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Data Exchange
- 3D Models
- Texture Maps
- CSV, JSON & MySQL
3D Models (3DS, OBJ, STL, PLY, COLLADA...) are IMPORTED using the ASSIMP library:
http://assimp.sourceforge.net/main_features_formats.html
Models placed in the 'usr/global/models' folder are added to the geometry_id ('O' key) list at startup. You can also use the File Dialog ('L' key) to load models and auto-assign to the current node(s). At this time we support basic geometry mesh hierarchies and a single texture map per models file.
First Header | Second Header |
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Content from cell 1 | Content from cell 2 |
Content in the first column | Content in the second column |
[np_models]Native-Tables#np_models) table fields: |
- np_models_id row id is referenced by parent_id.
- parent_id specifies the models_id object hierarchy, 0 for root objects.
- geometry_id per object, starts at 1001 (lower id's are reserved for primitives).
- topo_id defines topology and (if missing vertex normals) type of texture coords.
- texture_id links texture map files using the np_texture table.
- center XYZ is auto-calculated using a bounding box.
- rotate XYZ is manually set in the np_models table using KML Model Orientation.
- scale XYZ is auto-normalized to fit into a 2 unit cube.
- flags set the import filter, ie: "GTXXXXXXXXXX" will load (only) geometry and textures.
- object name in the models scene file.
- file name.
- path location.
Tip: You can re-generate the (bounding box) scale and (geometric) center by setting the x/y/z scale to zero (in np_models table). Note that at draw time, grid objects are scaled to fit the grid extents (and it is assumed the geometry is normalized).
Texture Loading File Search Order:
- First it tries the path specified in the 3D models file.
- Then it checks if the texture is in the same folder as the models file.
- Lastly, it searches the default 'usr/global/images' texture folder.
See np_texture table for image processing: crop, scale, rotate....
Future planned import flags are "GTKSNMPGLCAT" for: Geometry, Textures, Kinematics, Shading, Nurbs, Morphing, Particles, Geolocation, Lights, Cameras, (track) Animation and Tags. At this time, we only import geometry and its texture map, so "GTXXXXXXXXXX" are the current default flags.
Future feature to EXPORT entire scene to a GLTF or COLLADA file. We plan to map our topo hierarchies to GLTF bones (and/or COLLADA kinematics) tree structures with closed (link) loops. Eventually, add track animation and support for shaders, geolocation, tags, etc. We intend to support export/import to 3D modeling programs (Blender, 3DS Max, etc.) and some GIS systems (such as GeoFusion) or view in a standard web browser using WebGL+GLTF.
Note there are millions of paid and free models available on the web.
© 2023 Shane Saxon. All rights reserved.
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