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261 lines
9.8 KiB
Plaintext
261 lines
9.8 KiB
Plaintext
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************************************************************************************
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* Blitz3d file format V0.01 *
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************************************************************************************
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This document and the information contained within is placed in the Public Domain.
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Please visit http://www.blitzbasic.co.nz for the latest version of this document.
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Please contact marksibly@blitzbasic.co.nz for more information and general inquiries.
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************************************************************************************
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* Introduction *
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************************************************************************************
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The Blitz3D file format specifies a format for storing texture, brush and entity descriptions for
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use with the Blitz3D programming language.
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The rationale behind the creation of this format is to allow for the generation of much richer and
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more complex Blitz3D scenes than is possible using established file formats - many of which do not
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support key features of Blitz3D, and all of which miss out on at least some features!
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A Blitz3D (.b3d) file is split up into a sequence of 'chunks', each of which can contain data
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and/or other chunks.
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Each chunk is preceded by an eight byte header:
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char tag[4] ;4 byte chunk 'tag'
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int length ;4 byte chunk length (not including *this* header!)
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If a chunk contains both data and other chunks, the data always appears first and is of a fixed
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length.
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A file parser should ignore unrecognized chunks.
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Blitz3D files are stored little endian (intel) style.
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Many aspects of the file format are not quite a 'perfect fit' for the way Blitz3D works. This has
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been done mainly to keep the file format simple, and to make life easier for the authors of third
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party importers/exporters.
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************************************************************************************
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* Chunk Types *
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************************************************************************************
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This lists the types of chunks that can appear in a b3d file, and the data they contain.
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Color values are always in the range 0 to 1.
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string (char[]) values are 'C' style null terminated strings.
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Quaternions are used to specify general orientations. The first value is the quaternion 'w' value,
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the next 3 are the quaternion 'vector'. A 'null' rotation should be specified as 1,0,0,0.
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Anything that is referenced 'by index' always appears EARLIER in the file than anything that
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references it.
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brush_id references can be -1: no brush.
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In the following descriptions, {} is used to signify 'repeating until end of chunk'. Also, a chunk
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name enclosed in '[]' signifies the chunk is optional.
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Here we go!
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BB3D
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int version ;file format version: default=1
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[TEXS] ;optional textures chunk
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[BRUS] ;optional brushes chunk
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[NODE] ;optional node chunk
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The BB3D chunk appears first in a b3d file, and its length contains the rest of the file.
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Version is in major*100+minor format. To check the version, just divide by 100 and compare it with
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the major version your software supports, eg:
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if file_version/100>my_version/100
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RuntimeError "Can't handle this file version!"
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EndIf
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if file_version Mod 100>my_version Mod 100
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;file is a more recent version, but should still be backwardly compatbile with what we can
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handle!
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EndIf
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TEXS
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{
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char file[] ;texture file name
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int flags,blend ;blitz3D TextureFLags and TextureBlend: default=1,2
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float x_pos,y_pos ;x and y position of texture: default=0,0
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float x_scale,y_scale ;x and y scale of texture: default=1,1
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float rotation ;rotation of texture (in radians): default=0
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}
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The TEXS chunk contains a list of all textures used in the file.
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The flags field value can conditional an additional flag value of '65536'. This is used to indicate that the texture uses secondary UV values, ala the TextureCoords command. Yes, I forgot about this one.
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BRUS
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int n_texs
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{
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char name[] ;eg "WATER" - just use texture name by default
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float red,green,blue,alpha ;Blitz3D Brushcolor and Brushalpha: default=1,1,1,1
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float shininess ;Blitz3D BrushShininess: default=0
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int blend,fx ;Blitz3D Brushblend and BrushFX: default=1,0
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int texture_id[n_texs] ;textures used in brush
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}
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The BRUS chunk contains a list of all brushes used in the file.
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VRTS:
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int flags ;1=normal values present, 2=rgba values present
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int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8
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int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4
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{
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float x,y,z ;always present
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float nx,ny,nz ;vertex normal: present if (flags&1)
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float red,green,blue,alpha ;vertex color: present if (flags&2)
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float tex_coords[tex_coord_sets][tex_coord_set_size] ;tex coords
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}
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The VRTS chunk contains a list of vertices. The 'flags' value is used to indicate how much extra
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data (normal/color) is stored with each vertex, and the tex_coord_sets and tex_coord_set_size
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values describe texture coordinate information stored with each vertex.
