Anfy 3d Light - Copyright (C) by F. Ciucci & A. Fasce 1998-2000 INTRODUCTION. This applet animate 3D scenes in realtime with shading, texture mapping, transparency, motion blur, and fog effects. Anfy 3D is a series of applets which work together with 3D Studio Max plugin to visualise Max's 3D scenes. We provide Anfy 3D full version at our site: http://www.anfyteam.com/panfy3d.html You need this full version in order to import your original objects. For 3D novices, we have provided ready-made objects (sphere, cone, waving sheet, labyrinth) in this version. So, you can manipulate these objects without need of 3D modelling skills. NOTE: If you are interested in professional 3D visualisation, check out the Anfy 3D Full version. Even if you are non 3D specialist, we can produce 3D scenes for you. This may include 3D company logos, banners, etc. ************************************************************************** NECESSARY FILES. Apart from texture images you specify, you need to upload the following .class files. For Anfy 3D rendering engine: anfy3d.class anfy3ds0.class anfy3ds1.class Lware.class anfy.class For objects: Box01.class Cone01.class Sphere01.class Sphere02.class Optionally, you may want to upload anfy3d.jar for speedy loading on recent browsers. NOTE: You must always upload .class files, even if you choose to use .jar file. Otherwise, visitors who use old browsers can't see the applet. ************************************************************************** EXAMPLE. Insert the tag in your html document as follows to add the applet to your page (Comments after semicolon ";" are code explanations and acceptable values. They are not part of the applet language): ; Registration code (For registered users) ; Optional URL link when the applet is "clicked". ; Linked page opened in new frame? ; Name of new frame for the link ; Statusbar message ; Internal calculation width ; Internal calculation height ; Texture 0 (GIF image 128x128) ; Texture 1 (GIF image 128x128) ; Texture 2 (GIF image 128x128) ; Phong light (GIF image 128x128) ; Gphong light (GIF image 128x128) ; Interactive mode ("YES", "NO") ; Script (0 .. 1) 0 = OFF ; Shadow (0 .. 2) 0 = OFF ; Mirror (0 .. 1) 0 = OFFa ; Light balls (0 .. 6) ; Main object (0 .. 2) ; Main render (0 .. 14) ; Main texture (0 .. 2) ; X rotation (0.0 .. 2.0) ; Y rotation (0.0 .. 2.0) ; Z rotation (0.0 .. 2.0) ; Sheet height ; Sheet width ; Sheet height faces subdivisions ; Sheet width faces subdivisions ; Sheet anim add (0 .. 3.14) ; Sheet waving amplitude ; Sheet period for height sine ; Sheet period for width sine ; Sheet waving function (0 .. 2) ; Anim light in script 1 ("YES", "NO") ; Child objects (0 .. 3) ; Child render (0 .. 14) ; Child texture (0 .. 2) ; Background type (0 .. 2) ; Background render (0 .. 14) ; Background texture (0 .. 2) ; Background colour red component ; Background colour green component ; Background colour blue component ; Fog (0 .. 1) ; Fog distance start (0 .. 1000) ; Fog distance stop (0 .. 1000) ; Motion blur (0 .. 1) ; Optional image over applet ; X position of overlay image ; Y position of overlay image ; Memory de-allocation delay ; Task priority (1..10) ; Min. milliseconds/frame for sync Sorry, your browser doesn't support Java. ; Message for non Java browsers. ; End of applet tag **************************************************************** PARAMETER DESCRIPTIONS The following instructions describe the meaning of the available parameters for this applet: [Specify the applet and its size] Here, you specify the applet name and its width and height in pixels. Since, this applet distinguishes the internally calculated image size (ICIS) and the actually output image size (OIS), you may want to set the internal size smaller than the output size. ; Internal calculation width ; Internal calculation height In this example, ICIS = OIS. If you choose to set ICIS < OIS, the result is an expanded image. This reduces the required calculation. [Credit parameter] Attempting to change the credit parameter will disable the applet. [Registration parameters] ; Registration code To activate the reg parameters, read the shareware registration notes. In the "regcode" parameter, place the registration code you purchased from us. If the code is correct and the applet is run from the registered domain name, "link" parameters will be enabled and the applet will be linked to an associated URL when