Table of Contents
dune - graphical vrml97 editor and animation tool
dune [ variantoptions ] [ stereoviewoptions ] [ inputdeviceoptions [
axisoptions ] [ miscoptions ] [ file.wrl file.x3dv file.xml ... ]
dune [ conversionoption ] filename
dune -illegal2vrml [ -prefix prefix ] protofile.wrl file.wrl ...
dune
/ white_dune is a graphical editor for the Virtual Reality Modeling Language
(VRML97), ISO/IEC 14772-1:1997.
Additionally it has support for the NurbsSurface Node described in VRML97
Amendment 1.
white_dune can also load and store VRML encoded X3DV files
It can also load X3D files with XML encoding, if configured to use a commandline
vrml97/x3d translator.
A filename of - means standart input.
Dune has some basic support for stereographic view usually with shutterglases
in OpenGL "quadbuffer" mode.
When used with the conversionoptions or the -illegal2vrml commandline
argument, white_dune is a non graphical commandline program.
The conversionoptions are used to convert the VRML/X3DV file into sourcecode
or a other 3D graphics format. This options are used in the commandline,
but some options require a graphics context (e.g. in the simplest case a
usage within a xterm command), cause some of the conversion options require
the usage of OpenGL commands. To create a OpenGL context, there are 3 different
ways.
First open a temporay graphics window, do the conversion and close the
graphics window and exit. This is currently used under M$Windows.
Second is to use Mesa off screen rendering (the program was compiled with
the --with-osmesa configure option). With Mesa off screen rendering it is possible
to use OpenGL commands in a pure commandline program.
Third is to use glx based off screen rendering under Linux/UNIX/MacOSX.
In this case, no the program do not open a graphics window, but requires
a working X11 display anyway. On a text console the Xvfb X11 server program
can be used to get a working X11 display.
The -illegal2vrml option is used to repair VRML97 files with illegal
extensions.
See the illegal2vrml(1)
manpage for more information.
- -4kids
- start dune with a simplified GUI as simple 3D modeller for kids.
- -x3dv
- if
no file is loaded, start dune with a new X3DV file.
Per default, dune is started with a new VRML97 file.
- -kambi
- start dune with
support for unportable extension nodes only usable with the kambi VRML
gameengine.
- -cover
- start dune with support for unportable extension nodes
only usable with the special immersive VRML97 viewer cover/covise.
- -4catt
- start dune with a simplified GUI as a exporter/converter for users of the
CATT 8 sound simulation software.
- -bw
- Use black and white icons instead
of colored icons
- -german
- Use german menu, dialogs and errormessages
- -italian
- Use italian menu and dialogs, errormessages are still in english language
- -french
- Use french menu and dialogs, currently in early development
- -english
- Use english menu, dialogs and errormessages. This is the default can be
used to overwrite the setting of the LANG environment variable.
- -vrml97
- Convert file to VRML97 ISO/IEC 14772-1:1997, write it to standart output
and exit.
- -vrml97levelx3dv
- Convert file to VRML97 ISO/IEC 14772-1:1997 compatible
parts of X3D classic VRML encoding ISO/IEC ISO/IEC 19776-2:2005, write
it to standart output and exit.
- -x3d
- Convert file to XML encoded X3D, write
it to standard output and exit.
- -kanim filenamepattern
- Convert file to the
kanim fileformat and write it to standard output.
The kanim fileformat is a XML file with references to different VRML files.
The VRML files are generated too, their name is generated based on filenamepattern:
The filenamepattern is shortend from the fileextension and then extended
with a underscore, a increasing number and the .wrl extension.
All VRML files describe the same VRML scene with same the nodes, but some
numeric fields are animated.
This type of file is used by the open source VRML based Kambi gameengine.
It makes no sense to export a kanim file, if the exported VRML file do
not contain timesensor/interpolator based animation.
- -wonderland moduleDirectory
- Convert file to a java source file included in a directory structure needed
to build a SUN wonderland version 0.5 module and exit.
If the root directory of the module is build from the input filename (without
extension) as moduleDirectory/exportX3dv/filename
If this directory and the other needed files do not exists, this files
are also created. If the other files exist, they are not overwritten, only
the target java source itself is overwritten. The name of the target java
source file is moduleDirectory/exportX3dv/filename/src/classes/org/jdesktop/wonderland/modules/filename/client/jme/cellrenderer/filename.java
The first character of the target java source file is uppercase.
To get a wonderland module from the moduleDirectory/exportX3dv/filename
directory, chance into this directory and run the ant command. A usual jar
file of the wonderland module can then be found in the moduleDirectory/exportX3dv/filename/dist
directory.
When compiling the output of the wonderland java source export with the
command ant, the java compiler may get out of memory resources.
To fix the problem, you can either set the memory limits via the NT_OPTS
environment variable to something like (bash/sh/ksh)
ANT_OPTS="-Xms256m -Xmx1024m"
export ANT_OPTS
or (M$Windows)
set ANT_OPTS="-Xms256m -Xmx1024m"
or set the memory limits by extending the javac tag in the file wonderland/build-tools/build-scripts/build-setup.xml
e.g.
<javac ...
...
fork="true"
memoryinitialsize="256m"
memorymaximumsize="1024m"
>
Currently, the -wonderland option do not support the export of morphing
animation and interaction.
These features are work in progress and are still to be done.
This option uses OpenGL commands.
- -x3d4wonderland
- Convert file to XML encoded
X3D for import in SUN wonderland 0.4, write it to standard output and exit.
