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	<updated>2026-04-07T09:30:53Z</updated>
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	<entry>
		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_particle&amp;diff=116</id>
		<title>Firefly/ff particle</title>
		<link rel="alternate" type="text/html" href="https://wiki.quasar-rce.com/index.php?title=Firefly/ff_particle&amp;diff=116"/>
		<updated>2025-06-21T05:17:04Z</updated>

		<summary type="html">&lt;p&gt;Tasella-Wa Tudina: Created page with &amp;quot;== Firefly Node Particle System Object == With the Particle System Node you can insert a particle emitter into the scene. A Particle System node can be one of these types: Point, Box, Sphere, Animated Mesh Node, Cylinder, Mesh, Ring. These types describe the shape of the emitter.     What is actually emitted is similar to a Billboard node object.     A Particle System Node also can one or more Effectors. An Affecter is something located at a X,Y,Z position within the sce...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Firefly Node Particle System Object ==&lt;br /&gt;
With the Particle System Node you can insert a particle emitter into the scene. A Particle System node can be one of these types: Point, Box, Sphere, Animated Mesh Node, Cylinder, Mesh, Ring. These types describe the shape of the emitter.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
What is actually emitted is similar to a Billboard node object.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
A Particle System Node also can one or more Effectors. An Affecter is something located at a X,Y,Z position within the scene and will affect particles generated by the node object in different ways. The different types of Effectors are ‘Attraction’, ‘Fade-Out’, ‘Gravity’, ‘Rotation’, ‘Scale’.&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
	<entry>
		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_static&amp;diff=115</id>
		<title>Firefly/ff static</title>
		<link rel="alternate" type="text/html" href="https://wiki.quasar-rce.com/index.php?title=Firefly/ff_static&amp;diff=115"/>
		<updated>2025-06-21T05:15:05Z</updated>

		<summary type="html">&lt;p&gt;Tasella-Wa Tudina: Created page with &amp;quot;== Firefly Node Static Mesh Object == With the StaticMesh node you can insert an non animated mesh into the scene.     Currently Supported formats are :-  * 3D Studio meshes (*.3ds)  * Alias Wavefront Maya (*.obj)  * COLLADA 1.4 (*.xml;*.dae)  * Cartography shop 4 (*.csm)  * DeleD (*.dmf)  * FSRad oct (*.oct)  * Irrlicht scenes (*.irr)  * Irrlicht static meshes (*.irrmesh)  * Lightwave Objects (*.lwo)  * My3DTools 3 (*.my3D)  * OGRE meshes (*.mesh)  * PLY 3D files (*.ply...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Firefly Node Static Mesh Object ==&lt;br /&gt;
With the StaticMesh node you can insert an non animated mesh into the scene.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Currently Supported formats are :-&lt;br /&gt;
&lt;br /&gt;
* 3D Studio meshes (*.3ds)&lt;br /&gt;
&lt;br /&gt;
* Alias Wavefront Maya (*.obj)&lt;br /&gt;
&lt;br /&gt;
* COLLADA 1.4 (*.xml;*.dae)&lt;br /&gt;
&lt;br /&gt;
* Cartography shop 4 (*.csm)&lt;br /&gt;
&lt;br /&gt;
* DeleD (*.dmf)&lt;br /&gt;
&lt;br /&gt;
* FSRad oct (*.oct)&lt;br /&gt;
&lt;br /&gt;
* Irrlicht scenes (*.irr)&lt;br /&gt;
&lt;br /&gt;
* Irrlicht static meshes (*.irrmesh)&lt;br /&gt;
&lt;br /&gt;
* Lightwave Objects (*.lwo)&lt;br /&gt;
&lt;br /&gt;
* My3DTools 3 (*.my3D)&lt;br /&gt;
&lt;br /&gt;
* OGRE meshes (*.mesh)&lt;br /&gt;
&lt;br /&gt;
* PLY 3D files (*.ply)&lt;br /&gt;
&lt;br /&gt;
* Pulsar LMTools (*.lmts)&lt;br /&gt;
&lt;br /&gt;
* Quake 3 levels (*.bsp)&lt;br /&gt;
&lt;br /&gt;
* STL 3D files (*.stl)&lt;br /&gt;
&lt;br /&gt;
* FBX Files (*.fbx)&lt;br /&gt;
&lt;br /&gt;
== New Formats Added 2019 ==&lt;br /&gt;
* Autodesk ( .fbx )&lt;br /&gt;
&lt;br /&gt;
* Collada ( .dae )&lt;br /&gt;
&lt;br /&gt;
* glTF ( .gltf, .glb )&lt;br /&gt;
&lt;br /&gt;
* Blender 3D ( .blend )&lt;br /&gt;
&lt;br /&gt;
* 3ds Max 3DS ( .3ds )&lt;br /&gt;
&lt;br /&gt;
* 3ds Max ASE ( .ase )&lt;br /&gt;
&lt;br /&gt;
