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1997-04-30
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Help file for the VRML Converter (BETA VERSION)
By Duncan McPherson
30th of April 1997 (0.1 Beta)
* YOU MUST LET THE FILER 'SEE' !Euclid BEFORE RUNNING *
What is it and how do I use it
------------------------------
This program converts VRML files into !Euclid files. Once this is done you
can edit the VRML files in the Euclid editor, and make animated films from
them using !Mogul. I do not have a copy of !ArcLight, but I assume that they
can be raytraced too.
VRML files use floating point aritmetic. Euclid files dont. In order to get
round this problem the user must specify a 'scale factor'. The only way to
do this at the moment is by trial and error. Too large a scale factor, and
you will not see anything. Too small and the object will become an
indistinguishable blob.
Once you have your VRML file loaded and converted, use the <select> mouse
button to rotate, and <adjust> to scale the object. For more control you
should save the file by pressing <menu>, and load it into !Euclid for
viewing with a camera.
Whats VRML Then?
----------------
VRML is the most exciting thing to hit the internet since the world wide
web. In its first version (VRML 1.0) it allows virtual worlds to be used in
much the same way as web pages. You can click on virtual objects (just like
HTML links) which take you into other worlds, read text, walk around and do
most 'webby' things except in three dimensions. VRML 1.0 is not interactive
though, and nothing in the worlds can move around.
VRML 2.0 expands on this, allowing objects to be animated and the user to
interact with the world in very sophisticated ways. With a suitable VRML 2.0
browser you can create entire interactive worlds. 'Behaviours' can be
attached to objects by means of a script language (Java/JavaScript e.t.c.),
and the browsers allow for all manner of 'sensors' in a world to make things
happen.
This beta version
-----------------
!VRML allows you to convert VRML files into the Euclid file format. The
program is under development on three fronts at present :
i) A completely new version of the Euclid module is being written. This
will interface to the old Euclid editor, and also optionally pass
rendering commands to topmodels Gemini rendering engine (though it will
be a little slower when doing this). The module will support all current
euclid object types along with the complete VRML 2.0 node set. Support
for ACE films and animation will be through the origional Euclid module.
ii) All basic code to be converted into C, and linked to AOF versions of
the ARM code sections of the programs.
iii) VRML parser code to fully cope with VRML 2.0 object nodes, and VRML
2.0 conventions. A full VRML2.0 parsing system will be implimented along
with work to re-write the Euclid module.
Other long term goals (under consideration at present) are to interface
script nodes to 'chockino', a java bytecode interpreter for RiscOS. I am
also considering the possibility of a new script type 'armcode' which would
allow vrml worlds to be animated very quickly.
Known Problems
--------------
VRML exported from DaVinci dosent appear to heed the VRML 1.0 standard. Any
files generated by this must be slightly altered. In particular DaVinci's
info nodes dont appear to have the field name 'string' before an info string:
Info { string "<info here>" }
Also VRML is case sensitive, and DaVinci outputs one of the colour node
field names in the wrong case (specularColor I think). This can be cured by
putting the VRML file through a search and replace in a text editor.
Before release the BASIC code used was crunched. This may have introduced
bugs that I am unaware of - please report.
Nodes not implimented / partially implimented
---------------------------------------------
1) LOD nodes are interpreted as groups. This means that different levels of
detail are 'amalgamated' into one (can be messy). In the euclid file, any
LOD nodes are named 'lod', and at present you must delete any unwanted
levels of detail in the Euclid editor
2) Transformations are not implimented yet.
3) Indexed material/colour bindings are not implimented
4) Textures are ignored (Eudlid cannot render textures but supports them in
it's file format)
5) Indexed line sets are ignored (euclid cannot mix wireframe & solid)
6) No support currently exists for prototyping VRML 1.0 nodes using the
'isa', or 'fields' directive. Support will be made for VRML2.0
prototyping facilities.
7) Text nodes are currently ignored.
8) I'm sure there are more ...
Possible additions
------------------
If there is demand, I am willing to write a collection of routines to output
VRML 1.0/2.0 files from Euclid files. It may also be possible to generate
animated VRML 2.0 worlds using Mogul, however I do not at present have
access to any file formats for this program.
Licence
-------
This beta version of !VRML is freeware. By this I mean that it may be
freely distributed as long as the application is complete (including this
help file) and nothing is modified.
You are asked (very nicely) to report bugs, and give me lots of
suggestions/encouragement with future versions of the program.
Contacting Me
-------------
Email : dfm@st-andrews.ac.uk
dfm@dcs.st-andrews.ac.uk
http://www-2nd-cs.dcs.st-andrews.ac.uk/dfm/home.html
Until End of May 1997 :
Duncan McPherson
Room 46
Scott Block
David Russell Hall
Buchanan Gardens
St-Andrews
KY16 9LY
Home address :
Duncan McPherson
72 Hilton Street
Aberdeen
AB24 4QS
Have fun with VRML!