SUN wonderland 0.4 only support IndexedFaceSets with colorPerVertex and
fullsize Color nodes. This exporter tries to convert other nodes to this
IndexedFaceSets, but can (currently) not correctly convert nodes with
colorPerVertex false and fullsize Color nodes.
This option uses OpenGL commands.
- -ac3d
- Convert file to the AC3D format (Version
AC3Db), write it to standart output and exit. This option uses OpenGL commands.
The AC3D file format is the input/output file format of the 3D modeller
ac3d.
The ac3d 3d modeller do not support several features of VRML/X3D (e.g. the
ac3d 3d modeller do not support animation or interaction). Therefore the
AC3D file format can not keep the complete information of a VRML/X3D file
in general.
- -catt8geo outputdir_with_material_geo
- Convert file to the catt
geo format (Version 8), write it to several .geo formats to the directory
outputdir_with_material_geo and exit.
The catt geo file format is the input geometry file format of the catt
acustic simulation program.
The master.geo file in this directory outputdir_with_material_geo will
hold include commands for the other produced .geo files.
In the directory, a file material.geo with the needed ABS commands must
exist before conversion. The material names for the ABS names are generated
from the DEF names of the VRML nodes.
If the material.geo file do not exist in the outputdir_with_material_geo
directory, white_dune fails with a errormessage.
Despite the catt programm can export VRML97 files, it do not support several
features of VRML/X3D.
Therefore the catt geo file format can not keep the information of a VRML/X3D
file in general.
This option uses OpenGL commands.
- -ldraw
- Convert file to the major part of
the ldraw fileformat and write it to standard output.
The header of the ldraw file is not generated. The header is a important
part of a ldraw file and should have been written to standard output earlier
(typically this is done from a batch script).
The ldraw fileformat is a ASCII fileformat which is used to exchange 3D
data between several open source plastic brick description programs. A
example for such a program is LeoCAD.
- -prefix prefix
- The -prefix option in
conjunction with conversion is only used for the following options to create
source code. It can be used to define a leading prefix for the name of the
data structures in the source code output.
For example, the source code creates data types named "Node", "Scenegraph"
and "Callback". To avoid problems with other libraries, adding options like
for example "-prefix X3d" would change the names to "X3dNode", "X3dSceneGraph"
and "X3dCallback".
- -c
- Converts file to a C header/source file, write it to
standard output and exit.
See section C/C++/JAVA SOURCE EXPORT for more information.
- +c prefix
- This
option is very similar to the -c option, but writes a incomplete source
file, which can be concatinated to a sourcefile written by the -c option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -3c
- This option is similar to the -c option, but surfaces
are first triangulated and then exported as TriangleSet nodes.
This option uses OpenGL commands.
- +3c prefix
- This option is very similar
to the -3c option, but writes a incomplete source file, which can be concatinated
to a sourcefile written by the -3c option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -meshc
- This option is similar to the -c option, but surfaces
are first converted to a polygon mesh and then exported as IndexedFaceSet
nodes.
- +meshc prefix
- This option is very similar to the -meshc option, but
writes a incomplete source file, which can be concatinated to a sourcefile
written by the -meshc option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -c++
- Converts file to a C++ header/source file, write it
to standard output and exit.
See section C/C++/JAVA SOURCE EXPORT for more information.
- +c++ prefix
- This
option is very similar to the -c++ option, but writes a incomplete source
file, which can be concatinated to a sourcefile written by the -c++ option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -3c++
- This option is similar to the -c++ option, but surfaces
are first triangulated and then exported as TriangleSet nodes.
This option uses OpenGL commands.
- +3c++ prefix
- This option is very similar
to the -3c++ option, but writes a incomplete source file, which can be concatinated
to a sourcefile written by the -3c++ option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -meshc++
- This option is similar to the -c++ option, but
surfaces are first converted to a polygon mesh and then exported as IndexedFaceSet
nodes.
- +meshc++ prefix
- This option is very similar to the -meshc++ option,
but writes a incomplete source file, which can be concatinated to a sourcefile
written by the -meshc++ option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -java
- Converts file to a java source file, write it to
standard output and exit.
See section C/C++/JAVA SOURCE EXPORT for more information.
- +java prefix
- This option is very similar to the -java option, but writes a incomplete
source file, which can be concatinated to a sourcefile written by the
-java option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -3java
- This option is similar to the -java option, but surfaces
are first triangulated and then exported as TriangleSet nodes.
This option uses OpenGL commands.
- +3java prefix
- This option is very similar
to the -3java option, but writes a incomplete source file, which can be
concatinated to a sourcefile written by the -3java option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -meshjava
- This option is similar to the -java option, but
surfaces are first converted to a polygon mesh and then exported as IndexedFaceSet
nodes.
- +meshjava prefix
- This option is very similar to the -meshjava option,
but writes a incomplete source file, which can be concatinated to a sourcefile
written by the -meshjava option.
The names of the new defined datatypes in the sourcefile start with the
prefix argument.
- -manyclasses
- Only valid after the -java, -3java, -meshjava
or -wonderland options.
This option is a brute force attempt to fight against the "too much constants"
problem in java. It may be impossible to compile the output of a normal
java based source code export, cause the current format of java class
files are limited to 64K so called "constants". Not only real constants
like 1, 2 or 3 are counted, but also things like member variable definitions
in classes etc.
With the -manyclasses option, all data is distributed into many seperated
classes.
The -manyclasses option should help, if you run into the "too much constants"
problem. In case of a large number of DEF commands in the vrml/x3dv file,
you can still run into "too much constants" problem, cause each DEF commands
leads to extra member variable in the main scenegraph class. In this case,
you should reduce the number of DEF commands with the menupoint actions
... rest of scenegraph branch ... remove ... DEF name
Beside the need to increase the memory limits of the javac compiler (-Xms/-Xmx)
options, you may also need to increase the PermSize memory limits (-XX:PermSize=/-XX:MaxPermSize=)
of the java interpreter.
