
;========================================================================
;
;  Opticks v1.0 SCENE file documentation
;
;  These comments, starting with the 'SEMICOLONS', are NOT allowed in the
;  .sce file, and are just for your assistance.
;
;========================================================================

;  First is the file identifier.
SCENEv1.0 {

 ;  These are the RENDERING options set using the MODES program.
 ;  Each entry represents, in order:
 ;   1 -  0=Max RGB Printing OFF, 1=ON.
 ;   2 -  These bits are set according to the render modes, like HAM screen
 ;        on/off, HAM save, TARGA save, and Wireframe Pre-Draw.
 ;   3 -  Intensity Multiplier.  (Controls overall image intensity).
 ;        Mostly for calibration to other hardware.  For normal intensity
 ;        adjustments, use the camera's APERTURE setting.
 ;   4 -  Render resolution multiplier (for blocky pixels).
 ;   5 -  Reserved..  MUST remain (3).
 ;   6 -  Render Start line  (top).
 ;   7 -  Render End line    (bottom).
 ;   8 -  Render Start pixel (left).
 ;   9 -  Render End pixel   (right).
 ;  10 -  0=Shadowing OFF, 1=ON.
 ;  11 -  0=Transparency OFF, 1=ON.     /*  May not be used in v1.0  */
 ;  12 -  Reserved.  Must remain (0)
 ;  13 -  Reserved.  Must remain (0)
 ;  14 -  Reserved.  Must remain (0)
 ;  15 -  Maximum reflection recursions.
 ;  16 -  Maximum refraction recursions.
 ;  17 -  Reserved - specify ROTATION 'type' used in SCENE.  Must remain (0).
 ;  18 -  Reserved - specify ANTI-ALIAS 'type'.  Must remain (0).
 ;  19 -  Object 'bounding'.  0=OFF, 1=SPHERES
 ;  20 -  Cutoff.
 ;  21 -  Floating Point error.  This can be used to fine tune object
 ;        intersections..  For example, if adjacent polygons have a
 ;        gap between them, raise this number a little.
 OPTIONS {
  1 1 50 1 3 1 9999 1 9999 1 1 0 0 0 3 3 0 0 1   0.0010 0.000050
 }

 ;  This just saves all our directory names.
 SUBDIRECTORIES {
  Object
    ( OptDAT:objects/ )
  Lamp
    ( OptDAT:lamps/ )
  Camera
    ( OptDAT:cameras/ )
  SurfaceAttr
    ( OptDAT:srfs/ )
  Maps
    ( OPTICKS2:maps/ )
  Pictures
    ( OptPIC: )
 }

 ;  This is the camera definition.
 ;  CAMERA chunk
 ;   1 -  Normal320x400 is the camera used for this scene.
 ;   2 -  0=Mono, 1=Generate two images for stereo.
 ;   3 -  Stereo Eye separation.
 ;   4 -  Stereo Focal distance.
 ;  POS chunk
 ;   1, 2, 3 -  XYZ position of camera.
 ;   4, 5, 6 -  RPY rotation of camera.
 ;   7       -  Aperture.
 ;   8       -  Zoom.
 CAMERA {
  CAMERA  ( Normal320x400 0 0.500000 40.000000 )
  POS     (   0.0000  -1.0000  -3.0000   0.0000   3.0000   0.0000   1.0000   1.0000 )
 }

 ;  This is the atmosphere definition.
 ;  FOG chunk
 ;   1 -  0=Fog OFF, 1=ON
 ;   2 -  Fog opaque distance
 ;   3 -  Fog intensity
 ATMOSPHERE {
  FOG ( 0  400.0000   3.2000 )
 }

 ;  This specifies the global illumination file to use for this scene.
 GLOBALLIGHTS {
  Average
 }

 ;  This is the light definitions.  (2 lights here).
 ;  LAMP chunk
 ;   1 -  WhiteFresnel is the LAMP to use.
 ;   2 -  LABEL is the label for this light.
 ;   3 -  1=Shadowing ON, 0=OFF.
 ;  GEL chunk
 ;   1 -  Defines GEL attached to this light.
 ;  POS chunk
 ;   1, 2, 3 -  XYZ position.
 ;   4, 5, 6 -  RPY rotation.
 ;   7       -  Light intensity.
 LIGHTS {
  LAMP   ( WhiteFresnel LABEL 1 )
  GEL    ( Clear )
  POS    ( -16.5000   5.0000 -10.8000   0.0000  10.0000  35.0000   0.7500 )