* Wavefront Object ( .obj )&lt;br /&gt;
&lt;br /&gt;
* Industry Foundation Classes (IFC/Step) ( .ifc )&lt;br /&gt;
&lt;br /&gt;
* XGL ( .xgl,.zgl )&lt;br /&gt;
&lt;br /&gt;
* Stanford Polygon Library ( .ply )&lt;br /&gt;
&lt;br /&gt;
* AutoCAD DXF ( .dxf )&lt;br /&gt;
&lt;br /&gt;
* LightWave ( .lwo )&lt;br /&gt;
&lt;br /&gt;
* LightWave Scene ( .lws )&lt;br /&gt;
&lt;br /&gt;
* Modo ( .lxo )&lt;br /&gt;
&lt;br /&gt;
* Stereolithography ( .stl )&lt;br /&gt;
&lt;br /&gt;
* DirectX X ( .x )&lt;br /&gt;
&lt;br /&gt;
* AC3D ( .ac )&lt;br /&gt;
&lt;br /&gt;
* Milkshape 3D ( .ms3d )&lt;br /&gt;
&lt;br /&gt;
* TrueSpace ( .cob,.scn )&lt;br /&gt;
&lt;br /&gt;
* Biovision BVH ( .bvh )&lt;br /&gt;
&lt;br /&gt;
* CharacterStudio Motion ( .csm )&lt;br /&gt;
&lt;br /&gt;
* Ogre XML ( .xml )&lt;br /&gt;
&lt;br /&gt;
* Irrlicht Mesh ( .irrmesh )&lt;br /&gt;
&lt;br /&gt;
* Irrlicht Scene ( .irr )&lt;br /&gt;
&lt;br /&gt;
* Quake I ( .mdl )&lt;br /&gt;
&lt;br /&gt;
* Quake II ( .md2 )&lt;br /&gt;
&lt;br /&gt;
* Quake III Mesh ( .md3 )&lt;br /&gt;
&lt;br /&gt;
* Quake III Map/BSP ( .pk3 )&lt;br /&gt;
&lt;br /&gt;
* Return to Castle Wolfenstein ( .mdc )&lt;br /&gt;
&lt;br /&gt;
* Doom 3 ( .md5* )&lt;br /&gt;
&lt;br /&gt;
* Valve Model ( .smd,.vta )&lt;br /&gt;
&lt;br /&gt;
* Open Game Engine Exchange ( .ogex )&lt;br /&gt;
&lt;br /&gt;
* Unreal ( .3d )&lt;br /&gt;
&lt;br /&gt;
* BlitzBasic 3D ( .b3d )&lt;br /&gt;
&lt;br /&gt;
* Quick3D ( .q3d,.q3s )&lt;br /&gt;
&lt;br /&gt;
* Neutral File Format ( .nff )&lt;br /&gt;
&lt;br /&gt;
* Sense8 WorldToolKit ( .nff )&lt;br /&gt;
&lt;br /&gt;
* Object File Format ( .off )&lt;br /&gt;
&lt;br /&gt;
* PovRAY Raw ( .raw )&lt;br /&gt;
&lt;br /&gt;
* Terragen Terrain ( .ter )&lt;br /&gt;
&lt;br /&gt;
* 3D GameStudio (3DGS) ( .mdl )&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
	<entry>
		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_animated&amp;diff=114</id>
		<title>Firefly/ff animated</title>
		<link rel="alternate" type="text/html" href="https://wiki.quasar-rce.com/index.php?title=Firefly/ff_animated&amp;diff=114"/>
		<updated>2025-06-21T04:42:08Z</updated>

		<summary type="html">&lt;p&gt;Tasella-Wa Tudina: Created page with &amp;quot;== Firefly Node Animated Mesh Object == With the Animated Mesh node you can insert an animated mesh into the scene.  An Animated Mesh is animated across a number of Frames by calculating the position, scale, and rotation of the mesh’s Joints using each one’s collection of Keyframes across those Frames. So, an Animated Mesh might have many Joints, and each Joint can have many Key Frames of a Position and/or Scale and/or Rotation type.  When the animation takes place,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Firefly Node Animated Mesh Object ==&lt;br /&gt;
With the Animated Mesh node you can insert an animated mesh into the scene.  An Animated Mesh is animated across a number of Frames by calculating the position, scale, and rotation of the mesh’s Joints using each one’s collection of Keyframes across those Frames. So, an Animated Mesh might have many Joints, and each Joint can have many Key Frames of a Position and/or Scale and/or Rotation type.&lt;br /&gt;
&lt;br /&gt;
When the animation takes place, it calculates what Position, Scale, and Rotation each Joint should be set to at a given frame by working out each difference between the last and next Key Frame.&lt;br /&gt;
&lt;br /&gt;
Current supported rigging modes are :&lt;br /&gt;
&lt;br /&gt;
* .B3D files (skeleton mode)&lt;br /&gt;
&lt;br /&gt;
* .FBX ( as downloaded for free from Mixamo )&lt;br /&gt;
&lt;br /&gt;
* .MD2 and .MD3 (morph mode)&lt;br /&gt;
&lt;br /&gt;
* .MS3D (skeleton mode)&lt;br /&gt;
&lt;br /&gt;
* .X files (binary &amp;amp; text) (skeleton mode)&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
	<entry>
		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_movement&amp;diff=113</id>
		<title>Firefly/ff movement</title>
		<link rel="alternate" type="text/html" href="https://wiki.quasar-rce.com/index.php?title=Firefly/ff_movement&amp;diff=113"/>
		<updated>2025-06-21T04:37:40Z</updated>