- -nostereo
- force non stereoview
mode on Linux/UNIX (e.g. if you do not own shutterglases)
- -stereo
- force stereoview
mode.
Stereo is only supported for hardware/software combinations, that allow
quadbuffer stereo ("stereo in a window"), NOT splitscreen stereo (eg. "OpenGlVR").
Examples for hardware/software combinations with support for quadbuffer
stereo are graphicscards with support for shutterglasses or "stereo cloneview"
to connect beamers of a onewall.
- -anaglyph glassestype
- force expermential
stereoview mode for use with colored anaglyph glasses.
glassestype can be red_green, green_red, red_blue or blue_red.
This option uses the OpenGL accumulation buffer. This is not hardware-supported
by a lot of graphics cards/graphics drivers and can result in miserable
performance.
- -eyedist eyedistinmeter
- Distance between the two eyes of the
viewer.
Default eyedistinmeter is 0.06, it can be negative to swap eyes (no need
to reconfigure your hardware if eye swapping problems occure).
- -screendist
screendistinmeter
- Distance between the eyes of the viewer and the mid of
the monitor screen.
Default screendistinmeter is 0.8.
- -fieldofview fieldofviewindegree
- Overwrite
Field of View field in VRML viewpoints and set to fieldofviewindegree
in degree.
Good stereoviewing may want need to ignore the fieldOfView field of viewpoints.
The fieldOfView of the human eye is about 18 degrees, the VRML default
is 45 degrees.
The following options are only valid, if
dune was compiled with matching inputdevice driver support (e.g. there is
not support for a Linux joystick under IRIX).
- -joystick joystickdevice
- Only valid under Linux or M$Windows.
Under Linux, joystickdevice is the device of a Linux joystick (usually
something like /dev/input/js0 or /dev/js0).
Under M$Windows, the joystickdevice is a number. Depending from the M$Windows
version, this number is either 0, 1 or a number from 0 to 15.
- -SDLjoystick
joystickdevice
- Currently only valid under MacOSX. The joystickdevice is
a number (e.g. 0, 1, 2, ...).
- -spaceball spaceballdevice
- spaceballdevice is
the serial device connected to the spaceball (usually something like /dev/ttyd2
or /dev/ttyS0).
Only valid if binary was compiled with libsball support.
- -nxtdials usbdevice
- This option support a dials like inputdevice made of mindstorms nxt motors.
Just attach a wheel or gear to each of 3 motors, connect them to the brick
and connect the brick to the computer via USB.
This option is only valid, if white_dune was compiled with support of the
libusb library e.g. available under Linux.
usbdevice is the number of the mindstorms nxt brick connected via USB (0
for the first nxt brick, 1 for the second nxt brick, etc).
The -nxtdials option automatically set the wheel axisoption.
- -xinput xinputname
- xinputname is the devicename supported by the Xinput Protocol (usually
something like magellan or dialbox).
Valid on most Unix/X11 implementations.
- -xinputlist
- Print a list of Xinput
devicenames that can be possibly used as xinputname for the -xinput option
and exit.
Valid on most Unix/X11 implementations.
- -xinputlistlong
- Print a list of
Xinput devicenames with axis information and exit.
Valid on most Unix/X11 implementations.
- -aflock aflockdevice [ aflockoptions ] -tracker birdaddr -wand birdaddr
aflockdevice is the serial device connected to the Ascension Flock of
Birds master transmitter (usually something like /dev/ttyd2 or /dev/ttyS0).
Dune assumes the following configuration:
Multiple FOBs with single RS232 Interface to Host Computer (see "The flock
of Birds, Installation and Operation Guide, Standalone and Multiple Transmitter/Multiple
Sensors Configurations", Page 3 (chapter "Introduction"), Figure 2).
birdaddr is the adress of the Bird Unit of the magnetic head tracker (-tracker)
or "3D Mouse" (-wand) in the Fast Bird Bus (FBB adress) as configured with
the dipswitches on the Bird Unit.
This program need to have the Flock of Birds configured in the Normal
Address Mode only (see Page 12, Figure 4 of the manual decribed above).
- -headnavigation
- Use current transformmode (including rotations) when using
a headtracker.
Default without -headnavigation is using only the translation mode. This
default gives you a very natural reaction, when your head moves, the virtual
world moves, but if your head only rotates, the virtual world stand still.
With the headnavigation option, the virtual world reacts to head rotations,
depending of the current transform mode. Be carefull when you use this
feature while talking to a audience. Talking cause small and fast head
rotations and will cause small and fast rotations of the virtual world.
Your audience may get a impression like in a earthquake and is more in
danger to get motion sickness.
- -sendalways
- Tell dune that the device sends
(almost) always values. This values will then not be interpreted automatically
as transform commands.
Automatically used for Ascension Flock of Birds device (-aflock).
- -dontcarefocus
- Inputdevice actions dont care about the window focus.
This can be useful in situations, when you only work with one dune window,
e.g. when using a onewall.
- -x|-y|-z|-xrot|-yrot|-zrot=[-][integer_axisnumber]
- [,[factor][,[accel][,[wheel][,ignore]]]]
- -all|-allxyz|-allrot=[factor][,[accel][,[wheel][,ignore]]]
- -none=integer_axisnumber
- -axes=max_number_axes
- -
- used to swap sign
of value from axis
- integer_axisnumber
- Integer with the number of the
axis, that should be used for the x y z xrot yrot zrot directions.