it mouse-clicked. ; Optional URL link ; Linked page opened in new frame? If you set "regnewframe" to "YES", you can specify a specific frame location for the reglink: "_blank" : To load the link in a new blank unnamed browser window. "_self" : To load the link into the same window the applet occupies. "_parent" : To load the link into the immediate parent frame. "_top" : To load the link into the top body of the window. ; Name of new frame for the link You can also set a custom frame name, such as "mainpage". ; Statusbar message Here, you set the statusbar message, which is displayed at the bottom of a browser window, when you mouse-over the applet. [Textures] ; Internal calculation width ; Internal calculation height ; Texture 0 (GIF image 128x128) ; Texture 1 (GIF image 128x128) ; Texture 2 (GIF image 128x128) ; Phong light (GIF image 128x128) ; Gphong light (GIF image 128x128) Each of "texture0", "texture1", "texture2", "phongmap", "gaussmap" must address a 64x64 or 128x128 GIF image. No other sizes or image formats are accepted. "texture0", "texture1", "texture2" are general use texture maps. If you need only one texture, use "texture0" and delete parameters "texture1" and "texture2", so these textures won't be loaded. If you need 2 textures, use "texture0" and "texture1". If you need 3 textures, use "texture0", "texture1" and "texture2". "phongmap" is a special texture used to obtain realtime phong rendering. If you don't use phong rendering, delete this parameter and the texture won't be loaded. NOTE: If you enable lightballs, this phongmap texture is required, even if phong rendering isn't selected. "gaussmap" is a special texture used to obtain Gaussian phong rendering. If you don't use it, just delete this parameter. [Interactive mode] ; Interactive mode ("YES", "NO") If you set "interactive" parameter to "YES", the objects rotation can be controlled with a mouse pointer. [Select a Script] The most important parameter is "script": with a value of "0" you choose the script 0, with a value of "1" you choose the script 1. Each script has its own corresponding parameters: ------------------------------ - SCRIPT 0: ROTATING OBJECTS - ------------------------------ You can choose the main object with "main_type" parameter as follows: main_type : 0 sphere (require sphere01.class) 1 sheet 2 cone (require cone01.class) Like background object, we have: main_render: render technique (0 .. 14) main_texture: texture for main object (0 = texture0, 1 = texture1 etc.) 0 Plain texture 1 Gouraud shading 2 Phong shading ** NOTE: "phongmap" must be loaded 3 Gaussian phong shading ** NOTE: "gaussmap" must be loaded 4 Transparent (light) 5 Transparent (medium) 6 Liquid texture 7 Liquid gouraud shading 8 Liquid phong shading ** NOTE: "phongmap" must be loaded 9 Liquid transparent 10 Reflects mirror view ** NOTE: texture is ignored, a mirror must exists 11 Particles ** NOTE: texture is ignored 12 Darker plain texture 13 Metal shading ** NOTE: "phongmap" must be loaded 14 Environment mapping If you have selected the sheet object, here are the sheet parameters: sheet_x : Height sheet_y : Width sheet_numx: Number of height faces subdivisions sheet_numy: Number of width faces subdivisions sheet_add: Value to add for anim (0 .. 3.14) sheet_h: Amplitude of waves sheet_period1: Period for height sine, in radiants (3.14 = 1 period) sheet_period2: Period for width sine, in radiants (3.14 = 1 period) sheet_function: Function used to calculate waving (0 .. 2) You can change the rotation speed of object with these parameters: rot_x : rotation increment around x axis rot_y : " " y axis rot_z : " " z axis You can optionally enable a child object with "child_type" parameter: child_type : 0 Off 1 Toroids 2 Stretching spheres (require sphere01.class) 3 Cones (require cone01.class) Like main object, we have: child_render: render technique (0 .. 