		<summary type="html">&lt;p&gt;Tasella-Wa Tudina: Created page with &amp;quot;== Firefly Movement Object == The Firefly Movement object lets you do complicated movements within the 3D scene easily.     You can use this object to assign Node objects Path and/or Directional Movements.  * Waypoints -  * Move a Node to - Select a Node via Fixed value and move it to a position using X, Y &amp;amp; Z inputs  * Move a Node with waypoints - Same as move a node to , accept you can add additional waypoints in front of the final end point. Using the following format...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Firefly Movement Object ==&lt;br /&gt;
The Firefly Movement object lets you do complicated movements within the 3D scene easily.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
You can use this object to assign Node objects Path and/or Directional Movements.&lt;br /&gt;
&lt;br /&gt;
* Waypoints -&lt;br /&gt;
&lt;br /&gt;
* Move a Node to - Select a Node via Fixed value and move it to a position using X, Y &amp;amp; Z inputs&lt;br /&gt;
&lt;br /&gt;
* Move a Node with waypoints - Same as move a node to , accept you can add additional waypoints in front of the final end point. Using the following format in the expression editor, X,Y,Z|X,Y,Z|etc&lt;br /&gt;
&lt;br /&gt;
* Move a Node in a Direction - Moving a node by setting Pitch, Yaw and Roll and speed&lt;br /&gt;
&lt;br /&gt;
* Move a Node in the Direction of a Point - Move a node in a direction determining the Pitch, Yaw and Roll based on a position (X,Y &amp;amp; Z)&lt;br /&gt;
&lt;br /&gt;
* Set a Node Movements Speed - Takes a node via Fixed value that is moving and allows you to change the speed.&lt;br /&gt;
&lt;br /&gt;
* Pause a Node’s Movement -  Pausing a active movement on a node.&lt;br /&gt;
&lt;br /&gt;
* Resume a Node’s Movement - Return a node to a moving state after being paused.&lt;br /&gt;
&lt;br /&gt;
* Stop a Node’s Movement - Stops a node moving and cancels a previously assigned movement&lt;br /&gt;
&lt;br /&gt;
* FPS Camera&lt;br /&gt;
** Move a FPS Camera -&lt;br /&gt;
** Move a FPS Camera With Gravity -&lt;br /&gt;
** Set Mouse X Position - Moves the mouse cursor to given X screen coordinate&lt;br /&gt;
** Set Mouse Y Position - Moves the mouse cursor to given Y screen coordinate&lt;br /&gt;
&lt;br /&gt;
* On Collision &amp;gt; Handle a Node’s Collision - This action will set a node’s position and then will cause a check of collisions that may have happened. This action should really be used to set (handle) a node’s position after a collision has occurred and use the node’s coordinates of where it collided as parameters. This action will also handle a Camera’s collision (should the node be a Camera), and set its Target to what it should be.&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
* A Node has Movement - Comparing via Fixed value will trigger true if said node has a movement assigned to it.&lt;br /&gt;
&lt;br /&gt;
* A Node’s Movement is Paused - Returns true if a specific node’s movement has been set to paused.&lt;br /&gt;
&lt;br /&gt;
* Path Movement &amp;gt; A Node’s movement is complete - Returns true if a node set to a path movement has reached it’s final waypoint&lt;br /&gt;
&lt;br /&gt;
* A FPS Camera is falling due to gravity - If the FPS camera is set to gravity and is in a falling state this will trigger&lt;br /&gt;
&lt;br /&gt;
== Expressions ==&lt;br /&gt;
* Get Speed of a Node’s Movement - Returns the speed of a node that is moving&lt;br /&gt;
&lt;br /&gt;
* Path Movement &amp;gt; Get Progress of a Node’s Movement - Returns the progress of a node set to path movement.&lt;br /&gt;
&lt;br /&gt;
* Calculations&lt;br /&gt;
** Get Distance between two points - By feeding the expression two sets of X,Y, Z values you can return the distance value between them&lt;br /&gt;
** Get 3D X Angle between two Points -&lt;br /&gt;
** Get 3D Y Angle between two Points -&lt;br /&gt;
** Get 3D Z Angle between two Points -&lt;br /&gt;
&lt;br /&gt;
* FPS Camera Settings&lt;br /&gt;