This number may not be greater than the number of axes of the inputdevice.
The integer_axisnumber in the none option is used to disable this axis.
- factor
- Float with a multiplicator for the axes
The factors of the all, allrot and allxyz options are independend of the
factors of the single axes.
- accel
- Float with a expotential accelerator
for the axes
- wheel
- The string "wheel" means this axis of the inputdevice
will not deliver zero if released
- ignore
- Float with the value (relative
to the maximal value from the device) which will be ignored (insensitivity)
- max_number_axes
- Number of used axes, one of (2,3,4,5).
This must be equal or less to the physical available axes of a device.
Main usage of this option is to disable bad designed or mechanical defect
axes e.g. when you wish, this axis on a joystick would not exist
This
options are only valid for the Ascension flock of birds magnetic tracking
system.
- -baud baudrate
- Baudrate of the serial line communicating with the
transmitter.
According to the flock of bird manual, the following baudrates are valid
for serial line communication: 2400, 4800, 9600, 19200, 38400, 57600 and
115200.
Default: 38400
- -numbirds numberbirds
- Number of "data delivering" birds attached
to the transmitter (e.g. not counting the transmitter itself, if it is a
Extended Range Controller (ERC)).
Default: 2 (tracker and wand).
- -master birdaddr
- Adress of the master transmitter
in the Fast Bird Bus (FBB adress) as configured with the dipswitches on
the transmitter unit.
Default: 1
- -masterIsErc
- Used to differ between configurations, where the
master is a ERC (Extended Range Controller) or not. If the master is not
a ERC, the FBB adress is the same as the FBB adress of the tracker or the
wand.
Default: not set
- -hemisphere FRONT_HEM|AFT_HEM|UPPER_HEM|LOWER_HEM|LEFT_HEM|RIGHT_HEM
- Hemisphere used. Sit on the antenna block (with the legs near on the side
of the text) to see, what is left or right 8-)
Default: RIGHT_HEM
- -sync 0|1
- Synchronise (1)
or not (0) data output to a
CRT (Monitor) or your host computer.
Synchronisation is used to elimiate magnetic effects of a Monitor using
the CRT sync cable.
Default: 0
- -block 0|1
- Set (1)
or do not set (0) the FNDELAY flag to the filedescriptor
of the serial port.
Default: 0
- -filter AC_NARROW | AC_WIDE | DC_FILTER
- Enable different filters.
Read the Flock of Birds manuals for more information.
This option can be repeated to use multiple filters.
Default: no filter set, using filter set by Flock autoconfiguration.
- -suddenchangelock
0|1
- Allow (0) or disallow (1)
setting of messured position and orientation
when a sudden large messurement occure.
Default: 1
- -calfile calibrationfile
- Use a VR Juggler style file to calibrate
position messurement.
- -ignoresize delta
- Ignore position jumps from flock
bigger than delta. This is much like suddenchangelock, but pure software
based.
Default: 0
- -tessellation integer
- Set the default tessellation
of NURBS and superformula based parametric shapes to integer.
The meaning of tessellation decide how many edges are generated in one
direction.
A low default tessellation result in faster rendering of related shapes
with tessellation set to 0 inside the white_dune application, but can
give a reduced view, so details of a shape may be hidden.
If no -tessellation option is used, the default tessellation is 32.
- -indirect
- Forces indirect OpenGL rendering, even when 3D hardware rendering accelleration
is available. In case of possible 3D hardware rendering accelleration this
option can drastically slow down the program.
This option is most usefull on machines with problematic graphic drivers
or halfbaken 3D desktop features like compiz.
- -hidestandardtoolbar
- Hide the
standard toolbar. This option is usefull on machines with small displays.
- -uninstall
- Output information (if available) on the commandline, how the
white_dune application can be uninstalled and exit.
Under Micro$oft Windows it additionally clears all information activly
set by white_dune (under HKEY_CURRENT_USER) in the Windows registry.
- -checkSimpleCyclicSceneGraph
- A cyclic scenegraph is caused by a node, which contains itself (in form
of a USE command of itself) in its scenegraph branch.
Cyclic scenegraphs are illegal in VRML97/X3D, tools reading such a file
may loop infinitely or eat up all the memory and then crash. Nevertheless
some tools (or people) tend to generate such cyclic scenegraphs. White_dune
is able to detect one depth cyclic scenegraphs, but the detection can result
in a performance problem when loading huge VRML97/X3D files. Therefore white_dune
do not check for cyclic scenegraphs by default. If white_dune loops infinitely
or crashes after a long time while loading a VRML/X3D file, a cyclic scenegraph
shoud be supposed and this option should be used.
- -scriptHeaderC header
- It is possible to use Script nodes in C source export. The url field in
Script nodes ships code from computer languages. If one string points to
a file (e.g. a java class file), this file is executed to process events.
Beside that, it is also possible to inline source code below a header. The
default header for inlined code for the C source export is "c:". The VRML/X3D
standard do not restrict the usage of various programming languages in
the Script node.
This option changes this header to avoid name clashes with other tools
using the default header in a different context.
- -scriptHeaderC++ header
- It is possible to use Script nodes in C++ source export. The url field in
Script nodes ships code from computer languages. If one string points to
a file (e.g. a java class file), this file is executed to process events.
Beside that, it is also possible to inline source code below a header. The
default header for inlined code for the C++ source export is "c++:". The
VRML/X3D standard do not restrict the usage of various programming languages
in the Script node.
This option changes this header to avoid name clashes with other tools
using the default header in a different context.