  LAMP   ( WhitePoint LABEL2 1 )
  GEL    ( Red )
  POS    (   0.0000   0.0000  0.8000   0.0000  10.0000  35.0000   1.0000 )
 }

 ;  This is the SET description, which defines OBJECTS in the scene. (3 here)
 SET {
  ;  This is the first object's description.
  ;  OBJECT chunk
  ;   1 -  Name of object to use.
  ;   2 -  Label for this object.
  ;   3 -  1=Shadowing ON, 0=OFF.
  ;   4 -  1=Backfacing ON, 0=OFF.
  ;   5 -  1=Smoothing ON, 0=OFF.         (Not supported in OPTICKSv1.0)
  ;  SURFATTR chunk
  ;   NOTE:  This object has one color, hence one SURFATTR.  If an object
  ;          has more colors, a SURFATTR entry is required for each color.
  ;   1 -  Surface Material Name.
  ;   2 -  1=Backlighting ON, 0=OFF.      (Not supported in OPTICKSv1.0)
  ;  POS chunk
  ;   1, 2, 3 -  XYZ location.
  ;   4, 5, 6 -  RPY rotation.
  ;   7, 8, 9 -  XYZ scale.
  OBJECT   ( Poly Ground 1 0 0 )
  SURFATTR ( LeafGreen 0 )
  POS      (   0.0000  -4.0000   0.0000   0.0000  85.0000   0.0000  50.0000  50.0000   1.0000 )

  ;  This second OBJECT description is similar to above, except it has a
  ;  PICTURE mapped onto the object.
  ;  The new chunks are:
  ;  PICTURE chunk
  ;   1 -  IFF filename of file to map.
  ;   2 -  Map 'X' real size.
  ;   3 -  Map 'Y' real size.
  ;   4 -  1=Map repeat 'X' ON, 0=OFF.
  ;   5 -  1=Map repeat 'Y' ON, 0=OFF.
  ;  SURF chunk
  ;   1 -  ALL=Map all polys in OBJECT.  To map only one polygon, change 'ALL'
  ;        to the number of the polygon you want to map too.  Polys are
  ;        numbered as ordered in the OBJECT file.  Multiple SURF definitions
  ;        are OK, to map to multiple (but not ALL) polygons of an object.
  ;        Each SURF definition has it's own X&Y image offset.
  ;   2 -  IFF 'X' image offset from corner of mapped polygon.
  ;   3 -  IFF 'Y' image offset from corner of mapped polygon.
  OBJECT   ( Poly Sky 1 1 0 )
  PICTURE  ( Clouds32.iff  30.0000  15.0000 1 1 )
   SURF    ( ALL  0.000  0.000 )
  SURFATTR ( MappingWhite 0 )
  POS      (   0.0000   5.5000  17.7000   0.0000 315.0000   0.0000  45.0000  22.0000   1.0000 )

  ;  This OBJECT description is similar to above, except it has a SURFACE
  ;  mapped onto the object.
  ;  The new chunk is:
  ;  SURFACE chunk
  ;   1 -  IFF filename of file to SURFACE map.
  ;   2 -  Map 'X' real size.
  ;   3 -  Map 'Y' real size.
  ;   4 -  1=Map repeat 'X' ON, 0=OFF.
  ;   5 -  1=Map repeat 'Y' ON, 0=OFF.
  ;  NOTE:  This OBJECT definition has 33 SURFATTR's...  The object itself
  ;         only has 1 color, or SURFATTR..  The SURFACE mapped surfaces
  ;         are the remaining 32 SURFATTR's..  You should always have
  ;         OBJECT_COLOR_COUNT + 32 SURFATTR's present.
  ;         Here, White is the object color, while Yellow and Clear are the
  ;         mapped surface materials..  This IFF image (Amiga2.bru), has only
  ;         two colors, but the rest of the SURFATTR's are still required.
  OBJECT   ( Poly Cover 1 1 0 )
  SURFACE  ( Amiga2.bru  15.0000   4.5000 0 0 )
   SURF    ( ALL  0.000  0.000 )
  SURFATTR ( White 0 )
  SURFATTR ( Yellow 0 )
  SURFATTR ( Clear 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  SURFATTR ( White 0 )
  POS      (   0.0000  -1.0000  12.0000   0.0000   0.0000  20.0000  15.0000   4.5000   1.0000 )
 }
}

;  This saves a few defaults for the BUILD program.
;   1 -  View Magnifier.
;   2 -  Left slider limit.
;   3 -  Right slider limit.
;   XXXXX   Late addition....   Each window also saves its pan and zoom here.
BUILD {
 LSR ( 30.000000 -100.000000 100.000000 )
}