** Get X Position of FPS Camera - Returns X value from the position of the FPS Camera&lt;br /&gt;
** Get Y Position of FPS Camera - Returns Y value from the position of the FPS Camera&lt;br /&gt;
** Get Z Position of FPS Camera - Returns Z value from the position of the FPS Camera&lt;br /&gt;
** Get X Target of FPS Camera - Returns the X value of the point that the FPS Camera is looking at&lt;br /&gt;
** Get Y Target of FPS Camera - Returns the Y value of the point that the FPS Camera is looking at&lt;br /&gt;
** Get Z Target of FPS Camera - Returns the Z value of the point that the FPS Camera is looking at&lt;br /&gt;
** Get X Falling Velocity of FPS Camera -&lt;br /&gt;
** Get Y Falling Velocity of FPS Camera -&lt;br /&gt;
** Get Z Falling Velocity of FPS Camera -&lt;br /&gt;
** Get Mouse X Position - Returns the current mouse cursor position, in screen coordinate&lt;br /&gt;
** Get Mouse Y Position - Returns the current mouse cursor position, in screen coordinate&lt;br /&gt;
** Get Last Mouse X Movement - Returns the last frame’s mouse position&lt;br /&gt;
** Get Last Mouse Y Movement - Returns the last frame’s mouse position&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
	<entry>
		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_image&amp;diff=112</id>
		<title>Firefly/ff image</title>
		<link rel="alternate" type="text/html" href="https://wiki.quasar-rce.com/index.php?title=Firefly/ff_image&amp;diff=112"/>
		<updated>2025-06-21T04:19:21Z</updated>

		<summary type="html">&lt;p&gt;Tasella-Wa Tudina: Created page with &amp;quot;== Firefly Image Object == The Firefly Image object allows you to place on the highest level a 2d Image that displays over the Firefly engine rendered scene. Great for HUD elements. From the object&amp;#039;s properties you can set multiple images to individual image frames and then call them at runtime.  == Actions == * Images ** Set Image to Display - Set which image frame you want to display via passing a value in the expression editor. ** Load Image from file - Using an image...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Firefly Image Object ==&lt;br /&gt;
The Firefly Image object allows you to place on the highest level a 2d Image that displays over the Firefly engine rendered scene. Great for HUD elements. From the object&#039;s properties you can set multiple images to individual image frames and then call them at runtime.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Images&lt;br /&gt;
** Set Image to Display - Set which image frame you want to display via passing a value in the expression editor.&lt;br /&gt;
** Load Image from file - Using an image selection dialog or a expression manually display a external image in the object&lt;br /&gt;
** Load Image from Surface Object - Replace a image frame with a selected image from a Surface object&lt;br /&gt;
&lt;br /&gt;
* Drawing&lt;br /&gt;
** Set Destination X Coordinate - Set the upper left corner X position of image&lt;br /&gt;
** Set Destination Y Coordinate -  Set the upper left corner Y position of image&lt;br /&gt;
** Set Destination width - Set object’s the visible space horizontally&lt;br /&gt;
** Set Destination height - Set object’s the visible space vertically&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
* Compare displayed image to a value - Compare the displayed image in a image object against a value using expression editor.&lt;br /&gt;
&lt;br /&gt;
== Expressions ==&lt;br /&gt;
* Images&lt;br /&gt;
** Get displayed image index - returns the value of the currently displayed image frame&lt;br /&gt;
** Get image width - Get the width of the currently displayed image frame&lt;br /&gt;
** Get image height - Get the height of the currently displayed image&lt;br /&gt;
&lt;br /&gt;
* Get object width - return objects set width of display space&lt;br /&gt;
&lt;br /&gt;
* Get object height - return objects set height of display space&lt;br /&gt;
&lt;br /&gt;
* Drawing&lt;br /&gt;
** Get destination X coordinate - return the left corner X position&lt;br /&gt;
** Get destination Y coordinate - return the left corner Y position&lt;br /&gt;
** Get destination width - return the size of the visible space horizontally&lt;br /&gt;
** Get destination height- return the size of the visible space vertically&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
	<entry>