- -scriptHeaderJava header
- It is possible to use Script nodes in java source export. The url field
in Script nodes ships code from computer languages. If one string points
to a file (e.g. a java class file), this file is executed to process events.
Beside that, it is also possible to inline source code below a header. The
default header for inlined code for the java source export is "java:". The
VRML/X3D standard do not restrict the usage of various programming languages
in the Script node.
This option changes this header to avoid name clashes with other tools
using the default header in a different context.
- -psn_???
- Only valid under
MacOSX.
Options starting with the string "-psn_" are generated by the Aqua desktop
under on some versions of MacOSX and are silently ignored.
- -fn font
- Only
valid under Linux/UNIX/MacOSX.
Set the unix font. Check for valid fonts with the xlsfonts(1)
command.
- -demomode
timeout
- This options is intended for running the program as eyecatcher
eg. on a fair.
The option is only usefull, if a viewpoint animation is running. In case
of input from the mouse (mouseclick), keyboard or a 3D inputdevice, the
animation is stopped an the user can navigate through the 3D world.
timeout seconds after the last input, the viewpoint animation is not supressed
anymore.
- -filedialogdir directory
- Change to a specific directory before opening
a filedialog.
- -proto category protofile
- Adds the VRML PROTO in the file protofile
to the list of available PROTOs in the create => proto menu in the category
submenu and exit.
- -renderslower
- This option uses a slower render mode.
- --version
- Print out version information and exit.
- --copyrightdetails
- Print out detailed
copyright informations and exit.
In the 3D view, dune support
the following mouse / keyboard commands:
- Mouse Button 1 click:
Select objects/3D handlers (e.g. arrows or white boxes) under the cursor
(or under the top of 3D cursor in stereoview)
- Mouse Button 2 click:
Additionly select white box 3D handlers under the cursor (or under the
top of 3D cursor in stereoview)
- Mouse Button 1 drag:
Drag objects/3D handles around
- Mouse Button 3 drag:
Select multiple 3D handles
- CTRL-Mouse Button 1 drag:
Virtual trackball navigation
- SHIFT-Mouse Button 1 drag:
Forward/backward navigation
- CTRL+SHIFT-Mouse Button 1 drag:
up/down/left/right navigation
- ALT-Mouse Button 1 drag: (SGI style)
Virtual trackball navigation
- ALT-Mouse Button 2 drag: (SGI style)
up/down/left/right navigation
- ALT-Mouse Button 1+2 drag: (SGI style)
forward/backward navigation
- Navigation icon pressed-Mouse Button 1 drag:
Virtual trackball navigation
- Navigation icon pressed-Mouse Button 2 drag:
forward/backward navigation
- Navigation icon-Mouse Button 1+2 drag:
up/down/left/right navigation
- In the route view, dune support the following mouse / keyboard commands:
- Mouse Button 1 click to event socket of a node and drag to a matching event
- socket:
create a ROUTE connection
- Mouse Button 1 click to nothing and drag:
cut a ROUTE connection
- Mouse Button 1 click to a node and drag:
move node in the route view
- Mouse Button 1 click to a node, hold Mouse
Button1, pressing Page Up/Down key
- move node in the route view by one page
(works only on correct motif/lesstif implementations)
- Information about other keyboard usage can be found in the toolbar.
- Tips
how to use dune can be found in the docs directory of dune
- (http://129.69.35.12/dune/docs/)
The export to source code is a mainly a export
of the information (numbers and strings) of the VRML/X3D scenegraph tree.
White_dune do not export something like C source with OpenGL commands. The
exported code is independend of any rendering engine, but should be usable
with any 3D API.
Additional code is needed to render the scenegraph with a 3D API. Currently
white_dune comes with only two sets of such additinal code for the Java
Monkey Engine (JME) and C/C++ OpenGL. This code can be used as a model
for writing code for additional renderengines.
The information of the scenegraph is written into a class/struct with a
name concatinated from the string of the prefix argument (default "X3d")
and the string "SceneGraph". The scenegraph class/struct is filled with
references to the different VRML/X3D commands ("nodes"). The name of the
type of such a node is concatinated from the string of the prefix argument
(default "X3d") and "Node". Each node type contains the data of the VRML/X3D
node in variables named in the same way as the VRML/X3D fields.
The following table shows the mapping from the VRML/X3D field type to the
C, C++ and java datatypes:
| VRML/X3D datatype | C datatype | C++ datatype | java
datatype |
| SFBool | short | bool | boolean |
| SFInt32 | int | int | int |
| SFImage | int* | int* | int[] |
|
SFFloat | float | float | float |
| SFVec2f | float[2] | float[2] | float[2] |
| SFVec3f | float[3] | float[3] | float[3] |
|
SFVec4f | float[4] | float[4] | float[4] |
| SFRotation | float[4] | float[4] | float[4] |
| SFMatrix3f | float[9] | float[9] | float[9] |
|
SFMatrix4f | float[16] | float[16] | float[16] |
| SFColor | float[3] | float[3] | float[3] |
| SFColorRGBA | float[4] | float[4] | float[4] |
|
SFDouble | double | double | double |
| SFVec3d | double[3] | double[3] | double[3] |
| SFTime | double | double | double |
|
SFString | const char* | const char* | String |
| SFNode (***) | X3dNode* | X3dNode* | X3dNode |
|
MFBool | short* | bool* | boolean[] |
| MFInt32 | int* | int* | int[] |
| MFFloat | float* | float* | float[] |
|
MFVec2f | float* | float* | float[] |
| MFVec3f | float* | float* | float[] |
| MFVec4f | float* | float* | float[] |
|
MFRotation | float* | float* | float[] |
| MFMatrix3f | float* | float* | float[] |
| MFMatrix4f | float* | float* | float[] |
|
MFColor | float* | float* | float[] |
| MFColorRGBA | float* | float* | float[] |
| MFDouble | double* | double* | double[] |
|
MFVec3d | double* | double* | double[] |
| MFTime | double* | double* | double[] |
| MFString | const
char** | const char** | String[] |
| MFNode (***) | X3dNode** | X3dNode** | X3dNode[] |
(***) The "X3d" part of the name is the default, it can be replaced by
the string of the prefix argument.