14) child_texture: texture for child object (0 = texture0, 1 = texture1 etc.) You can optionally enable projected shadow, but then the render will be forced to use plain texture mapping. The parameter is "shadow": shadow : 0 No projected shadows 1 Hires projected shadows ** Note: render forced to mode "0": Plain texture 2 Lores projected shadows ** Note: render forced to mode "0": Plain texture You can enable a mirror on left side, that will reflect the scene, using the "mirror" parameter: mirror : 0 no mirror 1 mirror (require box01.class) Note: If shadow and mirror are enabled altogether, the mirror will not work as mirror, but displayed as a box. Another option is "lightballs". If you set it to "0", any lightball will be displayed. But, placing a value from "1" to "6", the flying lightballs will appear. If lightballs are enabled, the "phongmap" is required, even if no phong shading render is used. ----------------------- - SCRIPT 1: LABYRINTH - ----------------------- In the labyrinth, the main object is a floor and the child object is a wall, and you can't modify them (main_type and child_type are disabled). Instead, you can choose the rendering technique and texture: main_render: render technique (0 .. 14) main_texture: texture for main object (0 = texture0, 1 = texture1 etc.) child_render: render technique (0 .. 14) child_texture: texture for child object (0 = texture0, 1 = texture1 etc.) Note: Not all the rendering techniques work well on this script. For a metallic lightning effect, set the "animlight" effect to "YES", and the lightsource will be moved continously. [Background] ; Background type (0 .. 2) ; Background render (0 .. 14) ; Background texture (0 .. 2) ; Background color red component ; Background color green component ; Background color blue component Regarding background, you can disable it (black colour) placing a value of "0" in "back_type" parameter. This is useful only if you want to enable motion blur effect or if you need a black background. Otherwise, setting it to "1" and enable the background, including the scene into a big sphere, that become the background. If you like to have a custom uniform colour as background, set "back_type" to the value "2", and then set the desired colour with the "back_r", "back_g", "back_b" parameters, specifying the Red, Green, Blue components (0 .. 255). If you have set "back_type" to "1", you must choose the render technique used in background object, and the relative texture to use. To choose the render technique, set the "back_render" parameter with a render type number. Here is the list of available rendering techniques: 0 Plain texture 1 Gouraud shading 2 Phong shading ** NOTE: "phongmap" must be loaded 3 Gaussian phong shading ** NOTE: "gaussmap" must be loaded 4 Transparent (light) 5 Transparent (medium) 6 Liquid texture 7 Liquid gouraud shading 8 Liquid phong shading ** NOTE: "phongmap" must be loaded 9 Liquid transparent 10 Reflects mirror view ** NOTE: texture is ignored, a mirror must exists 11 Particles ** NOTE: texture is ignored 12 Darker plain texture 13 Metal shading ** NOTE: "phongmap" must be loaded 14 Environment mapping Gouraud, Phong and Gaussian Phong are 3 ways to calculate the shading on objects. Liquid modes are like normal modes, except the fact that the texture is waving like a liquid one. The mode 10 is usable only with script=0, and mirror=1, in fact, it maps on the object what is "seen and reflected" by the mirror. All the rendering techniques require textures, except mode 10 and 11. To specify the texture, use "back_texture" parameter, choosing a a number from 0 to 2. These numbers correspond to the textures loaded with "texture0", "texture1" and "texture2" parameters. [Fog effect] ; Fog (0 .. 1) ; Fog distance start (0 .. 1000) ; Fog distance stop (0 .. 1000) Only the objects that use Gouraud shading can be fogged. To enable fog, set the "fog" parameter to "1". The value "0" disables fog. The fog intensity can be changed using "fog_near" and "fog_far" parameters. The former decides when the fog effect starts, while the latter controls the diminishing point of the fog. Values for both represent length from the camera to fog start point or end point. NOTE: fog_near < fog_far. [Motion blur effect] ; Motion blur (0 .. 1) You can optionally enable a motion blur effect; just set "blur_motion" parameter to "1". Use "0" to disable it. NOTE: There will be blur_motion ONLY if background is disabled, in other words, if "back_type" parameter is set to value "0". [Overlay image] ; Optional image over applet ; Over image X offset ; Over image Y offset With the "overimg" parameter you can specify the name of an image that will be shown over the applet. The best options are transparent GIF images. NOTE: Animated GIF images are supported, but will be displayed as animated only on latest browsers (Netscape 4 and Explorer 4 or newer). With "overimgX" and "overimgY" you can position the image over the applet area.