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Written by Jorrit Tyberghein, jorrit.tyberghein@gmail.com.
A ball is a ball shaped object made out of triangles. You can specify the detail (i.e. number of triangles used).
The following SCF class names are used (for CS_LOAD_PLUGIN()
):
Objects in this plugin implement the following SCF interfaces (get
with SCF_QUERY_INTERFACE()
):
The ball mesh object plugin has no factory state interface.
The ball mesh factory loader has no parameters.
`iBallState' is the SCF interface that you can
use to set/get settings for a ball object. The definition of this
interface can be found in include/imesh/ball.h
and that's also the
include file you need to include in your applications to use this plugin.
Using this interface you can access the material, blending mode (mixmode),
and radius.
<factory>factoryname</factory>
Name of the factory to use for creation of this instance.
<mixmode><mode /></mixmode>
Blending mode, one of `add', `alpha', `copy', `keycolor', `multiply2', `multiply', or `transparent'.
<material>materialname</material>
Material to use for the ball.
<numrim>number</numrim>
Number of vertices on the rim of the ball (i.e. the number of vertices along the equator). A good default is 6.
<radius x="" y="" z="" />
Three parameters for x, y, and z radius.
<shift x="" y="" z="" />
Three parameters for x, y, and z shift.
<reversed>yes/no</reversed>
Reverse the order of the triangles so that the ball is visible from the inside instead of the outside.
<toponly>yes/no</toponly>
Only generate the top triangles instead of two halves.
<cylindrical>yes/no</cylindrical>
Use cylindrical texture mapping instead of only a circle from the texture (default off).
<lighting>yes/no</lighting>
Enable/disable lighting. Default on.
<color red="" green="" blue="" />
Set the base color to use for the ball. This color will be added to the color calculated by lighting (if lighting is enabled).
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