THE PHILOSOPHY OF EGG FILES (vs. bam files) Egg files are used by Panda3D to describe many properties of a scene: simple geometry, including special effects and collision surfaces, characters including skeletons, morphs, and multiple-joint assignments, and character animation tables. Egg files are designed to be the lingua franca of model manipulation for Panda tools. A number of utilities are provided that read and write egg files, for instance to convert to or from some other modeling format, or to apply a transform or optimize vertices. The egg file philosophy is to describe objects in an abstract way that facilitates easy manipulation; thus, the format doesn't (usually) include information such as polygon connectivity or triangle meshes. Egg files are furthermore designed to be human-readable to help a developer diagnose (and sometimes repair) problems. Also, the egg syntax is always intended to be backward compatible with previous versions, so that as the egg syntax is extended, old egg files will continue to remain valid. This is a different philosophy than Panda's bam file format, which is a binary representation of a model and/or animation that is designed to be loaded quickly and efficiently, and is strictly tied to a particular version of Panda. The data in a bam file closely mirrors the actual Panda structures that are used for rendering. Although an effort is made to keep bam files backward compatible, occasionally this is not possible and we must introduce a new bam file major version. Where egg files are used for model conversion and manipulation of models, bam files are strictly used for loading models into Panda. Although you can load an egg file directly, a bam file will be loaded much more quickly. Egg files might be generated by outside sources, and thus it makes sense to document its syntax here. Bam files, on the other hand, should only be generated by Panda3D, usually by the program egg2bam. The exact specification of the bam file format, if you should need it, is documented within the Panda3D code itself. GENERAL EGG SYNTAX Egg files consist of a series of sequential and hierarchically-nested entries. In general, the syntax of each entry is: name { contents } Where the name is optional (and in many cases, ignored anyway) and the syntax of the contents is determined by the entry-type. The name (and strings in general) may be either quoted with double quotes or unquoted. Newlines are treated like any other whitespace, and case is not significant. The angle brackets are literally a part of the entry keyword. (Square brackets and ellipses in this document are used to indicate optional pieces, and are not literally part of the syntax.) The name field is always syntactically allowed between an entry keyword and its opening brace, even if it will be ignored. In the syntax lines given below, the name is not shown if it will be ignored. Comments may be delimited using either the C++-style // ... or the C-style /* ... */. C comments do not nest. There is also a entry type, of the form: { text } entries are slightly different, in that tools which read and write egg files will preserve the text within entries, but they may not preserve comments delimited by // or /* */. Special characters and keywords within a entry should be quoted; it's safest to quote the entire comment. LOCAL INFORMATION ENTRIES These nodes contain information relevant to the current level of nesting only. name { value } name { value } Scalars can appear in various contexts. They are always optional, and specify some attribute value relevant to the current context. The scalar name is the name of the attribute; different attribute names are meaningful in different contexts. The value is either a numeric or a (quoted or unquoted) string value; the interpretation as a number or as a string depends on the nature of the named attribute. Because of a syntactic accident with the way the egg syntax evolved, and are lexically the same and both can represent either a string or a number. is being phased out; it is suggested that new egg files use only . GLOBAL INFORMATION ENTRIES These nodes contain information relevant to the file as a whole. They can be nested along with geometry nodes, but this nesting is irrelevant and the only significant placement rule is that they should appear before they are referenced. { string } This entry indicates the coordinate system used in the egg file; the egg loader will automatically make a conversion if necessary. The following strings are valid: Y-up, Z-up, Y-up-right, Z-up-right, Y-up-left, or Z-up-left. (Y-up is the same as Y-up-right, and Z-up is the same as Z-up-right.) By convention, this entry should only appear at the beginning of the file, although it is technically allowed anywhere. It is an error to include more than one coordinate system entry in the same file. If it is omitted, Y-up is assumed. name { filename [scalars] } This describes a texture file that can be referenced later with { name }. It is not necessary to make a entry for each texture to be used; a texture may also be referenced directly by the geometry via an abbreviated inline entry, but a separate entry is the only way to specify anything other than the default texture attributes. If the filename is a relative path, the current egg file's directory is searched first, and then the texture-path and model-path are searched. The following attributes are presently implemented for textures: alpha-file { alpha-filename } If this scalar is present, the texture file's alpha channel is read in from the named image file (which should contain a grayscale image), and the two images are combined into a single two- or four-channel image internally. This is useful for loading alpha channels along with image file formats like JPEG that don't traditionally support alpha channels. alpha-file-channel { channel } This defines the channel that should be extracted from the file named by alpha-file to determine the alpha channel for the resulting channel. The default is 0, which means the grayscale combination of r, g, b. Otherwise, this should be the 1-based channel number, for instance 1, 2, or 3 for r, g, or b, respectively, or 4 for the alpha channel of a four-component image. format { format-definition } This defines the load format of the image file. The format-definition is one of: RGBA, RGBM, RGBA12, RGBA8, RGBA4, RGB, RGB12, RGB8, RGB5, RGB332, LUMINANCE_ALPHA, RED, GREEN, BLUE, ALPHA, LUMINANCE The formats whose names end in digits specifically request a particular texel width. RGB12 and RGBA12 specify 48-bit texels with or without alpha; RGB8 and RGBA8 specify 32-bit texels, and RGB5 and RGBA4 specify 16-bit texels. RGB332 specifies 8-bit texels. The remaining formats are generic and specify only the semantic meaning of the channels. The size of the texels is determined by the width of the components in the image file. RGBA is the most general; RGB is the same, but without any alpha channel. RGBM is like RGBA, except that it requests only one bit of alpha, if the graphics card can provide that, to leave more room for the RGB components, which is especially important for older 16-bit graphics cards (the "M" stands for "mask", as in a cutout). The number of components of the image file should match the format specified; if it does not, the egg loader will attempt to provide the closest match that does. compression { compression-mode } Defines an explicit control over the real-time compression mode applied to the texture. The various options are: DEFAULT OFF ON FXT1 DXT1 DXT2 DXT3 DXT4 DXT5 This controls the compression of the texture when it is loaded into graphics memory, and has nothing to do with on-disk compression such as JPEG. If this option is omitted or "DEFAULT", then the texture compression is controlled by the compressed-textures config variable. If it is "OFF", texture compression is explicitly off for this texture regardless of the setting of the config variable; if it is "ON", texture compression is explicitly on, and a default compression algorithm supported by the driver is selected. If any of the other options, it names the specific compression algorithm to be used. wrap { repeat-definition } wrapu { repeat-definition } wrapv { repeat-definition } wrapw { repeat-definition } This defines the behavior of the texture image outside of the normal (u,v) range 0.0 - 1.0. It is "REPEAT" to repeat the texture to infinity, "CLAMP" not to. The wrapping behavior may be specified independently for each axis via "wrapu" and "wrapv", or it may be specified for both simultaneously via "wrap". Although less often used, for 3-d textures wrapw may also be specified, and