		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_2dtext&amp;diff=111</id>
		<title>Firefly/ff 2dtext</title>
		<link rel="alternate" type="text/html" href="https://wiki.quasar-rce.com/index.php?title=Firefly/ff_2dtext&amp;diff=111"/>
		<updated>2025-06-21T04:10:05Z</updated>

		<summary type="html">&lt;p&gt;Tasella-Wa Tudina: Created page with &amp;quot;== Firefly 2D Text Object == Displays a 2d text string above the 3d world in the Firefly engine. Its position is determined just like a string object would be in your 2d project. It does not move with the rest of the 3d scene and always remains on top.  == Actions == * Text ** Set font name - Select a new font by passing its name in the expression editor ** Set Size - Set the size of the font ** Set bold - Set the use of bold, boolean 0=off, 1=on ** Set italic - Set the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Firefly 2D Text Object ==&lt;br /&gt;
Displays a 2d text string above the 3d world in the Firefly engine. Its position is determined just like a string object would be in your 2d project. It does not move with the rest of the 3d scene and always remains on top.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Text&lt;br /&gt;
** Set font name - Select a new font by passing its name in the expression editor&lt;br /&gt;
** Set Size - Set the size of the font&lt;br /&gt;
** Set bold - Set the use of bold, boolean 0=off, 1=on&lt;br /&gt;
** Set italic - Set the use of italic, boolean 0=off, 1=on&lt;br /&gt;
** Set underline - Set the use of underline, boolean 0=off, 1=on&lt;br /&gt;
** Set strikeout - Set the use of strikeout, boolean 0=off, 1=on&lt;br /&gt;
** Set font color - using a color set expression, change color of font&lt;br /&gt;
&lt;br /&gt;
* Set Text - Pass using the expression editor the contents of the displayed string&lt;br /&gt;
&lt;br /&gt;
* Set Transparency - Determine how opaque with the expression editor the display string is&lt;br /&gt;
&lt;br /&gt;
* Set Object Width - Determine the string display surface’s width&lt;br /&gt;
&lt;br /&gt;
* Set Object Height - Determine the string display surface’s height&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
* Text&lt;br /&gt;
** Is Font Bold - Boolean return based on if Bold is set&lt;br /&gt;
** Is Font Italic - Boolean return based on if Italic is set&lt;br /&gt;
** Is Font Underline - Boolean return based on if Underline is set&lt;br /&gt;
** Is Font Strikeout - Boolean return based on if Strikeout is set&lt;br /&gt;
&lt;br /&gt;
== Expressions ==&lt;br /&gt;
* Get Text - Returns currently displayed text&lt;br /&gt;
&lt;br /&gt;
* Get Transparency - Returns value of transparency setting&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
	<entry>
		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_material&amp;diff=110</id>
		<title>Firefly/ff material</title>
		<link rel="alternate" type="text/html" href="https://wiki.quasar-rce.com/index.php?title=Firefly/ff_material&amp;diff=110"/>
		<updated>2025-06-21T03:58:47Z</updated>

		<summary type="html">&lt;p&gt;Tasella-Wa Tudina: Created page with &amp;quot;== Firefly Material Cache Object ==  The Material Cache object is used to store and array a collection of materials that are used to &amp;quot;skin&amp;quot; a variety of nodes. Once one has set the material image and settings, you can reference said materials numerical position in the &amp;quot;array&amp;quot; in a &amp;quot;set material&amp;quot; action is most node objects.  == Actions == * Add a new material - creates a new material at the next available material index slot. Requires you give it a name using the express...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Firefly Material Cache Object ==&lt;br /&gt;
&lt;br /&gt;
