mirror of https://github.com/Poikilos/b3view
Poikilos' fork adds the ability to view the frame number, navigate to specific frames, and export a frame as a non-animated OBJ file with UVs intact.
83be25ec82 | ||
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build | ||
extlib | ||
src | ||
util | ||
win32 | ||
.clang-format | ||
.gitignore | ||
Debug.cpp | ||
Debug.h | ||
Engine.cpp | ||
Engine.h | ||
EventHandler.cpp | ||
EventHandler.h | ||
LICENSE | ||
UserInterface.cpp | ||
UserInterface.h | ||
Utility.cpp | ||
Utility.h | ||
View.cpp | ||
View.h | ||
b3view.pro | ||
changelog.md | ||
install.sh | ||
main.cpp | ||
readme.md | ||
screenshot.jpg | ||
settings.cpp | ||
settings.h |
readme.md
b3view
("Be View") Press 't' for Minetest ../textures with this (poikilos') forked model viewer for B3D, X, OBJ, MS3D, 3DS (or any supported by Irrlicht).
bat: github.com/poikilos/mobs_sky
Website: poikilos.org
Main Features in poikilos fork
- stabilized (makes sure font, model or texture loads before using; makes sure model is loaded before setting View options)
- modernized includes (
#include
statements specify "irrlicht" directory instead of assuming it) - double-click after you associate this program with the file types (mime types are installed by install.sh to allow this on GNU+Linux Systems--see Compile and Install)
- hotkeys to cycle through textures and reload model OR texture (see Usage below).
- see also CHANGELOG.md
- export feature: COLLADA (non-Blender), IRR (Irrlicht Scene settings and mesh file paths only), IRRMESH (Static Irrlicht Mesh), OBJ (Wavefront), STL (stereolithography)
- Turn off interpolation if loadNextTexture (F3) detects the following
Minetest-like directory structure and texture naming:
"/" where
"" is either
.
(same directory as model) or../textures
(where model would be in a parallel directory next to textures). - Set the animation loop range (the animation includes the end frame).
Related Software
- https://github.com/stujones11/SAM-Viewer: View a minetest player model and see the effect of changing various wield settings that are available in the minetest Lua API.
- Blitz3d: Blitz3d was released on GitHub under the zlib/libpng license in 2014!
- Blitz3D plug-in for Ultimate Unwrap 3D: Ultimate Unwrap 3D is a standalone unwrapping tool ("UV Mapping Software").
- Milkshape can export B3D and import x without animations.
- TREEmagik Plus by AlienCodec (the original version is now free; superceded by TREEmagik-G2) can export to b3d.
B3D Format
B3D in this case is the Blitz3D model format.
- "stores model information in 'chunks;' may contain textures, brushes, vertices, triangles, meshes, bones, or animation data." -https://fileinfo.com/extension/b3d
What it is not
The B3D format (Blitz3D format) supported by Irrlicht has nothing to do with other formats which also have the B3D extension.
- It is not .B3D - Maxon Bodypaint 3D texture file, an internal format that Cinema4D uses to store multi-layer textures.
- It is not ASCII
Compile
(the original version of this section is from https://code.google.com/archive/p/b3view/wikis/BuildingFromSource.wiki)
Prerequisites
- C++ Compiler (Linux: gcc [C++14], icc; Windows: the project file is
from Visual Studio 2010, but C++14 is required--update or see
Troubleshooting and comments for the
#include
statements in UserInterface.cpp if you have compiler or linker errors) - Irrlicht Library
- Linux only: QtCreator/Qt (4 or 5)
Linux
- To generate a working makefile, edit the .pro file to reflect your path settings and run:
qmake make -f Makefile.Debug
This will (hopefully) build a binary in the "build" subdirectory. See Troubleshooting for compiling via GUI.
Windows
(If you use MinGW the Linux section of instructions apply. This section only applies to Visual Studio users.)
- In the "win32" folder of your source tree there's a VC++2010 Solution. Open it up and edit the properties to reflect the correct path to the directory which contains the "irrlicht" directory. After building, you end up with a "win32_build" folder in the source tree which contains the win32 binary.
- Additionally, you have to manually copy the files from the "build" directory to the output folder.
Troubleshooting
(gcc and GUI compilation)
- If you are using GCC to compile, you may need gcc 8.2.1 or higher
(C++14
experimental/filesystem
works on 8.2.1 for sure, but C++17'sfilesystem
has not been tested and requires minor changes to#include
andusing
statements in UserInterface.cpp) - Make sure you have the Irrlicht and Qt development packages
(such as via
sudo dnf -y install qt-devel qt-creator irrlicht-devel
on Fedora 29)- Qt is not actually used, only Qt creator (the
CONFIG -= qt
setting is in the.pro
file).
- Qt is not actually used, only Qt creator (the
- Open Qt Creator, click File, Open, then choose this project's .pro file.