it behaves similarly to wrapu and wrapv. There are other legal values in additional to REPEAT and CLAMP. The full list is: CLAMP REPEAT MIRROR MIRROR_ONCE BORDER_COLOR borderr { red-value } borderg { green-value } borderb { blue-value } bordera { alpha-value } These define the "border color" of the texture, which is particularly important when one of the wrap modes, above, is BORDER_COLOR. type { texture-type } This may be one of the following attributes: 1D 2D 3D CUBE_MAP The default is "2D", which specifies a normal, 2-d texture. If any of the other types is specified instead, a texture image of the corresponding type is loaded. If 3D or CUBE_MAP is specified, then a series of texture images must be loaded to make up the complete texture; in this case, the texture filename is expected to include a sequence of one or more hash mark ("#") characters, which will be filled in with the sequence number. The first image in the sequence must be numbered 0, and there must be no gaps in the sequence. In this case, a separate alpha-file designation is ignored; the alpha channel, if present, must be included in the same image with the color channel(s). multiview { flag } If this flag is nonzero, the texture is loaded as a multiview texture. In this case, the filename must contain a hash mark ("#") as in the 3D or CUBE_MAP case, above, and the different images are loaded into the different views of the multiview textures. If the texture is already a cube map texture, the same hash sequence is used for both purposes: the first six images define the first view, the next six images define the second view, and so on. If the texture is a 3-D texture, you must also specify num-views, below, to tell the loader how many images are loaded for views, and how many are loaded for levels. A multiview texture is most often used to load stereo textures, where a different image is presented to each eye viewing the texture, but other uses are possible, such as for texture animation. num-views { count } This is used only when loading a 3-D multiview texture. It specifies how many different views the texture holds; the z height of the texture is then implicitly determined as (number of images) / (number of views). read-mipmaps { flag } If this flag is nonzero, then pre-generated mipmap levels will be loaded along with the texture. In this case, the filename should contain a sequence of one or more hash mark ("#") characters, which will be filled in with the mipmap level number; the texture filename thus determines a series of images, one for each mipmap level. The base texture image is mipmap level 0. If this flag is specified in conjunction with a 3D or cube map texture (as specified above), then the filename should contain two hash mark sequences, separated by a character such as an underscore, hyphen, or dot. The first sequence will be filled in with the mipmap level index, and the second sequence will be filled in with the 3D sequence or cube map face. minfilter { filter-type } magfilter { filter-type } magfilteralpha { filter-type } magfiltercolor { filter-type } This specifies the type of filter applied when minimizing or maximizing. Filter-type may be one of: NEAREST LINEAR NEAREST_MIPMAP_NEAREST LINEAR_MIPMAP_NEAREST NEAREST_MIPMAP_LINEAR LINEAR_MIPMAP_LINEAR There are also some additional filter types that are supported for historical reasons, but each of those additional types maps to one of the above. New egg files should use only the above filter types. anisotropic-degree { degree } Enables anisotropic filtering for the texture, and specifies the degree of filtering. If the degree is 0 or 1, anisotropic filtering is disabled. The default is disabled. envtype { environment-type } This specifies the type of texture environment to create; i.e. it controls the way in which textures apply to models. Environment-type may be one of: MODULATE DECAL BLEND REPLACE ADD BLEND_COLOR_SCALE MODULATE_GLOW MODULATE_GLOSS *NORMAL *NORMAL_HEIGHT *GLOW *GLOSS *HEIGHT *SELECTOR The default environment type is MODULATE, which means the texture color is multiplied with the base polygon (or vertex) color. This is the most common texture environment by far. Other environment types are more esoteric and are especially useful in the presence of multitexture. In particular, the types prefixed by an asterisk (*) require enabling Panda's automatic ShaderGenerator. combine-rgb { combine-mode } combine-alpha { combine-mode } combine-rgb-source0 { combine-source } combine-rgb-operand0 { combine-operand } combine-rgb-source1 { combine-source } combine-rgb-operand1 { combine-operand } combine-rgb-source2 { combine-source } combine-rgb-operand2 { combine-operand } combine-alpha-source0 { combine-source } combine-alpha-operand0 { combine-operand } combine-alpha-source1 { combine-source } combine-alpha-operand1 { combine-operand } combine-alpha-source2 { combine-source } combine-alpha-operand2 { combine-operand } These options replace the envtype and specify the texture combiner mode, which is usually used for multitexturing. This specifies how the texture combines with the base color and/or the other textures applied previously. You must specify both an rgb and an alpha combine mode. Some combine-modes use one source/operand pair, and some use all three; most use just two. combine-mode may be one of: REPLACE MODULATE ADD ADD-SIGNED INTERPOLATE SUBTRACT DOT3-RGB DOT3-RGBA combine-source may be one of: TEXTURE CONSTANT PRIMARY-COLOR PREVIOUS CONSTANT_COLOR_SCALE LAST_SAVED_RESULT combine-operand may be one of: SRC-COLOR ONE-MINUS-SRC-COLOR SRC-ALPHA ONE-MINUS-SRC-ALPHA The default values if any of these are omitted are: combine-rgb { modulate } combine-alpha { modulate } combine-rgb-source0 { previous } combine-rgb-operand0 { src-color } combine-rgb-source1 { texture } combine-rgb-operand1 { src-color } combine-rgb-source2 { constant } combine-rgb-operand2 { src-alpha } combine-alpha-source0 { previous } combine-alpha-operand0 { src-alpha } combine-alpha-source1 { texture } combine-alpha-operand1 { src-alpha } combine-alpha-source2 { constant } combine-alpha-operand2 { src-alpha } saved-result { flag } If flag is nonzero, then it indicates that this particular texture stage will be supplied as the "last_saved_result" source for any future texture stages. tex-gen { mode } This specifies that texture coordinates for the primitives that reference this texture should be dynamically computed at runtime, for instance to apply a reflection map or some other effect. The valid values for mode are: EYE_SPHERE_MAP (or SPHERE_MAP) WORLD_CUBE_MAP EYE_CUBE_MAP (or CUBE_MAP) WORLD_NORMAL EYE_NORMAL WORLD_POSITION EYE_POSITION POINT_SPRITE stage-name { name } Specifies the name of the TextureStage object that is created to render this texture. If this is omitted, a custom TextureStage is created for this texture if it is required (e.g. because some other multitexturing parameter has been specified), or the system default TextureStage is used if multitexturing is not required. priority { priority-value } Specifies an integer sort value to rank this texture in priority among other textures that are applied to the same geometry. This is only used to eliminate low-priority textures in case more textures are requested for a particular piece of geometry than the graphics hardware can render. blendr { red-value } blendg { green-value } blendb { blue-value } blenda { alpha-value } Specifies a four-component color that is applied with the color in case the envtype, above, is "blend", or one of the combine-sources is "constant". uv-name { name } Specifies the name of the texture coordinates that are to be associated with this texture. If this is omitted, the default texture coordinates are used. rgb-scale { scale } alpha-scale { scale } Specifies an additional scale factor that will scale the r, g, b (or a) components after the texture has been applied. This is only used when a combine mode is in effect. The only legal values are 1, 2, or 4. alpha { alpha-type } This specifies whether and what type of transparency will be performed. Alpha-type may be one of: OFF ON BLEND BLEND_NO_OCCLUDE MS MS_MASK BINARY DUAL If alpha-type is OFF, it means not to enable transparency, even if the image contains an alpha channel or the format is RGBA. If alpha-type is ON, it means to enable the default transparency, even if the image filename does not contain an alpha channel. If alpha-type is any of the other options, it specifies the type of transparency to be enabled. bin { bin-name } This specifies the bin name order of all polygons with this texture applied, in the absence of a bin name specified on the polygon itself. See the