For any MF* type field (and a SFImage type field) the number of int, float
etc. values in the array is stored in a variable of the X3dNode struct/class
composed from "m_", the name of the field and "_length" in case of a C/C++
export. Java do not need such a variable, cause the length of a array is
always available as the .length component of the array.
The scenegraph is
a tree of nodes. The root of the scenegraph is (similar to the white_dune
internals) a VRML/X3D Group node named "root".
In a Group node, the contained nodes are attached via a field named "children"
of type MFNode.
For example imagine the following VRML file:
#VRML V2.0 utf8
Group
{
children
[
Group
{
}
Group
{
}
DEF NAME_OF_FOGNODE Fog
{
color 1 0.50000000 1
}
]
}
If no prefix argument is used, the first node in a VRML/X3D file is represended
in the exported C source as "root->children[0]" in the "X3dSceneGraph" struct.
If the first node in the VRML/X3D file is also a Group node and contain
three other nodes, the third of this nodes is represended as "root->children[0]->children[2]"
in the "X3dSceneGraph" struct.
If the third of this nodes is a Fog node, the "color" field of the Fog
node is represended in the exported C source as "root->children[0]->children[2]->color"
in the "X3dSceneGraph" struct.
The type of the "color" field of the Fog node is SFColor. The SFColor type
is represented as a array of 3 floating point values in the C source, used
to store the red, green and blue part of the color.
So the green part of the fog color is represended in the exported C source
as "root->children[0]->children[2]->color[1]" in the "X3dSceneGraph" struct.
A C++ export would also use "root->children[0]->children[2]->color[1]" in the
"X3dSceneGraph" class.
A java export would similarly use "root.children[0].children[2].color[1]"
in the "X3dSceneGraph" class.
There is a second way to access the fields
of the Fog node.
In VRML/X3D it is possible to name nodes with a "DEF" command. The string
behind the DEF command ("NAME_OF_FOGNODE" in the example) also occures
in the in the "X3dSceneGraph" struct and can be directly used to access
the matching VRML/X3D data.
So the green part of the fog color is represended in the exported C source
as "NAME_OF_FOGNODE->color[1]" in the "X3dSceneGraph" struct.
A C++ export would also use "NAME_OF_FOGNODE->color[1]" in the "X3dSceneGraph"
class.
A java export would use similarly "NAME_OF_FOGNODE.color[1]" in the "X3dSceneGraph"
class.
A problem can occure, if the string behind the DEF command is a reserved
keyword in the target language. For example, the 3D modeller wings3d often
uses the DEF name "default" when exporting VRML97 files.
In this case, the DEF name will be renamed (e.g. to "default1") and a warning
would be written to standard error during the export.
Beside the access
of node data directly, there are also 2 sets of callbacks to handle the
data of a whole scenegraph (or a branch of it): a set of callbacks to
render the content of the scenegraph branch ("*RenderCallback") and a
additional set of callbacks for other tasks ("*DoWithDataCallback").
There are also callbacks to replace the functions, which per default alltogether
traverse the Scenegraph ("*TreeRenderCallback" and "*TreeDoWithDataCallback").
The callback mechanism and the scenegraph initialization differs from
programming language to programming language.
C:
The scenegraph (default argument "X3d" for prefix) can be declarated with
struct X3dSceneGraph sceneGraph;
and initialized with
X3dSceneGraphInit(&sceneGraph);
A callback function for any X3D node type (like Fog, Text, IndexedFaceSet
etc.) has the declaration
void mycallbackFunction(X3dNode *self, void *data)
To access the fields of the X3D node, you usually cast the X3dNode pointer
to a pointer to the type build from the string of the prefix argument
(default "X3d") and the name of the X3D node type you access with this
callback (e.g. X3dFog, X3dText, X3dIndexedFaceSet etc.).
X3dFog *node = (X3dFog *)self;
X3dText *node = (X3dText *)self;
X3dIndexedFaceSet *node = (X3dIndexedFaceSet *)self;
etc.
With this variable "node" the fields the X3D node can be accessed.
To install the callback, simply assign you function pointer to "callbackFunction"
to a variable build from the string of the prefix argument (default "X3d"),
the the name of the X3D node and the string "RenderCallback" or "DoWithDataCallback".
E.g.
X3dFogRenderCallback = mycallbackFunction;
X3dTextDoWithDataCallback = mycallbackFunction;
X3dIndexedFaceSetRenderCallback = mycallbackFunction;
To run the Render or DoWithData functions with the scenegraph tree, just
use
X3dGroupTreeDoWithData(&sceneGraph.root, NULL);
Instead of using NULL, other data can be passed to the "data" argument
of the callback functions.
C++:
The callback mechanism is very similar to the C mechanism.
The main difference is the storage of the callback functions. While the
callbackfunctions in C are stored in global space, the C++ callbackfunctions
are stored in the static part of the matching node type.
Instead of using
X3dFogRenderCallback = mycallbackFunction; // C
a C++ program would use
X3dFog::renderCallback = mycallbackFunction; // C++
In C++ there is no need to call a initialization function for "sceneGraph".
