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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] |
In addition to those formats we provide different storage options:
Option | Notes |
---|---|
None | The save routine simply stores data plain as BSON or JSON |
Zipped | Store as zipped data stream. You can extend this option by the FastestCompression or MaxCompression option. If none of them is set, the exporter will use default compression. |
Beautified | Compatible with JSON format. Defines data will be exported with linebreaks and indents or not. This option has no influence on bson format. |
FastestCompression | If the Zipped-Option is set, this option will choose the fastest algorithm for packing the data stream. |
MaxCompression | If the Zipped-Option is set, this option will chose the maximum compression algorithm for packing the data stream. |
Depending on your model data you can configure those options to optimize filesize. In most cases a zipped JSON format with MaxCompression provides the best results.
G3D_TEST : TGorillaG3DOptions = [TGorillaG3DOption.Zipped, TGorillaG3DOption.MaxCompression];