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Asset Tag Syntax
lachsen edited this page Feb 27, 2014
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2 revisions
<group style="transform: scale3d(...)" >
<group style="transform: ...">
<multimesh src="res/houses.xml#house1" style="transform: ..." />
<multimesh src="res/houses.xml#house2" style="transform: ..." />
<multimesh src="res/houses.xml#house3" style="transform: ..." />
</group>
<multimesh src="res/houses.xml#house4" style="transform: ..." />
<transform id="t_player" >
<group transform="#t_player" >
<multimesh src="res/player.xml#skinned" >
<subdata name="base" >
<float name="animKey" >0.12</float>
</subdata>
</multimesh>
</group>
</group>
<datalist id="housedatalist" >
<subdata name="roof" meshtype="triangles" shader="#roofShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</subdata>
<subdata name="front" meshtype="triangles" shader="#frontShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</subdata>
<subdata name="right" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</subdata>
<subdata name="left" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</subdata>
<subdata name="back" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</subdata>
</datalist>
<datalist id="sniperdatalist" >
<subdata name="base">
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float2 name="texcoord" >...</float2>
...
</subdata >
<subdata name="head" includes="base" meshtype="triangles" shader="#headShader" >
<int name="index" >...</int>
</subdata>
<subdata name="eyeball_r" includes="base" meshtype="triangles" shader="#eyeShader" >
<int name="index" >...</int>
</subdata>
<subdata name="eyeball_l" includes="base" meshtype="triangles" shader="#eyeShader" >
<int name="index" >...</int>
</subdata>
<subdata name="body" includes="base" meshtype="triangles" shader="#bodyShader" >
<int name="index" >...</int>
</subdata>
<subdata name="lens" includes="base" meshtype="triangles" shader="#lensShader" >
<int name="index" >...</int>
</subdata>
<subdata name="lens" includes="base" meshtype="triangles" shader="#lensShader" >
<int name="index" >...</int>
</subdata>
</datalist>
<!-- With embedded skinning -->
<datalist id="sniperSkinned" src="#sniperdatalist" >
<subdata name="base" compute="dataflow['#skinning']" >
<data src="#someAnimationData" />
<float name="animKey">0.0</float>
</subdata>
</datalist >
<group style="transform: scale3d(...)" >
<group style="transform: ...">
<object3d src="res/houses.xml#house1" style="transform: ..." />
<object3d src="res/houses.xml#house2" style="transform: ..." />
<object3d src="res/houses.xml#house3" style="transform: ..." />
</group>
<object3d src="res/houses.xml#house4" style="transform: ..." />
<transform id="t_player" >
<group transform="#t_player" >
<object3d src="res/player.xml#skinned" >
<subdata name="base" >
<float name="animKey" >0.12</float>
</subdata>
</object3d>
</group>
</group>
<objectdata id="houseobjectdata" >
<submesh name="roof" meshtype="triangles" shader="#roofShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</submesh>
<submesh name="front" meshtype="triangles" shader="#frontShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</submesh>
<submesh name="right" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</submesh>
<submesh name="left" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</submesh>
<submesh name="back" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</submesh>
</objectdata>
<objectdata id="sniperobjectdata" >
<subdata name="base">
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float2 name="texcoord" >...</float2>
...
</subdata >
<submesh name="head" includes="base" meshtype="triangles" shader="#headShader" >
<int name="index" >...</int>
</submesh>
<submesh name="eyeball_r" includes="base" meshtype="triangles" shader="#eyeShader" >
<int name="index" >...</int>
</submesh>
<submesh name="eyeball_l" includes="base" meshtype="triangles" shader="#eyeShader" >
<int name="index" >...</int>
</submesh>
<submesh name="body" includes="base" meshtype="triangles" shader="#bodyShader" >
<int name="index" >...</int>
</submesh>
<submesh name="lens" includes="base" meshtype="triangles" shader="#lensShader" >
<int name="index" >...</int>
</submesh>
<submesh name="lens" includes="base" meshtype="triangles" shader="#lensShader" >
<int name="index" >...</int>
</submesh>
</objectdata>
<!-- With embedded skinning -->
<objectdata id="sniperSkinned" src="#sniperobjectdata" >
<subdata name="base" compute="dataflow['#skinning']" >
<data src="#someAnimationData" />
<float name="animKey">0.0</float>
</subdata>
</objectdata >
<group style="transform: scale3d(...)" >
<group style="transform: ...">
<object3d src="res/houses.xml#house1" style="transform: ..." />
<object3d src="res/houses.xml#house2" style="transform: ..." />
<object3d src="res/houses.xml#house3" style="transform: ..." />
</group>
<object3d src="res/houses.xml#house4" style="transform: ..." />
<transform id="t_player" >
<group transform="#t_player" >
<object3d src="res/player.xml#skinned" >
<assetdata name="base" >
<float name="animKey" >0.12</float>
</assetdata>
</object3d>
</group>
</group>
<asset id="houseasset" >
<assetdata name="roof" meshtype="triangles" shader="#roofShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</assetdata>
<assetdata name="front" meshtype="triangles" shader="#frontShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</assetdata>
<assetdata name="right" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</assetdata>
<assetdata name="left" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</assetdata>
<assetdata name="back" meshtype="triangles" shader="#wallShader" >
<int name="index" >...</int>
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float4x4 name="transform">...</float4x4>
</assetdata>
</asset>
<asset id="sniperasset" >
<assetdata name="base">
<float3 name="position" >...</float3>
<float3 name="normal" >...</float3>
<float2 name="texcoord" >...</float2>
...
</assetdata >
<assetdata name="head" includes="base" meshtype="triangles" shader="#headShader" >
<int name="index" >...</int>
</assetdata>
<assetdata name="eyeball_r" includes="base" meshtype="triangles" shader="#eyeShader" >
<int name="index" >...</int>
</assetdata>
<assetdata name="eyeball_l" includes="base" meshtype="triangles" shader="#eyeShader" >
<int name="index" >...</int>
</assetdata>
<assetdata name="body" includes="base" meshtype="triangles" shader="#bodyShader" >
<int name="index" >...</int>
</assetdata>
<assetdata name="lens" includes="base" meshtype="triangles" shader="#lensShader" >
<int name="index" >...</int>
</assetdata>
<assetdata name="lens" includes="base" meshtype="triangles" shader="#lensShader" >
<int name="index" >...</int>
</assetdata>
</asset>
<!-- With embedded skinning -->
<asset id="sniperSkinned" src="#sniperasset" >
<assetdata name="base" compute="dataflow['#skinning']" >
<data src="#someAnimationData" />
<float name="animKey">0.0</float>
</assetdata>
</asset >