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TTDDD
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Example.ttddd
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1990-12-20
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/* This file was written by Glenn M. Lewis - 2/8/90
* Update for ShareWare distribution on 8/18/90
*/
/* This is an example TTDDD file. It shows the basic layout of
* the "Textual Three-D Data Description" format. This file is
* parsed by WriteTDDD.rexx, and creates a standard "TDDD" file,
* as defined by Impulse, Inc. for their rendering/animation
* software: Turbo Silver 3.0 and SV. Please see the enclosed
* "TTDDD.doc" file for more information about this format.
*/
/* Nested C-type comments /* are supported */ as well as TeX-style
* comments. A TeX-style comment begins with the '%' character,
* and continues to the end of the line. The '%' character loses
* its meaning within a pair of quotes, so you don't need a special
* escape mechanism, right? Keyword parsing is case-insensitive,
* of course. I hate parsers that are stupid, so this one isn't. Blank
* lines are also ignored. Spaces and tabs may be inserted anywhere,
* but parsing is performed one-line-at-a-time, which means that
* commands must not cross line boundaries. I don't think this is
* much of a restriction, do you? If you do, go ahead and make your
* own parser...
*/
INFO Begin
/* Note that the ordering within any Begin/End block is completely
* arbitrary, except for variable-length arrays. These arrays must
* start with the "Count" field, saying how many entries there will
* be, and then must proceed in ascending order, starting with [0].
* If an element is missing (or is not in the correct order), its
* value will be set to its default.
*/
NAME "Gizmo"
BRSH[0]="This is the IFF ILBM filename of Brush 0"
BRSH 1 ="Brush 1" % Brackets are optional.
STNC[0] "Stencil 0 filename" % etc.
TXTR[0] Texture % Quotes aren't necessary here.
% Note that I have just shown several format methods for the
% above fields. Basically, the brackets and equal signs are
% removed before parsing. I will always try and show you various
% formats that are all legal. If you don't see it here, it is probably
% not a legal format. I have tried my utmost to have a flexible
% format here. I hope that you find that it is.
OBSV Camera X=5.0 Y=2.7 Z=5.3 % Default: -100 -100 100
OBSV Rotate Z=2.7 X=4.3 % In this case, Y=0.0
OBSV Focal 2.82
OTRK "Object for Camera Tracking" % If parameters are too long,
% they are simply truncated.
OSTR Path "Path object name"
OSTR Translate X=2.8 Y=7.3 Z=2.1 % Defaults to zero.
OSTR Rotate Y=90 % Defaults to zero.
OSTR Scale 2.5 % I figure that the default here should be one :-)
% Also, if one single number is given, and no
% "X=" (etc.) appears, it applies to X,Y, *and* Z
OSTR Info ABS_TRA Z_ALIGN % etc. Keep all the flags on THIS LINE!
FADE FadeAt 50.0
FADE FadeBy 500
FADE FadeTo 23 99 254 % Or "R=23 G=99 B=254", Defaults to 80 80 80
SKYC Horizon R=12 B=30 % Defaults to zero.
SKYC Zenith R=2 B=50
AMBI 5 27 32 % Again, RGB - these are just examples, remember!
% Colors always get parsed the same flexible way,
% as do Vectors.
GLB0[0] 5 % Edging Default: 30
GLB0 1 2 % Perturb Default: 0
GLB0[2] 255 % Sky_Blend Default: 0
GLB0[3] 2 % Lens Default: 0
GLB0 4 1 % Fade Default: 0
GLB0[5]=9 % Size Default: 100
GLB0 6 =2 % Resolve Default: 8
GLB0[7] 0 % Extra Default: 0
/* The above information is all that can appear within this BEGIN/END Block. */
End INFO
/* The only thing that can follow the option INFO chunk is the OBJ chunk.
* One OBJ chunk is required for every object hierarchy.
*/
OBJ Begin % That wasn't so bad, was it!?! Don't forget it, though!
/* Now, let's look at the DESC sub-chunk... */
DESC Begin
NAME "Gizmo" % Defaults to no name - please name your objects...
% It's for your own good! :-)
SHAP Shape 2 % This must be supplied!
SHAP Lamp 0 % ditto
POSI X=5.7 Y=200.9 Z=132.7 % Defaults to zero.