description for bin under polygon attributes. draw-order { number } This specifies the fixed drawing order of all polygons with this texture applied, in the absence of a drawing order specified on the polygon itself. See the description for draw-order under polygon attributes. depth-offset { number } depth-write { mode } depth-test { mode } Specifies special depth buffer properties of all polygons with this texture applied. See the descriptions for the individual attributes under polygon attributes. quality-level { quality } Sets a hint to the renderer about the desired performance / quality tradeoff for this particular texture. This is most useful for the tinydisplay software renderer; for normal, hardware-accelerated renderers, this may have little or no effect. This may be one of: DEFAULT FASTEST NORMAL BEST "Default" means to use whatever quality level is specified by the global texture-quality-level config variable. { transform-definition } This specifies a 2-d or 3-d transformation that is applied to the UV's of a surface to generate the texture coordinates. The transform syntax is similar to that for groups, except it may define either a 2-d 3x3 matrix or a 3-d 4x4 matrix. (You should use the two-dimensional forms if the UV's are two-dimensional, and the three-dimensional forms if the UV's are three-dimensional.) A two-dimensional transform may be any sequence of zero or more of the following. Transformations are post multiplied in the order they are encountered to produce a net transformation matrix. Rotations are counterclockwise about the origin in degrees. Matrices, when specified explicitly, are row-major. { x y } { degrees } { x y } { s } { 00 01 02 10 11 12 20 21 22 } A three-dimensional transform may be any sequence of zero or more of the following. See the description under , below, for more information. { x y z } { degrees } { degrees } { degrees } { degrees x y z } { x y z } { s } { 00 01 02 03 10 11 12 13 20 21 22 23 30 31 32 33 } name { [scalars] } This defines a set of material attributes that may later be referenced with { name }. The following attributes may appear within the material block: diffr { number } diffg { number } diffb { number } diffa { number } ambr { number } ambg { number } ambb { number } amba { number } emitr { number } emitg { number } emitb { number } emita { number } specr { number } specg { number } specb { number } speca { number } shininess { number } local { flag } These properties collectively define a "material" that controls the lighting effects that are applied to a surface; a material is only in effect in the presence of lighting. The four color groups, diff*, amb*, emit*, and spec* specify the diffuse, ambient, emission, and specular components of the lighting equation, respectively. Any of them may be omitted; the omitted component(s) take their color from the native color of the primitive, otherwise the primitive color is replaced with the material color. The shininess property controls the size of the specular highlight, and the value ranges from 0 to 128. A larger value creates a smaller highlight (creating the appearance of a shinier surface). name { vertices } A vertex pool is a set of vertices. All geometry is created by referring to vertices by number in a particular vertex pool. There may be one or several vertex pools in an egg file, but all vertices that make up a single polygon must come from the same vertex pool. The body of a entry is simply a list of one or more entries, as follows: number { x [y [z [w]]] [attributes] } A entry is only valid within a vertex pool definition. The number is the index by which this vertex will be referenced. It is optional; if it is omitted, the vertices are implicitly numbered consecutively beginning at one. If the number is supplied, the vertices need not be consecutive. Normally, vertices are three-dimensional (with coordinates x, y, and z); however, in certain cases vertices may have fewer or more dimensions, up to four. This is particularly true of vertices used as control vertices of NURBS curves and surfaces. If more coordinates are supplied than needed, the extra coordinates are ignored; if fewer are supplied than needed, the missing coordinates are assumed to be 0. The vertex's coordinates are always given in world space, regardless of any transforms before the vertex pool or before the referencing geometry. If the vertex is referenced by geometry under a transform, the egg loader will do an inverse transform to move the vertex into the proper coordinate space without changing its position in world space. One exception is geometry under an node; in this case the vertex coordinates are given in the space of the node. (Another exception is a ; see below.) In neither case does it make a difference whether the vertex pool is itself declared under a transform or an node. The only deciding factor is whether the geometry that *uses* the vertex pool appears under an node. It is possible for a single vertex to be interpreted in different coordinate spaces by different polygons. While each vertex must at least have a position, it may also have a color, normal, pair of UV coordinates, and/or a set of morph offsets. Furthermore, the color, normal, and UV coordinates may themselves have morph offsets. Thus, the [attributes] in the syntax line above may be replaced with zero or more of the following entries: target { x y z } This specifies the offset of this vertex for the named morph target. See the "MORPH DESCRIPTION ENTRIES" header, below. { x y z [morph-list] } This specifies the surface normal of the vertex. If omitted, the vertex will have no normal. Normals may also be morphed; morph-list here is thus an optional list of entries, similar to the above. { r g b a [morph-list] } This specifies the four-valued color of the vertex. Each component is in the range 0.0 to 1.0. A vertex color, if specified for all vertices of the polygon, overrides the polygon's color. If neither color is given, the default is white (1 1 1 1). The morph-list is an optional list of entries. [name] { u v [w] [tangent] [binormal] [morph-list] } This gives the texture coordinates of the vertex. This must be specified if a texture is to be mapped onto this geometry. The texture coordinates are usually two-dimensional, with two component values (u v), but they may also be three-dimensional, with three component values (u v w). (Arguably, it should be called instead of in the three-dimensional case, but it's not.) As before, morph-list is an optional list of entries. Unlike the other kinds of attributes, there may be multiple sets of UV's on each vertex, each with a unique name; this provides support for multitexturing. The name may be omitted to specify the default UV's. The UV's also support an optional tangent and binormal. These values are based on the vertex normal and the UV coordinates of connected vertices, and are used to render normal maps and similar lighting effects. They are defined within the entry because there may be a different set of tangents and binormals for each different UV coordinate set. If present, they have the expected syntax: [name] { u v [w] { x y z } { x y z } } name { x y z w } This specifies some named per-vertex auxiliary data which is imported from the egg file without further interpretation by Panda. The auxiliary data is copied to the vertex data under a column with the specified name. Presumably the data will have meaning to custom code or a custom shader. Like named UV's, there may be multiple Aux entries for a given vertex, each with a different name. name { vertices } A dynamic vertex pool is similar to a vertex pool in most respects, except that each vertex might be animated by substituting in values from a table. Also, the vertices defined within a dynamic vertex pool are always given in local coordinates, instead of world coordinates. The presence of a dynamic vertex pool makes sense only within a character model, and a single dynamic vertex pool may not span multiple characters. Each dynamic vertex pool creates a DynVerts object within the character by the same name; this name is used later when matching up the corresponding . At the present time, the DynamicVertexPool is not implemented in Panda3D. GEOMETRY ENTRIES name { [attributes] { indices { pool-name } } } A polygon consists of a sequence of vertices from a single vertex pool. Vertices are identified by pool-name and index number within the pool; indices is a list of vertex numbers within the given vertex pool. Vertices are listed in counterclockwise order. Although the vertices must all come from the same vertex pool, they may have been assigned to arbitrarily many different