-- optional, shift the propertie's value -->
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<format type="string">%5.2lf</format> <!-- printf() format to display -->
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<truncate type="bool">false</truncate> <!-- truncate to an integer value -->
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<layout>left-to-right</layout> <!-- default -->
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<!--
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<layout>right-to-left</layout>
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<layout>vertical</layout>
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-->
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<draw-text type="bool">true</draw-text> <!-- draw the text itself -->
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<draw-alignment type="bool">false</draw-alignment> <!-- draw crosshair at object center -->
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<draw-boundingbox type="bool">false</draw-boundingbox> <!-- draw a bounding box -->
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<font>led.txf</font> <!-- The font file name, relative to data/Fonts -->
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<character-size type="double">0.01</character-size> <!-- size (height) im meters -->
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<character-aspect-ratio type="double">1.0</character-aspect-ratio>
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<max-height>0.012</max-height> <!-- the maximum height of the text -->
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<max-width>0.040</max-width> <!-- the maximum width of the text -->
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<font-resolution>
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<width type="int">32</width>
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<height type="int">32</height>
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</font-resolution>
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<!-- chose one of the kerning types or omit for default -->
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<kerning>default</kerning>
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<!--
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<kerning>unfitted</kerning>
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<kerning>none</kerning>
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-->
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<alignment>center-center</alignment> <!-- alignment of the text itself -->
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<!-- possible values are
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<alignment>left-top</alignment>
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<alignment>left-center</alignment>
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<alignment>left-bottom</alignment>
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<alignment>center-top</alignment>
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<alignment>center-center</alignment>
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<alignment>center-bottom</alignment>
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<alignment>right-top</alignment>
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<alignment>right-center</alignment>
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<alignment>right-bottom</alignment>
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<alignment>left-baseline</alignment>
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<alignment>center-baseline</alignment>
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<alignment>right-baseline</alignment>
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<alignment>baseline</alignment>
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-->
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</text>
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The <text/> node may appear within <model/> or <PropertyList/> nodes. If you place
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your text directly within your model file, use <text></text> nodes. You can also put
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your <text> configuration into a separate file using the well known include directive:
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Your model.xml file:
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<model>
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<path>may-fancy-model.ac</path>
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<text include="HelloWorld.xml"/>
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</model>
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Your HelloWorld.xml:
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<PropertyList>
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<name>Hello World</name>
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<font>Helvetica.txf</font>
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<type type="string">literal</type>
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<text type="string">Hello, world!</text>
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<!-- etc. - you get the idea -->
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</PropertyList>
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Animation can be applied to text nodes like any other object. To give your text some
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color, use the material animation, or translate, rotate, scale or spin your text as
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you like.
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