A constructor is called when the
X3dSceneGraph sceneGraph;
declaration is used.
To run the Render or DoWithData functions with the scenegraph tree "sceneGraph.render(NULL);"
or "sceneGraph.doWithData(NULL);" is used.
NULL can be replaced by other data, that will be passed to the "data" argument
of the callback function.
java:
The java callback mechanism is a bit different, it is based on inheritance.
The callback function is part of a class, that extends a matching class:
class MyCallbackClass extends X3dFogRenderCallback {
public void render(X3dNode node) {
The new class is used in the following example:
MyCallbackClass myCallback = new MyCallbackClass();
X3dSceneGraph sceneGraph = new X3dSceneGraph();
X3dText.setX3dTextRenderCallback(myCallback);
sceneGraph.render();
With the the -manyclasses option, the last line changes to "X3dSceneGraph.render();".
The access to a node with a DEF command in the x3dv/vrml file changes also
to a static variable in a similar way.
Finally there are additional callbacks
("*ProcessEventCallback") to process events distributed by VRML/X3D ROUTE
commands.
A example: a usual animation of a moving Sphere, is driven by a event from
a TimeSensor node. There is a ROUTE command to send the event into a PositionInterpolator
node, which calculate the matching translation of the Sphere. There is also
a ROUTE command to send the translation event to a Transform node.
In the source code export, the inputOnly/outputOnly events are stored as
usual variables. The functions used for *ProcessEventCallbacks should read
the inputOnly event variables and write the outputOnly event variables.
Similar to the sceneGraph. render() function, there is a sceneGraph. X3dProcessEvent()
function.
During the source code export, white_dune searches for the node (and similar
nodes) with output events, but no input event.
The exported code calls X3dProcessEvent() with this first node of a ROUTE.
This should generate data in the outputOnly event variables of this first
node of a ROUTE.
By following the ROUTE, the exported code copies the data from the outputOnly
event variable of the first node to the inputOnly event variable of the
second node of a ROUTE.
The exported code calls X3dProcessEvents() with the second node of a ROUTE
to create data in the outputOnly event variable of the second node.
By following the ROUTE, the exported code copies the data from the outputOnly
event variable of the second node to the inputOnly event variable of the
third node of a ROUTE.
And so on.
At the end of the ROUTE chain, X3dProcessEvent() should process the inputOnly
event varibles of the last node in the ROUTE chain.
In a simple example, the following X3DV file is exported:
#X3D V3.0 utf8
PROFILE Interchange
DEF Transform1 Transform {
children
Shape {
appearance Appearance {
material Material {
}
}
geometry Box {
}
}
}
DEF TimeSensor1 TimeSensor {
cycleInterval 10
loop TRUE
}
DEF PositionInterpolator1 PositionInterpolator {
key [
0
1
]
keyValue [
0 0 0
1 0 0
]
}
ROUTE TimeSensor1.fraction_changed TO PositionInterpolator1.set_fraction
ROUTE PositionInterpolator1.value_changed TO Transform1.set_translation
The most simple code, that could be used to implement this (exactly this)
PositionInterpolator would be in C (with prefix "X3d"):
int PositionInterpolatorCallback(X3dNode *node, const char *eventName,
void* extraData)
{
struct X3dPositionInterpolator *data = (struct X3dPositionInterpolator*)node;
data->value_changed[0] = data->set_fraction;
data->value_changed[0] = 0;
data->value_changed[0] = 0;
return 1;
}
Just like the Render callback functions, the callback is used with
X3dPositionInterpolatorProcessEventCallback = PositionInterpolatorCallback;
The matching code in C++ is rather similar
bool PositionInterpolatorCallback(X3dNode *node, const char *eventName,
void* extraData)
{
X3dPositionInterpolator *data = (X3dPositionInterpolator*)node;
data->value_changed[0] = data->set_fraction;
data->value_changed[0] = 0;
data->value_changed[0] = 0;
return true;
}
The callback is used with
X3dPositionInterpolator::processEventCallback = PositionInterpolatorCallback;
The matching code in java uses inheritance
class PositionInterpolatorCallback extends X3dPositionInterpolatorProcessEventCallback
{
public boolean processEvent(X3dNode node, String eventName) {
X3dPositionInterpolator data = (X3dPositionInterpolator)node;
data->value_changed[0] = data->set_fraction;
data->value_changed[0] = 0;
data->value_changed[0] = 0;
return true;
}
}
The callback is used with
PositionInterpolatorCallback callback = new PositionInterpolatorCallback();
X3dPositionInterpolator.setX3dPositionInterpolatorProcessEventCallback(callback);
The return value of the ProcessEventCallbacks (1/0 for C, true/false for
C++/java) tells the event distributing system (VRML/X3D ROUTE commands)
if there is a generated event that needs to be distributed to the next
VRML/X3D node or not.
It is possible to use a VRML/X3D Script node to process
data in C, C++ or java.
Similar to inlined javascript/ecmascript code, the "url" field of a Script
node contains strings with a header.
The syntax of the code in C/C++/java is very similar to the code in a ProcessEvent
callback. The only difference is the node name (PositionInterpolator in
the callbacks above). Each Script node in a VRML/X3D file has another set
of events and fields. A Script node is useless without a DEF name, therefore
the node name is replaced by the concatenation of the String "Script_"
and the DEF name of the Script node.