joints regardless of joint connectivity (there is no "straddle-polygon" limitation). See Joints, below. The polygon syntax is quite verbose, and there isn't any way to specify a set of attributes that applies to a group of polygons--the attributes list must be repeated for each polygon. This is why egg files tend to be very large. The following attributes may be specified for polygons: { texture-name } This refers to a named entry given earlier. It applies the given texture to the polygon. This requires that all the polygon's vertices have been assigned texture coordinates. This attribute may be repeated multiple times to specify multitexture. In this case, each named texture is applied to the polygon, in the order specified. { filename } This is another way to apply a texture to a polygon. The entry is defined "inline" to the polygon, instead of referring to a entry given earlier. There is no way to specify texture attributes given this form. There's no advantage to this syntax for texture mapping. It's supported only because it's required by some older egg files. { material-name } This applies the material properties defined in the earlier entry to the polygon. { x y z [morph-list] } This defines a polygon surface normal. The polygon normal will be used unless all vertices also have a normal. If no normal is defined, none will be supplied. The polygon normal, like the vertex normal, may be morphed by specifying a series of entries. The polygon normal is used only for lighting and environment mapping calculations, and is not related to the implicit normal calculated for CollisionPolygons. { r g b a [morph-list] } This defines the polygon's color, which will be used unless all vertices also have a color. If no color is defined, the default is white (1 1 1 1). The color may be morphed with a series of entries. { boolean-value } This defines whether the polygon will be rendered double-sided (i.e. its back face will be visible). By default, this option is disabled, and polygons are one-sided; specifying a nonzero value disables backface culling for this particular polygon and allows it to be viewed from either side. bin { bin-name } It is sometimes important to control the order in which objects are rendered, particularly when transparency is in use. In Panda, this is achieved via the use of named bins and, within certain kinds of bins, sometimes an explicit draw-order is also used (see below). In the normal (state-sorting) mode, Panda renders its geometry by first grouping into one or more named bins, and then rendering the bins in a specified order. The programmer is free to define any number of bins, named whatever he/she desires. This scalar specifies which bin this particular polygon is to be rendered within. If no bin scalar is given, or if the name given does not match any of the known bins, the polygon will be assigned to the default bin, which renders all opaque geometry sorted by state, followed by all transparent geometry sorted back-to-front. See also draw-order, below. draw-order { number } This works in conjunction with bin, above, to further refine the order in which this polygon is drawn, relative to other geometry in the same bin. If (and only if) the bin type named in the bin scalar is a CullBinFixed, this draw-order is used to define the fixed order that all geometry in the same will be rendered, from smaller numbers to larger numbers. If the draw-order scalar is specified but no bin scalar is specified, the default is a bin named "fixed", which is a CullBinFixed object that always exists by default. depth-offset { number } Specifies a special depth offset to be applied to the polygon. This must be an integer value between 0 and 16 or so. The default value is 0; values larger than 0 will cause the polygon to appear closer to the camera for purposes of evaluating the depth buffer. This can be a simple way to resolve Z-fighting between coplanar polygons: with two or more coplanar polygons, the polygon with the highest depth-offset value will appear to be visible on top. Note that this effect doesn't necessarily work well when the polygons are viewed from a steep angle. depth-write { mode } Specifies the mode for writing to the depth buffer. This may be ON or OFF. The default is ON. depth-test { mode } Specifies the mode for testing against the depth buffer. This may be ON or OFF. The default is ON. visibility { hidden | normal } If the visibility of a primitive is set to "hidden", the primitive is not generated as a normally visible primitive. If the Config.prc variable egg-suppress-hidden is set to true, the primitive is not converted at all; otherwise, it is converted as a "stashed" node. This, like the other rendering flags alpha, draw-order, and bin, may be specified at the group level, within the primitive level, or even within a texture. name { [attributes] { indices { pool-name } } } A patch is similar to a polygon, but it is a special primitive that can only be rendered with the use of a tessellation shader. Each patch consists of an arbitrary number of vertices; all patches with the same number of vertices are collected together into the same GeomPatches object to be delivered to the shader in a single batch. It is then up to the shader to create the correct set of triangles from the patch data. All of the attributes that are valid for Polygon, above, may also be specified for Patch. name { [attributes] { indices { pool-name } } } A PointLight is a set of single points. One point is drawn for each vertex listed in the . Normals, textures, and colors may be specified for PointLights, as well as draw-order, plus one additional attribute valid only for PointLights and Lines: thick { number } This specifies the size of the PointLight (or the width of a line), in pixels, when it is rendered. This may be a floating-point number, but the fractional part is meaningful only when antialiasing is in effect. The default is 1.0. perspective { boolean-value } If this is specified, then the thickness, above, is to interpreted as a size in 3-d spatial units, rather than a size in pixels, and the point should be scaled according to its distance from the viewer normally. name { [attributes] { indices { pool-name } } [component attributes] } A Line is a connected set of line segments. The listed N vertices define a series of N-1 line segments, drawn between vertex 0 and vertex 1, vertex 1 and vertex 2, etc. The line is not implicitly closed; if you wish to represent a loop, you must repeat vertex 0 at the end. As with a PointLight, normals, textures, colors, draw-order, and the "thick" attribute are all valid (but not "perspective"). Also, since a Line (with more than two vertices) is made up of multiple line segments, it may contain a number of entries, to set a different color and/or normal for each line segment, as in TriangleStrip, below. name { [attributes] { indices { pool-name } } [component attributes] } A triangle strip is only rarely encountered in an egg file; it is normally generated automatically only during load time, when connected triangles are automatically meshed for loading, and even then it exists only momentarily. Since a triangle strip is a rendering optimization only and adds no useful scene information over a loose collection of triangles, its usage is contrary to the general egg philosophy of representing a scene in the abstract. Nevertheless, the syntax exists, primarily to allow inspection of the meshing results when needed. You can also add custom TriangleStrip entries to force a particular mesh arrangement. A triangle strip is defined as a series of connected triangles. After the first three vertices, which define the first triangle, each new vertex defines one additional triangle, by alternating up and down. It is possible for the individual triangles of a triangle strip to have a separate normal and/or color. If so, a entry should be given for each so-modified triangle: index { { r g b a [morph-list] } { x y z [morph-list] } } Where index ranges from 0 to the number of components defined by the triangle strip (less 1). Note that the component attribute list must always follow the vertex list. name { [attributes] { indices { pool-name } } [component attributes] } A triangle fan is similar to a triangle strip, except all of the connected triangles share the same vertex, which is the first vertex. See , above. PARAMETRIC DESCRIPTION ENTRIES The following entries define parametric curves and surfaces. Generally, Panda supports these only in the abstract; they're not geometry in the true sense but do exist in the scene graph and may have specific meaning to the application. However, Panda can create