pvvmud/doc/geofileformat.html
2025-03-05 08:37:43 +01:00

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<H1>Geometry (geo) file format</H1>
<PRE>
Status : suggestion
Implementations : util/geo2bog
geoexp.dle (3D Studio MAX file export plugin)
</PRE>
<P>Describing a 3D mesh object. This file is a ascii representation of the
<A HREF="bogfileformat.html">bog file format</A>. The utility program
<A HREF="geo2bog.html">geo2bog</A> converts from geo to bog file format.</P>
<H2>Logical file structure</H2>
<TABLE>
<TR><TH></TH><TH></TH></TR>
<TR><TD VALIGN=top><A NAME="GEOFILE">geoFile</TD><TD>= geoHead + Geometry list
<TR><TD VALIGN=top><A NAME="GEOHEAD">geoHead</TD><TD>= (File version)
<TR><TD VALIGN=top><A NAME="FILEVER">File version</TD><TD>= * Version number *
<TR><TD VALIGN=top><A NAME="GEOMETRYLIST">Geometry list</TD><TD>= {Geometry}
<TR><TD VALIGN=top><A NAME="GEOMETRY">Geometry</TD><TD>= (Object name) + Vertex list + Normal list + TexCoord list + Polygon list
<TR><TD VALIGN=top><A NAME="OBJECTNAME">Object name</TD><TD>= * String that identify sub objects *
<TR><TD VALIGN=top><A NAME="VERTEXLIST">Vertex list</TD><TD>= {Vertex}
<TR><TD VALIGN=top><A NAME="VERTEX">Vertex</TD><TD>= x-coord + y-coord + z-coord
<TR><TD VALIGN=top><A NAME="NORMALLIST">Normal list</TD><TD>= {Normal}
<TR><TD VALIGN=top><A NAME="NORMAL">Normal</TD><TD>= x-coord + y-coord + z-coord
<TR><TD VALIGN=top><A NAME="TEXCOORDLIST">TexCoord list</TD><TD>= {TexCoord}
<TR><TD VALIGN=top><A NAME="TEXCOORD">TexCoord</TD><TD>= u-coord + v-coord
<TR><TD VALIGN=top><A NAME="POLYGONLIST">Polygon list</TD><TD>= {Polygon}
<TR><TD VALIGN=top><A NAME="POLYGON">Polygon</TD><TD>= Polygon type + Material name + Vertex index list + Normal index list + TexCood index list
<TR><TD VALIGN=top><A NAME="POLYGONTYPE">Polygon type</TD><TD>=
[ "Polygon" | "Triangles" | "Quads" | "Quad strip" |
"Triangle strip" | "Triangle fan" ]
<TR><TD VALIGN=top><A NAME="MATERIALNAME">Material name</TD><TD>=
* A string that identify the material. *
<TR><TD VALIGN=top><A NAME="VERTEXINDEXLIST">Vertex index list</TD><TD>= {index}
<TR><TD VALIGN=top><A NAME="NORMALINDEXLIST">Normal index list</TD><TD>= {index}
<TR><TD VALIGN=top><A NAME="TEXCOORDINDEXLIST">TexCoord index list</TD><TD>= {index}
<TR><TD VALIGN=top><A NAME="INDEX">Index</TD><TD>=
* Pointer to element in a table. *
</TABLE>
<H2>Example</H2>
<PRE>
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 ];
}
}
</PRE>
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