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TRIS:
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int brush_id ;brush applied to these TRIs: default=-1
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{
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int vertex_id[3] ;vertex indices
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}
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The TRIS chunk contains a list of triangles that all share a common brush.
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MESH:
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int brush_id ;'master' brush: default=-1
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VRTS ;vertices
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TRIS[,TRIS...] ;1 or more sets of triangles
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The MESH chunk describes a mesh. A mesh only has one VRTS chunk, but potentially many TRIS chunks.
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BONE:
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{
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int vertex_id ;vertex affected by this bone
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float weight ;how much the vertex is affected
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}
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The BONE chunk describes a bone. Weights are applied to the mesh described in the enclosing ANIM -
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in 99% of cases, this will simply be the MESH contained in the root NODE chunk.
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KEYS:
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int flags ;1=position, 2=scale, 4=rotation
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{
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int frame ;where key occurs
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float position[3] ;present if (flags&1)
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float scale[3] ;present if (flags&2)
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float rotation[4] ;present if (flags&4)
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}
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The KEYS chunk is a list of animation keys. The 'flags' value describes what kind of animation
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info is stored in the chunk - position, scale, rotation, or any combination of.
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ANIM:
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int flags ;unused: default=0
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int frames ;how many frames in anim
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float fps ;default=60
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The ANIM chunk describes an animation.
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NODE:
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char name[] ;name of node
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float position[3] ;local...
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float scale[3] ;coord...
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float rotation[4] ;system...
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[MESH|BONE] ;what 'kind' of node this is - if unrecognized, just use a Blitz3D
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pivot.
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[KEYS[,KEYS...]] ;optional animation keys
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[NODE[,NODE...]] ;optional child nodes
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[ANIM] ;optional animation
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The NODE chunk describes a Blitz3D Entity. The scene hierarchy is expressed by the nesting of NODE
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chunks.
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NODE kinds are currently mutually exclusive - ie: a node can be a MESH, or a BONE, but not both!
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However, it can be neither...if no kind is specified, the node is just a 'null' node - in Blitz3D
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speak, a pivot.
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The presence of an ANIM chunk in a NODE indicates that an animation starts here in the hierarchy.
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This allows animations of differing speeds/lengths to be potentially nested.
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There are many more 'kind' chunks coming, including camera, light, sprite, plane etc. For now, the
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use of a Pivot in cases where the node kind is unknown will allow for backward compatibility.
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************************************************************************************
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* Examples *
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************************************************************************************
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A typical b3d file will contain 1 TEXS chunk, 1 BRUS chunk and 1 NODE chunk, like this:
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BB3D
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1
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TEXS
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...list of textures...
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BRUS
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...list of brushes...
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NODE
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...stuff in the node...
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A simple, non-animating, non-textured etc mesh might look like this:
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BB3D
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1 ;version
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NODE
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"root_node" ;node name
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0,0,0 ;position
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1,1,1 ;scale
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1,0,0,0 ;rotation
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MESH ;the mesh
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-1 ;brush: no brush
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VRTS ;vertices in the mesh
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0 ;no normal/color info in verts
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0,0 ;no texture coords in verts
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{x,y,z...} ;vertex coordinates
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TRIS ;triangles in the mesh
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-1 ;no brush for this triangle
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{v0,v1,v2...} ;vertices
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A more complex 'skinned mesh' might look like this (only chunks shown):
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BB3D
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TEXS ;texture list
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BRUS ;brush list
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NODE ;root node
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MESH ;mesh - the 'skin'
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ANIM ;anim
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NODE ;first child of root node - eg: "pelvis"
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BONE ;vertex weights for pelvis
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KEYS ;anim keys for pelvis
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NODE ;first child of pelvis - eg: "left-thigh"
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BONE ;bone
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KEYS ;anim keys for left-thigh
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NODE ;second child of pelvis - eg: "right-thigh"
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BONE ;vertex weights for right-thigh
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KEYS ;anim keys for right-thigh
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...and so on.
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