If no -scriptHeaderC/-scriptHeaderC++/-scriptHeaderJava
option is used, the Script node that replaces the PositionInterpolator
in the examples above would be:
DEF Script1 Script {
eventIn SFFloat float1_in
eventOut SFVec3f vec3f1_out
url [
"javascript:
// eventOut SFVec3f vec3f1_out //
function float1_in(value) {
// value SFFloat
vec3f1_out = new SFVec3f(value, 0, 0);
}
"
"c:
struct X3dScript_Script1 *self = node;
self->vec3f1_out[0] = self->float1_in;
self->vec3f1_out[1] = 0;
self->vec3f1_out[2] = 0;
"
"c++:
X3dScript_Script1 *self = (X3dScript_Script1 *)node;
self->vec3f1_out[0] = self->float1_in;
self->vec3f1_out[1] = 0;
self->vec3f1_out[2] = 0;
"
"java:
X3dScript_Script1 script = (X3dScript_Script1)node;
script.vec3f1_out[0] = script.float1_in;
script.vec3f1_out[1] = 0;
script.vec3f1_out[2] = 0;
"
]
}
See the directories docs/export_example_c, docs/export_example_c++ and
docs/export_example_java of the white_dune source archive for examples.
- dune -nostereo
start dune this way, if you have a stereo capable visual, but no shutterglases
or other quadbuffer based technology.
- dune -xinput magellan -allxyz=10,100,,0.0000002
-xinput dialbox-1 -x=0 -y=2 -z=4 -xrot=1 -yrot=3 -zrot=5 -all=1000,,wheel
starts dune with a magellan xinputdevice with factor 10, acceleration 100
and a ignore value of 0.0000002 on the xyz axes and a dialbox device with
x axis = 0. axis
y axis = 2. axis
z axis = 4. axis
rotation around x axis = 1. axis
rotation around y axis = 3. axis
rotation around y axis = 5. axis
all axes use factor 1000 and all to not deliver zero if released
- dune -joystick
/dev/input/js0 -z=,3 -axes=3
starts dune with a linux joystick, set acceleration of the z axis to 3
and disables the 4. (5., 6., ...) axis.
- dune -xinput magellan -z=3 -xrot=2 -none=2
starts dune with a xinput/magellan device, swapping axis number 2 and axis
number 3, with axis number 2 disabled.
- dune -nxtdials
starts dune with a mindstorms nxt usb device, all axes are automatic handled
as wheels.
- dune -aflock /dev/ttyS1 -numbirds 2 -master 1 -wand 2 -tracker 3
starts dune with a Ascension Flock of Birds. Master transmitter (a Extended
Range Controller (ERC)) at FBB adress 1 is connected to the serial device
/dev/ttyS1, use 2 Birds, one attached to a "3D Mouse" device at FBB adress
2 and one attached to a head tracking device at FBB adress 3.
- dune -wonderland
wonderland/modules -manyclasses Test.x3dv
Exports the content of Test.x3dv as java source for wonderland 0.5 to the
directory wonderland/modules/exportX3dv/test.
To compile the java source to a wonderland module wonderland/modules/exportX3dv/test/dist/test.jar
change to the directory wonderland/modules/exportX3dv/test and use "ant"
or "ant deploy".
$HOME/.dunercdefault file to load/store settings
(see DUNERC environment variable for more information)
$HOME/.dune_crash_*_*.wrlstores the vrml file in case of a crashEnvironmentDUNERC
filename to load/store details of dunes screen layout and settings of
the "options" menupoint.
If this filename is not writable, settings are only loaded, not stored.
If DUNERC is not set, the file $HOME/.dunerc is used under Linux/UNIX/MacOSX
or the registry under Micro$oft Windows. DUNEDOCS path to documentation
directory LANG the first two characters of then environment variable LANG
are compared to the ISO 3166 country shortcut of the supported languages.
For example, if LANG is set to de_DE, german menu, dialogs and errormessages
are used.
Copyright Dune, graphical vrml97 editor and animation tool
Copyright (C) 2000-2002 Stephen F. White and others
This program is free software; you can redistribute it
and/or modify it under the terms of the
GNU General Public License
as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later
version.
BugsDune need valid vrml97/x3dv code to work, it can not load a invalid
VRML97/X3DV file.
White_dune can load XML encoded X3D files via a translator.
Use the menupoint Options -> Input Settings... to configure a X3D/XML to X3DV
translator.
dune is software in development, it is not 100% free of bugs. Unsucessful
crashes should be rare, lucky crashes allow to get back the data. (see
"EXIT STATUS").
Currently not all VRML97/X3D nodes are displayed (e.g. MovieTexture, NurbsSweptSurface
or NurbsSwungSurface) or displayed correctly (e.g. Text or Viewpoint).
DiagnosticsExit status is 0 for sucessfull operation.
Exit status is 1 if inputfile can not be sucessfully read or other initialisation
error.
Exit status is 2 in case of a X11 server crash.
Exit status is 11 in case of a X11 initialisation error.
Exit status is 97 in case one of the inputfiles is a VRML 1 file (the VRML
1 format is not supported).
In case of a coredump/crash, the exit status can be undefined. Exit StatusIn
case of a crash (e.g. X11 server crash or signal (coredump) in case of a
internal error), dune tries to write it’s contence to the file $HOME/.dune_crash_*_*.wrl.
This works in most cases, but not if the internal data structure has been
destroyed. When white_dune is restarted, the filename is shown in the "recent
files" part of the program menu.
Intermediate files .dune* files (e.g. for preview) are only deleted when white_dune
exits normally. In case of a crash, this files remain. See Alsoillegal2vrml(1),
javac(1), java(1), Xvfb(1), xterm(1), v2x3d(1), x3dv2(1), FreeWRL(1), lookat(1),
cc3dglut(1), xj3d(1), cosmoplayer(1), cosmoworlds(1), AuthorsStephen
F. White and others
See README file for details