visible representations of these parametrics to aid visualization. These entries might also have meaning to external tools outside of an interactive Panda session, such as egg-qtess, which can be used to convert NURBS surfaces to polygons at different levels of resolution. In general, dynamic attributes such as morphs and joint assignment are legal for the control vertices of the following parametrics, but Panda itself doesn't support them and will always create static curves and surfaces. External tools like egg-qtess, however, may respect them. { [attributes] { order } { knot-list } { indices { pool-name } } } A NURBS curve is a general parametric curve. It is often used to represent a motion path, e.g. for a camera or an object. The order is equal to the degree of the polynomial basis plus 1. It must be an integer in the range [1,4]. The number of vertices must be equal to the number of knots minus the order. Each control vertex of a NURBS is defined in homogeneous space with four coordinates x y z w (to convert to 3-space, divide x, y, and z by w). The last coordinate is always the homogeneous coordinate; if only three coordinates are given, it specifies a curve in two dimensions plus a homogeneous coordinate (x y w). The following attributes may be defined: type { curve-type } This defines the semantic meaning of this curve, either XYZ, HPR, or T. If the type is XYZ, the curve will automatically be transformed between Y-up and Z-up if necessary; otherwise, it will be left alone. subdiv { num-segments } If this scalar is given and nonzero, Panda will create a visible representation of the curve when the scene is loaded. The number represents the number of line segments to draw to approximate the curve. { r g b a [morph-list] } This specifies the color of the overall curve. NURBS control vertices may also be given color and/or morph attributes, but and entries do not apply to NURBS vertices. name { [attributes] { u-order v-order } { u-knot-list } { v-knot-list } { indices { pool-name } } } A NURBS surface is an extension of a NURBS curve into two parametric dimensions, u and v. NURBS surfaces may be given the same set of attributes assigned to polygons, except for normals: , , , , and draw-order are all valid attributes for NURBS. NURBS vertices, similarly, may be colored or morphed, but and entries do not apply to NURBS vertices. The attributes may also include and entries; see below. To have Panda create a visualization of a NURBS surface, the following two attributes should be defined as well: U-subdiv { u-num-segments } V-subdiv { v-num-segments } These define the number of subdivisions to make in the U and V directions to represent the surface. A uniform subdivision is always made, and trim curves are not respected (though they will be drawn in if the trim curves themselves also have a subdiv parameter). This is only intended as a cheesy visualization. The same sort of restrictions on order and knots applies to NURBS surfaces as do to NURBS curves. The order and knot description may be different in each dimension. The surface must have u-num * v-num vertices, where u-num is the number of u-knots minus the u-order, and v-num is the number of v-knots minus the v-order. All vertices must come from the same vertex pool. The nth (zero-based) index number defines control vertex (u, v) of the surface, where n = (v * u-num) + u. Thus, it is the u coordinate which changes faster. As with the NURBS curve, each control vertex is defined in homogeneous space with four coordinates x y z w. A NURBS may also contain curves on its surface. These are one or more nested entries included with the attributes; these curves are defined in the two-dimensional parametric space of the surface. Thus, these curve vertices should have only two dimensions plus the homogeneous coordinate: u v w. A curve-on-surface has no intrinsic meaning to the surface, unless it is defined within a entry, below. Finally, a NURBS may be trimmed by one or more trim curves. These are special curves on the surface which exclude certain areas from the NURBS surface definition. The inside is specified using two rules: an odd winding rule that states that the inside consists of all regions for which an infinite ray from any point in the region will intersect the trim curve an odd number of times, and a curve orientation rule that states that the inside consists of the regions to the left as the curve is traced. Each trim curve contains one or more loops, and each loop contains one or more NURBS curves. The curves of a loop connect in a head-to-tail fashion and must be explicitly closed. The trim curve syntax is as follows: { { { { order } { knot-list } { indices { pool-name } } } [ { ... } ... ] } [ { ... } ... ] } Although the egg syntax supports trim curves, there are at present no egg processing tools that respect them. For instance, egg-qtess ignores trim curves and always tessellates the entire NURBS surface. MORPH DESCRIPTION ENTRIES Morphs are linear interpolations of attribute values at run time, according to values read from an animation table. In general, vertex positions, surface normals, texture coordinates, and colors may be morphed. A morph target is defined by giving a net morph offset for a series of vertex or polygon attributes; this offset is the value that will be added to the attribute when the morph target has the value 1.0. At run time, the morph target's value may be animated to any scalar value (but generally between 0.0 and 1.0); the corresponding fraction of the offset is added to the attribute each frame. There is no explicit morph target definition; a morph target exists solely as the set of all offsets that share the same target name. The target name may be any arbitrary string; like any name in an egg file, it should be quoted if it contains special characters. The following types of morph offsets may be defined, within their corresponding attribute entries: target { x y z } A position delta, valid within a entry or a entry. The given offset vector, scaled by the morph target's value, is added to the vertex or CV position each frame. target { x y z } A normal delta, similar to the position delta, valid within a entry (for vertex or polygon normals). The given offset vector, scaled by the morph target's value, is added to the normal vector each frame. The resulting vector may not be automatically normalized to unit length. target { u v [w] } A texture-coordinate delta, valid within a entry (within a entry). The offset vector should be 2-valued if the enclosing UV is 2-valued, or 3-valued if the enclosing UV is 3-valued. The given offset vector, scaled by the morph target's value, is added to the vertex's texture coordinates each frame. target { r g b a } A color delta, valid within an entry (for vertex or polygon colors). The given 4-valued offset vector, scaled by the morph target's value, is added to the color value each frame. GROUPING ENTRIES name { group-body } A node is the primary means of providing structure to the egg file. Groups can contain vertex pools and polygons, as well as other groups. The egg loader translates nodes directly into PandaNodes in the scene graph (although the egg loader reserves the right to arbitrarily remove nodes that it deems unimportant--see the flag, below to avoid this). In addition, the following entries can be given specifically within a node to specify attributes of the group: GROUP BINARY ATTRIBUTES These attributes may be either on or off; they are off by default. They are turned on by specifying a non-zero "boolean-value". { boolean-value } DCS stands for Dynamic Coordinate System. This indicates that show code will expect to be able to read the transform set on this node at run time, and may need to modify the transform further. This is a special case of , below. { dcs-type } This is another syntax for the flag. The dcs-type string should be one of either "local" or "net", which specifies the kind of preserve_transform flag that will be set on the corresponding ModelNode. If the string is "local", it indicates that the local transform on this node (as well as the net transform) will not be affected by any flattening operation and will be preserved through the entire model loading process. If the string is "net", then only the net transform will be preserved; the local transform may be adjusted in the event of a flatten operation. { boolean-value } This indicates that the show code might need a pointer to this particular group. This creates a ModelNode at the corresponding level, which is guaranteed not to be removed by any flatten operation. However, its transform might still be changed, but see also the