"
SEGA 3D
”
"
model model name
{
vertices ;number of vertices
{
(x0,y0,z0),(nx0,ny0,nz0) ;0
(x1,y1,z1),(nx1,ny1,nz1);1
.......... ;2
}
polygons ;number of polygons
{
(v0,v1,v2,v3),(Nx,Ny,Nz),(Zpos) ;0
....... ;1
}
}
”
model | : Control structure |
vertices | : Control structure |
polygons | : Control structure |
model name | : Model name |
(Xn,Yn,Zn) | : Each vertex coordinate |
(nx0,ny0,nz0) | : Each vertex normal vector (unit vector) |
(v0,v1,v2,v3) | : Vertex numbers that make up the surface |
(Nx,Ny,Nz) | : Surface normal vector |
(Zpos) | : Z sort criteria (AVE=Center/MIN=Recent/MAX=Farthest) |
0 1 ┌───────┐ │ → │ │ │ │↑ ↓│ │ │ │ ← │ └───────┘ 3 2
"
slips model name
{
materialname_0
materialname_1
......
}
”
slips | : Control structure |
model name | : Compatible model name |
materialname_n | : Compatible material name |
"
material materialname
{
type (TYPE0|TYPE1|...)
texture "textureName"
color ColorCode
gouraud offset
direction 0,1,2,3
}
”
material | : Control structure |
type | : Reserved word |
texture | : Reserved word |
color | : Reserved word |
gouraud | : Reserved word |
direction | : Reserved word |
materialname | : Material name | ||||||||||||||||
(TYPEn) | : Material type. Specify methods such as shading mapping. | ||||||||||||||||
→ NULL=none | |||||||||||||||||
FLAT=Flat shading | |||||||||||||||||
TEXT=Texture mapping | |||||||||||||||||
GOUR=Goureau shading | |||||||||||||||||
MESH=Mesh display | |||||||||||||||||
TRAN=translucent | |||||||||||||||||
SHAD=half brightness | |||||||||||||||||
*For multiple specifications, connect them with '|'. | |||||||||||||||||
"textureName" | : Texture map file name | ||||||||||||||||
ColorCode | : Non-texture color code (RGB each 5bit=1b.B5.G5.R5) | ||||||||||||||||
offset | : Gouraud color offset=0x10. Unused data. | ||||||||||||||||
0,1,2,3 | : Correspondence to each vertex of the texture map. Display direction. |
"
object objectname
{
modelname_0,(xs,ys,zs),(xd,yd,zd),(xt,yt,zt),(xi,yi,zi)
{
}
modelname_1,(xs,ys,zs),(xd,yd,zd),(xt,yt,zt),(xi,yi,zi)
{
modelname_2,(xs,ys,zs),(xd,yd,zd),(xt,yt,zt),(xi,yi,zi)
{
modelname_4,(xs,ys,zs),(xd,yd,zd),(xt,yt,zt),(xi,yi,zi)
{
}
}
modelname_3,(xs,ys,zs),(xd,yd,zd),(xt,yt,zt),(xi,yi,zi)
{
}
}
......................................
......................................
}
”
object | : Control structure |
objectname | : Object name (=file name) |
modelname_n | : Model name |
(xs,ys,zs) | : Scale (ratio) |
(xd,yd,zd) | : Rotate (Angle: -180.0 ~ +179.0) |
(xt,yt,zt) | : Translation (coordinates) |
(xi,yi,zi) | : Currently unused = (0,0,0) |
"
light
{
vector n ;number of light
{
(X0, Y0, Z0) ;0
(X1, Y1, Z1) ;1
.........
}
}
”
light | : Control structure |
vector | : Control structure |
(Xn,Yn,Zn) | : Unit vector of light source |
"
attribute model name
{
{
type (TYPE0|TYPE1|...)
texture "textureName"
color ColorCode1, ColorCode2
gour_color (R1,G1,B1),(R2,G2,B2),(R3,G3,B3),(R4,G4,B4)
direction 0,1,2,3
zsort (Zpos)
}
{
.....
}
..........
..........
}
”
attribute | : Control structure |
type | : Reserved word |
texture | : Reserved word |
color | : Reserved word |
gour_color | : Reserved word |
direction | : Reserved word |
model name | : Model name |
(TYPEn) | : Material type (same as material data). |
Specify methods such as shading mapping. | |
→ NULL=none | |
FLAT=Flat shading | |
TEXT=Texture mapping | |
GOUR=Goureau shading | |
MESH=Mesh display | |
TRAN=translucent | |
SHAD=half brightness | |
*For multiple specifications, connect them with '|'. | |
"textureName" | : Texture map file name |
ColorCode1 | : Non-texture color code set to material |
(RGB each 5bit=1b.B5.G5.R5) | |
ColorCode2 | : Non-textured color code calculated by the current light source |
(RGB each 5bit=1b.B5.G5.R5) | |
(Rn,Gn,Bn) | : 4-vertex Gouraud table calculated by the current light source |
0,1,2,3 | : Correspondence to each vertex of the texture map. Display direction. |
→ [0,1,2,3]=Normal display | |
[1,0,3,2]=H reverse display | |
[3,2,1,0]=V reverse display | |
[2,3,0,1]=HV reverse display | |
[1,2,3,0]=90 degree rotation normal display | |
[2,1,0,3]=90 degree rotation H reverse display | |
[0,3,2,1]=90 degree rotation V reverse display | |
[3,0,1,2]=90 degree rotation HV reverse display | |
(Zpos) | : Z sort criteria (AVE=Center/MIN=Recent/MAX=Farthest |
★ Graphic Tools Guide ★ Format list