- Build & Run (if you have trouble compiling, see filehandoff#compiling-issues)
- Copy all of the files from
./build
to your actual build directory, if your build directory is not./build
- (optional) Copy your favorite public-licensed font over
./build/ClearSansRegular.tff
or to current working directory of program (varies on Linux when you double-click files). If you don't, and didn't copy the included one to the output directory, the following fonts will be tried, in the following order:- C:\Windows\Fonts: calibrib.ttf, arialbd.ttf
- /usr/share/fonts: liberation/LiberationSans-Bold.ttf, gnu-free/FreeSansBold.ttf, dejavu/DejaVuSans-Bold.ttf, google-droid/DroidSans-Bold.ttf
Install
Windows
- If you are not using a release version, compile the program (see above) then copy install.bat to your build directory.
- double-click install.bat (read any messages that appear then press a key to continue when prompted).
- Associate the B3D file extension, and other Irrlicht-compatible 3D
mesh formats such as X and OBJ.
%USERPROFILE%\Applications\b3view\b3view.exe
(right-click a b3d file, then Open With, show additional programs, then either paste that path or choose This PC, C:, Users, your username, Applications, b3view, b3view.exe)
GNU+Linux Systems
- copy install.sh to your build directory if you are not using a release
version and your build directory is not
./build
- run install.sh as root, such by running
sudo bash install.sh
in Terminal from the project directory (if you are not root, the install will install to $USER/Applications after giving an opportunity to cancel with Ctrl C during a countdown). (the script will install the "Blitz3D Model File" (model/b3d
) mime type, which your OS will use for all files with theb3d
extension-- this allows associating the file type with a program). - Associate the b3d file extension (and possibly other Irrlicht- compatible 3D mesh formats) with b3view: Right-click any B3D file, "Open With...", find or type b3view, then check "Remember application..." or "Set as default..." or something similar depending on your desktop environment (an option to always use the same program will only be available if the mime type was successfully installed for the user profile or system such as via install.sh).
Usage
- You can click "File," "Open," then choose an Irrlicht-compatible B3D file. However, the program is much easier to use if you associate the format with b3view (see "Installation" above) so you can just double- click the file to open b3view automatically.
left
/right
(arrow keys): Go frame by frame (Pauses if playing).Ctrl left
/Ctrl right
(arrow keys): Change animation frame rate in increments of 5 fps--click "Faster" or "Slower," or use-
key or+
/=
key. By default, the scene refreshes at 60fps and the animation runs as 30 fps (Irrlicht does interpolation automatically).- Edit the frame rate manually using the input box under "Faster" and "Slower."
F3
/Shift F3
: Cycle through textures where the filename contains the model filename (or that without underscores) in the current directory or../textures
. If there are no matches, use a list of all found textures. TheF3
key goes to the next texture file (holdShift
and pressF3
to go backward), but does nothing on the first press if the model had loaded its own texture.- Example: Both automatic loading (when you open a mesh) and manually
cycling using F3 works for Minetest mods, where the model should be
in
modname/models/
and the texture should be inmodname/textures/
(but occasionally is in the same directory as the model).
- Example: Both automatic loading (when you open a mesh) and manually
cycling using F3 works for Minetest mods, where the model should be
in
Ctrl i
: toggle texture interpolation (shortcut for View, Texture Interpolation)F5
: Reload last model fileShift F5
: Reload last texture file (may not be working due to caching, but does try to load different file if texture edit box changed).- drag with middle button: rotate view
- drag with middle button while holding shift key: pan up and down
- View, choose "Up" axis: change camera "up" axis to Z or Y (Y is default; automatically changed to Z when 3ds file is loaded)
Known Issues
- Warn on missing texture.
- Test and complete install.bat on Windows.
- Look for fonts on OS X (see "Set Font for UI Elements" in UserInterface.cpp).
- (View.cpp) Set pitch correctly for shift & middle mouse button drag.
- Lighting not correct until you rotate or enable z-Up
Authors
- ClearSansRegular.ttf (Apache 2.0 License) by Intel https://01.org/clear-sans via https://www.fontsquirrel.com/fonts/clear-sans
- ninja.b3d, nskin*.jpg by Psionic (psionic3d.co.uk) http://www.psionic3d.co.uk/downloads/ninja.zip (I've seen this file ripped and in several repos, but finally found the original site above, which has additional skins not found elsewhere. The original site is listed in "ninja animation ranges.txt" such as from https://sledjhamr.org/source/media/Irrlicht/) "Feel free to use however you like, commercial etc, credits are Appreciated..." -Psionic
- icon (b3view.xcf, p3view.png) Creative Commons Attribution Share-Alike 4.0 poikilos
- All files not mentioned above, and not described in text files in the same folder as media (such as "build" folder) are licensed under the GPL v3 as per https://code.google.com/archive/p/b3view/ (see LICENSE file in your favorite text editor).
Developer Notes
Regression Tests
Manipulating mesh on failed load
- steps to reproduce
- File, Open, choose a mesh file such as animal_bat.b3d
- File, Open, choose a texture (purposely incorrect input)
- incorrect behaviors:
- manipulating the loaded scene, such as calling remove()
- SEGFAULT
- correct behaviors:
- Do nothing to the current scene.
- Show a message saying that the format is incorrect.