The Material Cache object is used to store and array a collection of materials that are used to &amp;quot;skin&amp;quot; a variety of nodes. Once one has set the material image and settings, you can reference said materials numerical position in the &amp;quot;array&amp;quot; in a &amp;quot;set material&amp;quot; action is most node objects.&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Add a new material - creates a new material at the next available material index slot. Requires you give it a name using the expression editor.&lt;br /&gt;
&lt;br /&gt;
* Copy a material - Allows using a materials index value to copy it’s contents into another material slot by selecting the new slots index.&lt;br /&gt;
&lt;br /&gt;
* Remove a material - Remove a material from the Cache by selecting the materials index value&lt;br /&gt;
&lt;br /&gt;
* Edit Material - Allows you to edit the properties of a specific material&lt;br /&gt;
** Set a material’s name - allows you to set a existing material’s name&lt;br /&gt;
** Set a material type - Allows a user to set or change the display type of a material, kinda like a ink effect in some regards. For instance you can change it from Solid to Transparent Add. First select the material index value, then using a value from the material table below enter the new type.&lt;br /&gt;
** Set a material’s data type one - Sets an alterable value for a specific material&lt;br /&gt;
** Set a material’s data type two - Sets the second alterable value for a specific material&lt;br /&gt;
** Textures (1 - 4)&lt;br /&gt;
*** Render Target - Whether or not this texture is a target for “Render to texture” action inside the Firefly Engine.&lt;br /&gt;
*** Render Target Texture Size -The size of the render texture.&lt;br /&gt;
*** Load Image from file - Using an image selection dialog or a expression manually display a external image in the material slot&lt;br /&gt;
*** Load Image from Surface Object - Replace a material with a selected image from a Surface object&lt;br /&gt;
*** Set Anisotropic Filter -&lt;br /&gt;
*** Linear Filter - Sets the type of resampling / quality of the texture when resized.&lt;br /&gt;
*** Texture Wrap -&lt;br /&gt;
*** Set Mipmap Level of Detail Bias -&lt;br /&gt;
** Set Ambient Colour - The color when the object is in shadow&lt;br /&gt;
** Set Diffuse Colour - The base color of the material&lt;br /&gt;
** Set Specular Colour - The color of the object at direct light&lt;br /&gt;
** Set Emissive Colour - The color of the object that the material emits by itself&lt;br /&gt;
** Set Shininess -&lt;br /&gt;
** Set Thickness -&lt;br /&gt;
** Anti Aliasing - The type of anti-aliasing that will be used for the material&lt;br /&gt;
** Vertex Colour Material -&lt;br /&gt;
** Render Red Mask - Sets whether or not to render the colour red&lt;br /&gt;
** Render Green Mask - Sets whether or not to render the colour green&lt;br /&gt;
** Render Blue Mask - Sets whether or not to render the colour blue&lt;br /&gt;
** Frontface Culling - When on, the front of each face (outside of mesh) will be removed&lt;br /&gt;
** Backface Culling - When on, the back of each face (inside of mesh) will be removed&lt;br /&gt;
** Fog - When on, the material will be affected by the fog&lt;br /&gt;
** Gouraud Shading - When on, the material will smooth the light on each connected vertices&lt;br /&gt;
** Lighting - When on, adds light and shadow to the material&lt;br /&gt;
** Normalize Normals - Normalises faces after scaling&lt;br /&gt;
** Point Cloud -&lt;br /&gt;
** Wireframe - When on, lines between vertices are only rendered&lt;br /&gt;
** Z Write -&lt;br /&gt;
** Z Buffer - Sets how should the material be rendered, either in front or sent to back. Defaults to Less Equal.&lt;br /&gt;
** Use a Shader -&lt;br /&gt;
** Shader Settings -&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
* On set shaders constants -&lt;br /&gt;
&lt;br /&gt;
* First Texture is Render Target - Checks if the texture is a target for the “Render to target” action from the Engine object&lt;br /&gt;
&lt;br /&gt;
* Second Texture is Render Target -&lt;br /&gt;
&lt;br /&gt;
* Third Texture is Render Target -&lt;br /&gt;
&lt;br /&gt;
* Fourth Texture is Render Target -&lt;br /&gt;
&lt;br /&gt;
* Render Red Mask - Checks if “Render Red Mask” is checked&lt;br /&gt;
&lt;br /&gt;