flag, above. { boolean-value } This indicates that this group begins an animated character. A Character node, which is the fundamental animatable object of Panda's high-level Actor class, will be created for this group. This flag should always be present within the entry at the top of any hierarchy of 's and/or geometry with morphed vertices; joints and morphs appearing outside of a hierarchy identified with a flag are undefined. { structured } This is an optional alternative for the flag. By default, Panda will collapse all of the geometry in a group (with the { 1 } flag) a single node. While this is optimal for conditions such as characters moving around a scene, it may be suboptimal for larger or more complex characters. This entry is typically generated by the egg-optchar program with the "-dart structured" flag. { structured } implies { 1 }. { boolean-value } This attribute indicates that the child nodes of this group represent a series of animation frames that should be consecutively displayed. In the absence of an "fps" scalar for the group (see below), the egg loader creates a SwitchNode, and it the responsibility of the show code to perform the switching. If an fps scalar is defined and is nonzero, the egg loader creates a SequenceNode instead, which automatically cycles through its children. GROUP SCALARS fps { frame-rate } This specifies the rate of animation for a SequenceNode (created when the Switch flag is specified, see above). A value of zero indicates a SwitchNode should be created instead. bin { bin-name } This specifies the bin name for all polygons at or below this node that do not explicitly set their own bin. See the description of bin for geometry attributes, above. draw-order { number } This specifies the drawing order for all polygons at or below this node that do not explicitly set their own drawing order. See the description of draw-order for geometry attributes, above. depth-offset { number } depth-write { mode } depth-test { mode } Specifies special depth buffer properties of all polygons at or below this node that do not override this. See the descriptions for the individual attributes under polygon attributes. visibility { hidden | normal } If the visibility of a group is set to "hidden", the primitives nested within that group are not generated as a normally visible primitive. If the Config.prc variable egg-suppress-hidden is set to true, the primitives are not converted at all; otherwise, they are converted as a "stashed" node. decal { boolean-value } If this is present and boolean-value is non-zero, it indicates that the geometry *below* this level is coplanar with the geometry *at* this level, and the geometry below is to be drawn as a decal onto the geometry at this level. This means the geometry below this level will be rendered "on top of" this geometry, but without the Z-fighting artifacts one might expect without the use of the decal flag. decalbase { boolean-value } This can optionally be used with the "decal" scalar, above. If present, it should be applied to a sibling of one or more nodes with the "decal" scalar on. It indicates which of the sibling nodes should be treated as the base of the decal. In the absence of this scalar, the parent of all decal nodes is used as the decal base. This scalar is useful when the modeling package is unable to parent geometry nodes to other geometry nodes. collide-mask { value } from-collide-mask { value } into-collide-mask { value } Sets the CollideMasks on the collision nodes and geometry nodes created at or below this group to the indicated values. These are bits that indicate which objects can collide with which other objects. Setting "collide-mask" is equivalent to setting both "from-collide-mask" and "into-collide-mask" to the same value. The value may be an ordinary decimal integer, or a hex number in the form 0x000, or a binary number in the form 0b000. blend { mode } Specifies that a special blend mode should be applied geometry at this level and below. The available options are none, add, subtract, inv-subtract, min, and max. See ColorBlendAttrib. blendop-a { mode } blendop-b { mode } If blend mode, above, is not none, this specifies the A and B operands to the blend equation. Common options are zero, one, incoming-color, one-minus-incoming-color. See ColorBlendAttrib for the complete list of available options. The default is "one". blendr { red-value } blendg { green-value } blendb { blue-value } blenda { alpha-value } If blend mode, above, is not none, and one of the blend operands is constant-color or a related option, this defines the constant color that will be used. occluder { boolean-value } This makes the first (or only) polygon within this group node into an occluder. The polygon must have exactly four vertices. An occluder polygon is invisible. When the occluder is activated with model.set_occluder(occluder), objects that are behind the occluder will not be drawn. This can be a useful rendering optimization for complex scenes, but should not be overused or performance can suffer. OTHER GROUP ATTRIBUTES { type } This entry indicates that all geometry defined at or below this group level is part of a billboard that will rotate to face the camera. Type is either "axis" or "point", describing the type of rotation. Billboards rotate about their local axis. In the case of a Y-up file, the billboards rotate about the Y axis; in a Z-up file, they rotate about the Z axis. Point-rotation billboards rotate about the origin. There is an implicit around billboard geometry. This means that the geometry within a billboard is not specified in world coordinates, but in the local billboard space. Thus, a vertex drawn at point 0,0,0 will appear to be at the pivot point of the billboard, not at the origin of the scene. { { in out [fade] { x y z } } } The subtree beginning at this node and below represents a single level of detail for a particular model. Sibling nodes represent the additional levels of detail. The geometry at this node will be visible when the point (x, y, z) is closer than "in" units, but further than "out" units, from the camera. "fade" is presently ignored. key { value } This attribute defines the indicated tag (as a key/value pair), retrievable via NodePath::get_tag() and related interfaces, on this node. name { type [flags] } This entry indicates that geometry defined at this group level is actually an invisible collision surface, and is not true geometry. The geometry is used to define the extents of the collision surface. If there is no geometry defined at this level, then a child is searched for with the same collision type specified, and its geometry is used to define the extent of the collision surface (unless the "descend" flag is given; see below). It is now deprecated to use without "descend"; it will become the default soon. You should always specify it for best compatibility. Valid types so far are: Plane The geometry represents an infinite plane. The first polygon found in the group will define the plane. Polygon The geometry represents a single polygon. The first polygon is used. Polyset The geometry represents a complex shape made up of several polygons. This collision type should not be overused, as it provides the least optimization benefit. Sphere The geometry represents a sphere. The vertices in the group are averaged together to determine the sphere's center and radius. Box The geometry represents a box. The smalles axis-alligned box that will fit around the vertices is used. InvSphere The geometry represents an inverse sphere. This is the same as Sphere, with the normal inverted, so that the solid part of an inverse sphere is the entire world outside of it. Note that an inverse sphere is in infinitely large solid with a finite hole cut into it. Tube The geometry represents a tube. This is a cylinder-like shape with hemispherical endcaps; it is sometimes called a capsule or a lozenge in other packages. The smallest tube shape that will fit around the vertices is used. The flags may be any zero or more of: event Throws the name of the entry, or the name of the surface if the entry has no name, as an event whenever an avatar strikes the solid. This is the default if the entry has a name. intangible Rather than being a solid collision surface, the defined surface represents a boundary. The name of the surface will be thrown as an event when an avatar crosses into the interior, and name-out will be thrown when an avater exits. descend Each group descended from this node that contains geometry will define a new collision object of the given type. The event name, if any, will also be inherited from the top node and shared among all