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- Ok. Here they are:
- DragHead.ascii.Z Ascii file describing the dragon head surface
- DragBody.ascii.Z Ascii file describing the dragon body surface
- sump.ascii.Z A simple file to test things out.
- drag.hs.Z bod.hs.Z These two files are included just to show folk
- what a hierarchical representation can do to
- make complex surfaces more managible. The huge
- files you will use are generated from and
- fully specified by these two tiny files.
- Also note that the dragon head is fully
- animated (SIGGRAPH'90 video review), and all
- the relevant info is also included therein!
- (include these in the archive site please)
-
- The following files might help you get things coverted to a reasonable
- format. We have an in-house raytracer that only takes bezier patches.
- The file "forsey2optik" does this conversion using the the programmes:
- "forsey.awk" and "f2o.c". The awk script just strips out the non-relevant
- portions of the header, and f2o.c converts the B-spline control vertices
- to control vertices that specify the Bezier equivalent of each patch.
-
- The ascii files have the following format: (My comment lines start with #,
- they won't appear in the files themselves.).
-
-
- #State some things about the viewing and perspective transforms..
- # just dumpt this part, though it might give you some hints about
- # where to look for the surface
- ViewAngle 30.000000
- Aspect Ratio 1.333333
- Near Far Planes 10.000000 5000.000000
- Eye 0.000000 0.000000 165.500000
- Lookat 0.000000 0.000000 0.000000
- Twist 0.000000
- tmat:
- 0.959790 -0.108030 0.259130 0.000000
- 0.000722 0.923934 0.382590 0.000000
- -0.280746 -0.367022 0.886860 0.000000
- 0.000000 0.000000 -165.500000 0.999999
- Light 0:col 0.300000 0.300000 0.300000 :pos 500.000000 500.000000 500.000000 :amb 0.100000 0.100000 0.100000
- # Skeleton Definition
- # Most of this is irelevant to the surface definition itself.
- BODY
- name Plane
- numseg 2
- SEGMENT
- name s_world
- num 0
- parent -1
- ndists 1
- distseg 0
- mass 10.000000 com 0.0 0.0 0.0
- iten 0.0 0.0 0.0
- 0.0 0.0 0.0
- 0.0 0.0 0.0
- mmbox 0.0 0.0
- 0.0 0.0 0.0 0.0
- rot 0.0 0.0 0.0
- trans 0.0 0.0 0.0
- colour 1.0 1.0 1.0
- SEGMENT
- name Link0
- num 0
- parent 0
- ndists 0
- distseg mass 10.000000 com 0.0 0.0 0.250000
- iten 1.0 0.0 0.0
- 0.0 1.0 0.0
- 0.0 0.0 0.15
- mmbox -0.1 0.1
- -0.1 0.1 0.0 0.500000
- rot 0.000000 0.000000 0.000000
- trans 0.000000 0.000000 0.000000
- colour 0.5 0.5 0.5
- ENDBODY
- # Here are all the patches. They are each bicubic b-splines, with
- # control vertices specifying each patch.
- # The header for each patch is:
- # spline [# of knots in u] [# of knots in v] Table [material index] # UV [LowUi LowVj HiUi HiVj]
- #
- # The material index is just the patch colour, choose what looks good.
- # Each control vertex for a bicubic B-Spline lies on the intersection
- # of two knot lines in parametric space. The control vertices are listed
- # in row major order with LowUi LowVj corresponding to the parametric
- # position of the first control vertex (NOT THE PATCH ITSELF!) and
- # HiUi HiVj corresponding to the parametric position of the last vertex.
- # These numbers are useful for texture mapping the patches.
- #
- spline 4 4 Table 1 UV 1.000000 1.500000 1.750000 2.250000
- 1 0.000000 1.394531 -20.000000
- 2 10.000000 -22.125000 -20.000000
- 3 20.000000 -33.890625 -20.000000
- 4 30.000000 -22.687500 -20.000000
- 1 0.000000 3.742188 -10.000000
- 2 10.000000 -12.875000 -10.000000
- 3 20.000000 -22.125000 -10.000000
- 4 30.000000 -15.125000 -10.000000
- 1 0.000000 4.208984 0.000000
- 2 10.000000 -0.406250 0.000000
- 3 20.000000 -4.828125 0.000000
- 4 30.000000 -3.781250 0.000000
- 1 0.000000 -0.406250 10.000000
- 2 10.000000 2.250000 10.000000
- 3 20.000000 0.562500 10.000000
- 4 30.000000 0.000000 10.000000
- spline 4 4 Table 1 UV 1.000000 1.250000 1.750000 2.000000
- 1 -10.000000 25.453125 -20.000000
- 2 0.000000 1.394531 -20.000000
- 3 10.000000 -22.125000 -20.000000
- 4 20.000000 -33.890625 -20.000000
- 1 -10.000000 18.843750 -10.000000
- 2 0.000000 3.742188 -10.000000
- 3 10.000000 -12.875000 -10.000000
- 4 20.000000 -22.125000 -10.000000
- 1 -10.000000 3.742188 0.000000
- 2 0.000000 4.208984 0.000000
- 3 10.000000 -0.406250 0.000000
- 4 20.000000 -4.828125 0.000000
- 1 -10.000000 -12.875000 10.000000
- 2 0.000000 -0.406250 10.000000
- 3 10.000000 2.250000 10.000000
- 4 20.000000 0.562500 10.000000
-