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Lumina file format
This is the documentation about the lumina file format: Example for a simple Cube:
node can be a child of node or top level The node is a container to group all other object types. name string The name of the node mesh can be a child of node The mesh is a container for vertex data. Each component has the same number of vertices. Previous versions (< 0.3) uses "stream" objects instead "mesh", this can be converted by load and store a file. name string The mesh name vertices int The number of vertices in the components. component can be a child of mesh name string The components name. type int "vertex" "vector" "color" "uvcoords" "bonedep" "quaternion" used for selecting the icon and default binding. dim int The number of dimensions 1,2,3 or 4 format string The Format should be "float", "byte", "ubyte", "short", "ushort", "int or "uint". In future "half" or "double" maybe supported too. keyframes int (added in Lumina 0.3.0) The keyframe is used for animation or morphing. The size of folowing data will be raised by the factor of "keyframe". Each component can store a different number of keyframes, for example, a animation requires alternate sets of position and normals, but not texcoords per frame. index can be a child of mesh name string The name of the index primitive int The number of vertices per primitive should be 3 for triangles and 4 for quads. 6 Are also supported for triangles with adjacencies buffer can be a child of node. This object is very similar to the meshs component. differences are the size and not available type. name string The buffers name. size int number of elements. dim int The number of dimensions 1,2,3 or 4 format string The Format should be "float", "byte", "ubyte", "short", "ushort", "int or "uint". In future "half" or "double" maybe supported too. keyframes int The keyframe is used for animation or morphing. uniform (added in Lumina 0.3.3) can be a child of node. This Object is similar to the Buffer object, but the data are stored on the Client side of Opengl. name string The buffers name. size int number of elements. dim int The number of dimensions 1,2,3,4,9 (mat3) or 16 (mat4) format string The Format only "float" or "int" keyframes int The keyframe is used for animation or morphing. Also usefully for interpolated uniform variables. texture can be a child of node Currently it's not supported to store a texture in a lum file. name string The textures name filename string A filename or path to the texture ideas for future to store the textures in lum files: format string The texture format name without "GL_" prefix width int texture width height int textures height. 1 or not set for 1D textures. Ignored for cubemaps depth int textures depth. 1 or not set for 1D 2D textures. Ignored for cubemaps cubemap bool "true" for cubemaps mipmaps bool true for mipmaps filters are not part of the texture script can be a child of node name string The name run bool "true" if the script should run after loading the lum file The encapsulated text is the ECMA Script code. shader can be a child of node name string The name... type string "vertex" "fragment" or "geometry" The encapsulated text is the GLSL shader code armature can be a child of node name The Armatures Name bone a Bone can be a child of bone or armature name string Bones name (only important for editing) id int Bone number (0 is reserved for the Armature) jointx float X position of joint jointy float Y position of joint jointz float Z position of joint |
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