* Render Green Mask -&lt;br /&gt;
&lt;br /&gt;
* Render Blue Mask -&lt;br /&gt;
&lt;br /&gt;
* Render Alpha Mask -&lt;br /&gt;
&lt;br /&gt;
* Is Frontface Culling Enabled - Checks if the front of each face is removed&lt;br /&gt;
&lt;br /&gt;
* Is Backface Culling Enabled - Checks if the back of each face is removed&lt;br /&gt;
&lt;br /&gt;
* Is Fog Enabled - Checks whether the material is affected by fog&lt;br /&gt;
&lt;br /&gt;
* Is Gouraud Shading Enabled - Checks if the material smooths out faces&lt;br /&gt;
&lt;br /&gt;
* Is lighting Enabled - Checks if the material has light and shadow&lt;br /&gt;
&lt;br /&gt;
* Is Normalized Normals Enabled -  Checks if the material normalises each face after scale&lt;br /&gt;
&lt;br /&gt;
* Draw as Point Cloud -&lt;br /&gt;
&lt;br /&gt;
* Draw as Wireframe - Checks if the material draws only lines between vertices.&lt;br /&gt;
&lt;br /&gt;
* Is Z Write Enabled -&lt;br /&gt;
&lt;br /&gt;
* Uses a Shader -&lt;br /&gt;
&lt;br /&gt;
== Expressions ==&lt;br /&gt;
* Get a Material - Returns the fixed value of a specific material, identified by index.&lt;br /&gt;
&lt;br /&gt;
* Get number of Materials - Returns the number of materials currently inside the cache.&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s index - Returns the index of the Material, found by its name.&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s Name - Returns the name of the Material, found by its index.&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s Type -&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s Type Data One -&lt;br /&gt;
&lt;br /&gt;
* Get a Material’s Type Data Two -&lt;br /&gt;
&lt;br /&gt;
* Textures -&lt;br /&gt;
&lt;br /&gt;
* Get Ambient Colour -&lt;br /&gt;
&lt;br /&gt;
* Get Diffuse Colour -&lt;br /&gt;
&lt;br /&gt;
* Get Specular Colour -&lt;br /&gt;
&lt;br /&gt;
* Get Emissive Colour -&lt;br /&gt;
&lt;br /&gt;
* Get Shininess -&lt;br /&gt;
&lt;br /&gt;
* Get Thickness -&lt;br /&gt;
&lt;br /&gt;
* Get Anti Aliasing -&lt;br /&gt;
&lt;br /&gt;
* Get Vertex Colour Material -&lt;br /&gt;
&lt;br /&gt;
* Get Z Buffer -&lt;br /&gt;
&lt;br /&gt;
* Get Loaded Vertex Shader string -&lt;br /&gt;
&lt;br /&gt;
* Get Loaded Pixel Shader string -&lt;br /&gt;
&lt;br /&gt;
* Get Vertex Shader Entry Point -&lt;br /&gt;
&lt;br /&gt;
* Get Vertex Shader Compile Target -&lt;br /&gt;
&lt;br /&gt;
* Get Pixel Shader Entry Point -&lt;br /&gt;
&lt;br /&gt;
* Get Pixel Shader Compiled Target -&lt;br /&gt;
&lt;br /&gt;
* Get On Shader Constant Material Index -&lt;br /&gt;
&lt;br /&gt;
* Get On Shader Constant Node’s Fixed Value -&lt;br /&gt;
&lt;br /&gt;
== Material Types == &lt;br /&gt;
&lt;br /&gt;
Fill in data here&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
	<entry>
		<id>https://wiki.quasar-rce.com/index.php?title=Firefly/ff_camera&amp;diff=109</id>
		<title>Firefly/ff camera</title>
		<link rel="alternate" type="text/html" href="https://wiki.quasar-rce.com/index.php?title=Firefly/ff_camera&amp;diff=109"/>
		<updated>2025-06-21T03:18:58Z</updated>

		<summary type="html">&lt;p&gt;Tasella-Wa Tudina: Created page with &amp;quot;== Firefly Camera Object ==  The Camera object is your “viewport” into the 3d world you create with Firefly. As with the Engine object, you can drag out the object to fill parts of your frame. The area the object covers will be the camera display surface in the app. This means you can have two cameras displaying at the same time. Useful in main situations. You could even make a app capable of VR with this method.     Here is a list of the unique Actions, Conditions a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Firefly Camera Object ==&lt;br /&gt;
&lt;br /&gt;
The Camera object is your “viewport” into the 3d world you create with Firefly. As with the Engine object, you can drag out the object to fill parts of your frame. The area the object covers will be the camera display surface in the app. This means you can have two cameras displaying at the same time. Useful in main situations. You could even make a app capable of VR with this method.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Here is a list of the unique Actions, Conditions and expressions for Camera Object&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