AXIS XAxis X=1 % Defaults to 1 0 0
AXIS YAxis Y=1 % Defaults to 0 1 0
AXIS ZAxis Z=1 % Defaults to 0 0 1
SIZE X=1 Y=1 Z=1 % Defaults to 32.0
PNTS PCount 3 % This array *must* progress in ascending order!
PNTS Point[0] 12 27 52 % Brackets and "X=..." optional
PNTS Point 1 21 72 25 % ditto
PNTS Point[2] 72 25 21 % ditto
EDGE ECount 3 % This array *must* progress in ascending order!
EDGE Edge[0] 0 1 % Edge is the connection between two points
EDGE Edge 1 1 2 % Brackets optional
EDGE Edge 2 2 0
FACE TCount 1 % This array *must* progress in ascending order!
FACE Connect[0] 0 1 2 % List of 3 edges to make a triangle
COLR 87 23 232 % RGB. Defaults to 240 240 240
REFL G=12 R=240 B=97 % RGB. Defaults to zero.
TRAN 25 72 53 % RGB. Defaults to zero.
CLST Count 1 % Must match TCount above. Array must ascend.
CLST Color[0] 240 12 57 % RGB. Defaults to 240 240 240
RLST Count 1 % Must match TCount above. Array must ascend.
RLST Color[0] 120 24 23 % RGB. Defaults to zero.
TLST Count 1 % Must match TCount above. Array must ascend.
TLST Color[0] 255 92 87 % RGB. Defaults to zero.
TPAR[0] 42.73
TPAR[12]=72.67 % Defaults to zero.
SURF[2]=0
SURF[4] 1 % Defaults to zero.
MTTR Type 4 % Defaults to zero.
MTTR Index 2.972 % Defaults to 1.0. Must satisfy: (1.00 <= Index <= 3.55)
SPEC Specularity 28 % Defaults to zero.
SPEC Hardness 16 % Defaults to zero.
PRP0[0] 100 % Blending factor. Defaults to 255.
PRP0[1]=5 % Roughness factor. Defaults to zero.
PRP0 2 =1 % Shading On/Off flag (1/0). Defaults to 1
PRP0[3] 1 % Phong shading flag. Defaults to 1
PRP0[4]=0 % Glossy flag. Defaults to 0
PRP0 5 1 % Quickdraw flag. Defaults to 1
INTS 200 % Defaults to 300
STRY Path "Path object name"
STRY Translate 2.8 7.3 2.1 % Defaults to zero.
STRY Rotate Z=90 % Defaults to zero.
STRY Scale 3.5 % I figure that the default here should be one :-)
% Also, if one single number is given, and no
% "X=" (etc.) appears, it applies to X,Y, *and* Z
STRY Info ABS_TRA X_ALIGN % etc. Keep all the flags on THIS LINE!
End DESC
% Possible child (including external) objects go here to build object hierarchy.
/* Please remember that this example file is only to show you the format of
* this TTDDD file. It should not produce any errors from "WriteTDDD.rexx",
* but it is completely bogus, so don't feed the results into Turbo Silver.
*/
/* Let's look at the EXTR sub-chunk */
EXTR Begin
MTRX Translate 34 72 56 %...Hike! Defaults to zero.
MTRX Scale 1 5 9 % Defaults to 1. If one number, it applies to all.
MTRX Rotate 1 0 0 0 1 0 0 0 1 % A Matrix MUST be in the proper order!
LOAD "External file name"
End EXTR
TOBJ % This ends a current object hierarchy. You must read TDDD.doc to
% understand this concept. If "Gizmo" (above) had a child called
% "GizGoober", then "GizGoober" would have been described in its
% own DESC/TOBJ block before this "TOBJ". Got it? Great!
End OBJ % That wraps up the above object hierarchy. Not that this file
% has only described a single object. These files can get quite
% large, but who cares!?! :-) You can have as many objects as
% you want, and as many points/edges/faces as you want, but be
% warned that large objects tend to crash Turbo Silver's Object
% Editor!
/* Now, that wasn't too bad, was it? Piece of cake, right? Now you can
* write any program to create a text file in this format (which is quite
* unrestrictive, I might add) using the language of your choice. You then
* simply let WriteTDDD chew on it for a while, and BLAMMO! You have
* a Turbo Silver TDDD Object File! Wow! After I finish this, I am going
* to write a SuperQuadric generator [already done - 8/18/90] so that I can
* finally use my favorite objects in my favorite Amiga Rendering program!
*/