Status : suggestion Implementations : util/geo2bog geoexp.dle (3D Studio MAX file export plugin)
Describing a 3D mesh object. This file is a ascii representation of the bog file format. The utility program geo2bog converts from geo to bog file format.
geoFile | = geoHead + Geometry list |
geoHead | = (File version) |
File version | = * Version number * |
Geometry list | = {Geometry} |
Geometry | = (Object name) + Vertex list + Normal list + TexCoord list + Polygon list |
Object name | = * String that identify sub objects * |
Vertex list | = {Vertex} |
Vertex | = x-coord + y-coord + z-coord |
Normal list | = {Normal} |
Normal | = x-coord + y-coord + z-coord |
TexCoord list | = {TexCoord} |
TexCoord | = u-coord + v-coord |
Polygon list | = {Polygon} |
Polygon | = Polygon type + Material name + Vertex index list + Normal index list + TexCood index list |
Polygon type | = [ "Polygon" | "Triangles" | "Quads" | "Quad strip" | "Triangle strip" | "Triangle fan" ] |
Material name | = * A string that identify the material. * |
Vertex index list | = {index} |
Normal index list | = {index} |
TexCoord index list | = {index} |
Index | = * Pointer to element in a table. * |
GEO(Version=1) # Box with size = 2 # Two sides with equal materials. Geometry(Name="Box") { VertexList = [ ( -1.0, -1.0, 1.0 ), ( 1.0, -1.0, 1.0 ), ( 1.0, 1.0, 1.0 ), ( -1.0, 1.0, 1.0 ), ( -1.0, -1.0, -1.0 ), ( 1.0, -1.0, -1.0 ), ( 1.0, 1.0, -1.0 ), ( -1.0, 1.0, -1.0 ) ]; NormalList = [ ( 1.0, 0.0, 0.0 ), ( 0.0, 1.0, 0.0 ), ( 0.0, 0.0, 1.0 ), ( -1.0, 0.0, 0.0 ), ( 0.0, -1.0, 0.0 ), ( 0.0, 0.0, -1.0 ) ]; TexCoordList = [ ( 0.0, 0.0 ), ( 1.0, 0.0 ), ( 1.0, 1.0 ), ( 0.0, 1.0 ) ]; Polygon { Type = QUADS; Material = "1"; Vertex = [ 1, 5, 6, 2 ]; Normal = [ 0 ]; TexCoord = [ 0, 1, 2, 3 ]; } Polygon { Type = QUADS; Material = "2"; Vertex = [ 2, 6, 7, 3, 0, 1, 2, 3 ]; Normal = [ 1, 2 ]; TexCoord = [ 0, 1, 2, 3, 0, 1, 2, 3 ]; } Polygon { Type = QUADS; Material = "3"; Vertex = [ 3, 7, 4, 0 ]; Normal = [ 3 ]; TexCoord = [ 0, 1, 2, 3 ]; } Polygon { Type = QUADS; Material = "4"; Vertex = [ 0, 4, 5, 1 ]; Normal = [ 4 ]; TexCoord = [ 0, 1, 2, 3 ]; } Polygon { Type = QUADS; Material = "5"; Vertex = [ 4, 7, 6, 5 ]; Normal = [ 5 ]; TexCoord = [ 0, 1, 2, 3 ]; } }