* Set Object Width - Set the horizontal size of the viewspace&lt;br /&gt;
&lt;br /&gt;
* Set Object Height - Set the vertical size of the viewspace&lt;br /&gt;
&lt;br /&gt;
* Viewports&lt;br /&gt;
&lt;br /&gt;
** Add to Firefly Engine Stack -&lt;br /&gt;
** Insert into Firefly Engine Stack -&lt;br /&gt;
** Remove from Firefly Engine Stack at -&lt;br /&gt;
** Remove all from Firefly Engine Stack 0&lt;br /&gt;
&lt;br /&gt;
* Target - Actions for pointing the camera&lt;br /&gt;
** Set (X,Y &amp;amp; Z) Target - Three separate actions for each vector, where you pass a value to set its relative target vector.&lt;br /&gt;
** Set Target - Pass using the expression editor values for each of the three vectors (X,Y &amp;amp; Z) to determine target vector.&lt;br /&gt;
&lt;br /&gt;
* Up Vector -&lt;br /&gt;
** Set (X, Y &amp;amp; Z) Vector - Sets the coordinate which the camera sees as the “up” direction which it rotates by. In Local coordinates.&lt;br /&gt;
&lt;br /&gt;
* Set Field of View - Set the size of your “eye” in degrees, bigger values will extend the observable game world but view will look more fish eye’d. Default 90, recommended maximum is 120.&lt;br /&gt;
&lt;br /&gt;
* Set Aspect Ratio - Ratio between the camera’s width and height, for best results set this to Camera’s Width / Camera’s Height.&lt;br /&gt;
&lt;br /&gt;
* Set Near Clipping Plane - Allows you to change how close the faces need to be in order for them to not render.&lt;br /&gt;
&lt;br /&gt;
* Set Far Clipping Plane - Allows you to change how far the faces need to be in order for them to no longer render, bigger values will have a greater impact on performance on large scenes.&lt;br /&gt;
&lt;br /&gt;
* Bind Target and Rotation - Allows you to match the camera to a node&#039;s rotation and position if previously have set a parent node.&lt;br /&gt;
** Off/On or Set - Three actions allowing you to manually set Off or On or set using a boolean expression&lt;br /&gt;
&lt;br /&gt;
* Mouse Pick - allows you to “Shoot” from the camera and return the first node the “shot” collides with and return its Fixed Value for selection&lt;br /&gt;
** Check Off/On - Sets Off or On the constant use of the Mouse Pick function&lt;br /&gt;
** Check Once - Runs the check once during main loop&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
* Viewports &amp;gt; Is viewport added to Firefly Engine Stack - Checks to see if in fact the viewport is part of the Firefly Engine Stack, Need to select the proper Fixed value from the Firefly Engine object you are testing against&lt;br /&gt;
&lt;br /&gt;
* Binds Target and Rotations - This condition is triggered TRUE when you have Binding set to on&lt;br /&gt;
&lt;br /&gt;
== Expressions ==&lt;br /&gt;
* Viewports &amp;gt; Get indices in Firefly Engine Stack - Returns indices of relative Firefly Engine Stack, requires passing of Fixed Value of Engine object in expression&lt;br /&gt;
&lt;br /&gt;
* Target &amp;gt; Get (X,Y &amp;amp; Z) Target - Three separate expressions returning one of the vectors currently used as a camera target&lt;br /&gt;
&lt;br /&gt;
* Up Vector &amp;gt; Get (X, Y &amp;amp; Z) Position - Three separate expressions returning one of the vectors currently used as a up vector value.&lt;br /&gt;
&lt;br /&gt;
* Get Field of View&lt;br /&gt;
&lt;br /&gt;
* Get Aspect Ratio&lt;br /&gt;
&lt;br /&gt;
* Get Near Clipping Plane&lt;br /&gt;
&lt;br /&gt;
* Get Far Clipping Plane&lt;br /&gt;
&lt;br /&gt;
* Mouse Pick&lt;br /&gt;
** Get Fixed value of Mouse Pick Node - Returns fixed value of node selected during mouse pick&lt;br /&gt;
** Get name of Mouse Pick Node - Returns name of node selected during mouse pick&lt;br /&gt;
** Get (X, Y &amp;amp; Z) Intersection Point from Mouse Pick - Three expressions that return the vector value from the intersection point from the selected vector.&lt;/div&gt;</summary>
		<author><name>Tasella-Wa Tudina</name></author>
	</entry>
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