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Internal Model Definition

Gorilla3D holds model, animation and material data inside of an internal structure for better instancing, abstraction and management.

The so-called DefTypes can be stored and loaded to/from *.G3D file format.

Structure

Take a look at the following schematic structure of a model definition.

-TModelDef
        // holds a list of TMeshDef instances
 	-List::Meshes
 		-TMeshDef
                        // a reference to the owner model
 			-@Model::TModelDef
 		-/TMeshDef
 	-/List::Meshes

        // holds a list of TMaterialDef instances
        -List::Materials
 		-TMaterialDef
                        // a reference to the owner model
 			-@Model::TModelDef

                        // holds a list of textures
 			-List::Textures
 				-TTextureDef
 				-/TTextureDef
 			-/List::Textures

                        // holds a list of shader codes
 			-List::Shaders
 				-TShaderDef
 				-/TShaderDef
 			-/List::Shaders

                        // holds a list of sub materials for layered material sources
 			-List::Materials
 				-TMaterialDef
                                 [...]
 				-/TMaterialDef
 			-/List::Materials
 		-/TMaterialDef
        -/List::Materials

 	// holds a list of THumanoidDef instances
 	-List::Humanoids
 		-THumanoidDef
                        // a reference to the owner model
 			-@Model::TModelDef
 			// holds a list of TControllerDef references
 			-@List::Controllers

 			// represents a tree of TJointDef nodes
 			-Root::TJointDef
 				-TJointDef
 					-TJointDef
 						-TJointDef
 						-TJointDef
 					-/TJointDef
 				-/TJointDef
 			-/Root::TJointDef
 		-/THumanoidDef
 		-THumanoidDef
 			[...]
 		-/THumanoidDef
 	-/List::Humanoids

 	// holds a list of TControllerDef instances
 	-List::Controllers
 		-TControllerDef
                        // a reference to the mesh, the controller handles
 			-@Mesh::TMeshDef

 			// is a sub component of TSkinDef
 			-Skin::TSkinDef
 				-TSkinDef
                                        // the owner controller of the skin definition
 					-@Controller::TControllerDef

 					// holds a list of TJointRefDef instances - these
 					// are referenced objects to TJointDef instances
 					-List::LinkedJoint
 						-TJointRefDef
 						-TJointRefDef
 						-TJointRefDef
 						-TJointRefDef
 						-TJointRefDef
 						[...]
 					-/List::LinkedJoints

 					// contains the root joint of the skeleton
 					-@Skeleton::TJointRefDef
 				-/TSkinDef
 			-/Skin::TSkinDef
 		-/TControllerDef
 		-TControllerDef
 			[...]
 		-/TControllerDef
 	-/List::Controllers

 	// holds a list of TAnimationDef instances
 	-List::Animations
 		-TAnimationDef
                        // reference to the owner model
 			-@Model::TModelDef

 			// holds a list of TAnimationStageDef instances
 			-List::Stages
 				-TAnimationStageDef
 					-List::Interpolators
 						-TInterpolatorDef
 						-TInterpolatorDef
 						-TInterpolatorDef
 						[...]
 					-/List::Interpolators
 				-/TAnimationStageDef
 				-TAnimationStageDef
 					[...]
 				-/TAnimationStageDef
 			-/List::Stages
 		-/TAnimationDef
 		-TAnimationDef
 			[...]
 		-/TAnimationDef
 	-/List::Animations
 -/TModelDef

G3D File Format

The Gorilla3D file format is a representation of the internal model structure defintion. It allows different kinds of storage formats:

Format Notes
BSON binary json format: https://en.wikipedia.org/wiki/BSON [wikipedia]
JSON default json format: https://en.wikipedia.org/wiki/JSON [wikipedia]