the collision objects. This option will soon be the default; it is suggested that it is always specified for most compatibility. keep Don't discard the visible geometry after using it to define a collision surface; create both an invisible collision surface and the visible geometry. level Stores a special effective normal with the collision solid that points up, regardless of the actual shape or orientation of the solid. This can be used to allow an avatar to stand on a sloping surface without having a tendency to slide downward. { type } This is a short form to indicate one of several pre-canned sets of attributes. Type may be any word, and a Config definition will be searched for by the name "egg-object-type-word", where "word" is the type word. This definition may contain any arbitrary egg syntax to be parsed in at this group level. A number of predefined ObjectType definitions are provided: barrier This is equivalent to { Polyset descend }. The geometry defined at this root and below defines an invisible collision solid. trigger This is equivalent to { Polyset descend intangible }. The geometry defined at this root and below defines an invisible trigger surface. sphere Equivalent to { Sphere descend }. The geometry is replaced with the smallest collision sphere that will enclose it. Typically you model a sphere in polygons and put this flag on it to create a collision sphere of the same size. tube Equivalent to { Tube descend }. As in sphere, above, but the geometry is replaced with a collision tube (a capsule). Typically you will model a capsule or a cylinder in polygons. bubble Equivalent to { Sphere keep descend }. A collision bubble is placed around the geometry, which is otherwise unchanged. ghost Equivalent to collide-mask { 0 }. It means that the geometry beginning at this node and below should never be collided with--characters will pass through it. backstage This has no equivalent; it is treated as a special case. It means that the geometry at this node and below should not be translated. This will normally be used on scale references and other modeling tools. There may also be additional predefined egg object types not listed here; see the *.pp files that are installed into the etc directory for a complete list. Additionally, you can reference the file located in $PANDA/src/doc/howto.MultiGenModelFlags { transform-definition } This specifies a matrix transform at this group level. This defines a local coordinate space for this group and its descendents. Vertices are still specified in world coordinates (in a vertex pool), but any geometry assigned to this group will be inverse transformed to move its vertices to the local space. The transform definition may be any sequence of zero or more of the following. Transformations are post multiplied in the order they are encountered to produce a net transformation matrix. Rotations are defined as a counterclockwise angle in degrees about a particular axis, either implicit (about the x, y, or z axis), or arbitrary. Matrices, when specified explicitly, are row-major. { x y z } { degrees } { degrees } { degrees } { degrees x y z } { x y z } { s } { 00 01 02 03 10 11 12 13 20 21 22 23 30 31 32 33 } Note that the block should always define a 3-d transform when it appears within the body of a , while it may define either a 2-d or a 3-d transform when it appears within the body of a . See , above. { transform-definition } This defines an optional default pose transform, which might be a different transform from that defined by the entry, above. This makes sense only for a . See the description, below. The default pose transform defines the transform the joint will maintain in the absence of any animation being applied. This is different from the entry, which defines the coordinate space the joint must have in order to keep its vertices in their (global space) position as given in the egg file. If this is different from the entry, the joint's vertices will *not* be in their egg file position at initial load. If there is no entry for a particular joint, the implicit default-pose transform is the same as the entry. Normally, the entry, if any, is created by the egg-optchar -defpose option. Most other software has little reason to specify an explicit . { indices { pool-name } } This moves geometry created from the named vertices into the current group, regardless of the group in which the geometry is actually defined. See the description, below. { fps { float-value } num-frames { integer-value } } One or more AnimPreload entries may appear within the that contains a entry, indicating an animated character (see above). These AnimPreload entries record the minimal preloaded animation data required in order to support asynchronous animation binding. These entries are typically generated by the egg-optchar program with the -preload option, and are used by the Actor code when allow-async-bind is True (the default). name { group-body } An node is exactly like a node, except that vertices referenced by geometry created under the node are not assumed to be given in world coordinates, but are instead given in the local space of the node itself (including any transforms given to the node). In other words, geometry under an node is defined in local coordinates. In principle, similar geometry can be created under several different nodes, and thus can be positioned in a different place in the scene each instance. This doesn't necessarily imply the use of shared geometry in the Panda3D scene graph, but see the syntax, below. This is particularly useful in conjunction with a entry, to load external file references at places other than the origin. A special syntax of entries does actually create shared geometry in the scene graph. The syntax is: name { { group-name } [ { group-name } ... ] } In this case, the referenced group name will appear as a duplicate instance in this part of the tree. Local transforms can be applied and are relative to the referencing group's transform. The referenced group must appear preceding this point in the egg file, and it will also be a part of the scene in the point at which it first appears. The referenced group may be either a or an of its own; usually, it is a nested within an earlier entry. name { [transform] [ref-list] [joint-list] } A joint is a highly specialized kind of grouping node. A tree of joints is used to specify the skeletal structure of an animated character. A joint may only contain one of three things. It may contain a entry, as above, which defines the joint's unanimated (rest) position; it may contain lists of assigned vertices or CV's; and it may contain other joints. A tree of nodes only makes sense within a character definition, which is created by applying the flag to a group. See , above. The vertex assignment is crucial. This is how the geometry of a character is made to move with the joints. The character's geometry is actually defined outside the joint tree, and each vertex must be assigned to one or more joints within the tree. This is done with zero or more entries per joint, as the following: { indices [ membership { m }] { pool-name } } This is syntactically similar to the way vertices are assigned to polygons. Each entry can assign vertices from only one vertex pool (but there may be many entries per joint). Indices is a list of vertex numbers from the specied vertex pool, in an arbitrary order. The membership scalar is optional. If specified, it is a value between 0.0 and 1.0 that indicates the fraction of dominance this joint has over the vertices. This is used to implement soft-skinning, so that each vertex may have partial ownership in several joints. The entry may also be given to ordinary nodes. In this case, it treats the geometry as if it was parented under the group in the first place. Non-total membership assignments are meaningless. name { table-list } name { table-body } A table is a set of animated values for joints. A tree of tables with the same structure as the corresponding tree of joints must be defined for each character to be animated. Such a tree is placed under a node, which provides a handle within Panda to the tree as a whole. Bundles may only contain tables; tables may contain more tables, bundles, or any one of the following ( entries are optional, and default as shown): name { fps { 24 } { values } } This is a table of scalar values, one per frame. This may be applied to a morph slider, for instance. name { fps { 24 } order { srpht } contents { ijkabcrphxyz } { values } } This is a table of matrix transforms, one per frame, such as may be applied to a joint. The "contents" string consists of a subset of the letters "ijkabcrphxyz", where each letter corresponds to a column of the table; is a list of numbers of length(contents) * num_frames. Each letter of the contents string corresponds to a type of transformation: i, j, k - scale in x, y, z directions, respectively a, b, c - shear in xy, xz, and yz planes, respectively r, p, h - rotate by roll, pitch, heading x, y, z - translate in x, y, z directions The net transformation matrix specified by each row of the table is defined as the net effect of each of the individual columns' transform, according to the corresponding letter in the contents string. The order the transforms are applied is defined by the order string: s - all scale and shear transforms r, p, h - individual rotate transforms t - all translation transforms name { fps { 24 } order { srpht } i { ... } j { ... } ... } This is a variant on the entry, where each column of the table is entered as a separate table. This syntax reflects an attempt to simplify the description by not requiring repetition of values for columns that did not change value during an animation sequence. name { width { table-width } fps { 24 } { values } } This is a table of vertex positions, normals, texture coordinates, or colors. These values will be subsituted at runtime for the corresponding values in a . The name of the table should be "coords", "norms", "texCoords", or "colors", according to the type of values defined. The number table-width is the number of floats in each row of the table. In the case of a coords or norms table, this must be 3 times the number of vertices in the corresponding dynamic vertex pool. (For texCoords and colors, this number must be 2 times and 4 times, respectively.) MISCELLANEOUS { filename } This includes a copy of the referenced egg file at the current point. This is usually placed under an node, so that the current transform will apply to the geometry in the external file. The extension ".egg" is implied if it is omitted. As with texture filenames, the filename may be a relative path, in which case the current egg file's directory is searched first, and then the model-path is searched. ANIMATION STRUCTURE Unanimated models may be defined in egg files without much regard to any particular structure, so long as named entries like VertexPools and Textures appear before they are referenced. However, a certain rigid structural convention must be followed in order to properly define an animated skeleton-morph model and its associated animation data. The structure for an animated model should resemble the following: CHARACTER_NAME { { 1 } JOINT_A { { ... } { ... } { ... } JOINT_B { { ... } { ... } { ... } } JOINT_C { { ... } { ... } { ... } } ... } } The flag is necessary to indicate that this group begins an animated model description. Without the flag, joints will be treated as ordinary groups, and morphs will be ignored. It is important to note that utilizing { 1 } will collapse all of the model's geometry into a single node. To omit this, use { structured } instead. (See above.) In the above, UPPERCASE NAMES represent an arbitrary name that you may choose. The name of the enclosing group, CHARACTER_NAME, is taken as the name of the animated model. It should generally match the bundle name in the associated animation tables. Within the group, you may define an arbitrary hierarchy of entries. There may be as many entries as you like, and they may have any nesting complexity you like. There may be either one root , or multiple roots. However, you must always include at least one , even if your animation consists entirely of morphs. Polygons may be directly attached to joints by enclosing them within the group, perhaps with additional nesting entries, as illustrated above. This will result in the polygon's vertices being hard-assigned to the joint it appears within. Alternatively, you declare the polygons elsewhere in the egg file, and use entries within the group to associate the vertices with the joints. This is the more common approach, since it allows for soft-assignment of vertices to multiple joints. It is not necessary for every joint to have vertices at all. Every joint should include a transform entry, however, which defines the initial, resting transform of the joint (but see also , above). If a transform is omitted, the identity transform is assumed. Some of the vertex definitions may include morph entries, as described in MORPH DESCRIPTION ENTRIES, above. These are meaningful only for vertices that are assigned, either implicitly or explicitly, to at least one joint. You may have multiple versions of a particular animated model--for instance, multiple different LOD's, or multiple different clothing options. Normally each different version is stored in a different egg file, but it is also possible to include multiple versions within the same egg file. If the different versions are intended to play the same animations, they should all have the same CHARACTER_NAME, and their joint hierarchies should exactly match in structure and names. The structure for an animation table should resemble the following:
{ CHARACTER_NAME {
"" {
JOINT_A { xform { order { sphrt } fps { 24 } x { 0 0 10 10 20 ... } y { 0 0 0 0 0 ... } z { 20 20 20 20 20 ... } }
JOINT_B { xform { order { sphrt } fps { 24 } x { ... } y { ... } z { ... } } }
JOINT_C { xform { order { sphrt } fps { 24 } x { ... } y { ... } z { ... } } } } }
morph { MORPH_A { fps { 24 } { 0 0 0 0.1 0.2 0.3 1 ... } } MORPH_B { fps { 24 } { ... } } MORPH_C { fps { 24 } { ... } } } } } The entry begins an animation table description. This entry must have at least one child: a
named "" (this name is a literal keyword and must be present). The children of this
entry should be a hierarchy of additional
entries, one for each joint in the model. The joint structure and names defined by the
hierarchy should exactly match the joint structure and names defined by the hierarchy in the corresponding model. Each
that corresponds to a joint should have one child, an entry named "xform" (this name is a literal keyword and must be present). Within this entry, there is a series of up to twelve entries, each with a one-letter name like "x", "y", or "z", which define the per-frame x, y, z position of the corresponding joint. There is one numeric entry for each frame, and all frames represent the same length of time. You can also define rotation, scale, and shear. See the full description of , above. Within a particular animation bundle, all of the various components throughout the various should define the same number of frames, with the exception that if any of them define exactly one frame value, that value is understood to be replicated the appropriate number of times to match the number of frames defined by other components. (Note that you may alternatively define an animation table with an entry, which defines all of the individual components in one big matrix instead of individually. See the full description above.) Each joint defines its frame rate independently, with an "fps" scalar. This determines the number of frames per second for the frame data within this table. Typically, all joints have the same frame rate, but it is possible for different joints to animate at different speeds. Each joint also defines the order in which its components should be composed to determine the complete transform matrix, with an "order" scalar. This is described in more detail above. If any of the vertices in the model have morphs, the top-level
should also include a
named "morph" (this name is also a literal keyword). This table in turn contains a list of entries, one for each named morph description. Each table contains a list of numeric values, one per frame; as with the joint data, there should be the same number of numeric values in all tables, with the exception that just one value is understood to mean hold that value through the entire animation. The "morph" table may be omitted if there are no morphs defined in the model. There should be a separate definition for each different animation. The name should match the CHARACTER_NAME used for the model, above. Typically each bundle is stored in a separate egg file, but it is also possible to store multiple different animation bundles within the same egg file. If you do this, you may violate the CHARACTER_NAME rule, and give each bundle a different name; this will become the name of the animation in the Actor interface. Although animations and models are typically stored in separate egg files, it is possible to store them together in one large egg file. The Actor interface will then make available all of the animations it finds within the egg file, by bundle name.