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Architecture Format
Architecture are exported in JSON and txt format.
In the exported JSON format:
- Walls are segments with two endpoints with height and depth
- Walls have
holes
(cutouts where windows/doors are placed). The object instance id is specified along with the bounding box of the hole. - Ceiling/Floor/Ground are multi-polygons with each polygons specified as array of points
- Materials are specified for the two sides of the Wall (inside/outside surfaces) with the cross section being gray. One material is used for all sides of Ceiling/Floor/Ground.
JSON Example (include walls, ceiling, floor, ground):
{
"version": "arch@1.0.2", // Version
"id": "11be354e8dbd5d7275c486a5037ea949", // Scene ID
"up": [ 0, 1, 0 ], // Up vector (same as in house file)
"front": [ 0, 0, 1 ], // Front vector (same as in house file)
"scaleToMeters": 1, // What unit the architecture is specified in (same as in house file)
"defaults": { // Default depth for wall, ceiling, floor, ground
"Wall": {
"depth": 0.1,
"extraHeight": 0.035 // This height is added to wall to ensure no gaps
},
"Ceiling": {
"depth": 0.05
},
"Floor": {
"depth": 0.05
},
"Ground": {
"depth": 0.08
}
},
"elements": [ // Array of architectural elements
{
"id": "0_0_0", // Id of element
"type": "Wall", // Architectural type ('Wall', 'Ceiling', 'Floor', 'Ground')
"roomId": "0_0", // Room id (refers back to node id in scene)
"height": 2.7, // Height of wall (in scene units)
"points": [ // Endpoints of wall (y is the vertical)
[ 51.92875, 0, 14.950000000000001 ],
[ 58.79125, 0, 14.950000000000001 ]
],
"holes": [], // Array of cutouts for the wall
"materials": [ // Array of materials for the wall (inside and outside)
{
"name": "inside", // Name of material ("inside" for inside wall)
"texture": "wallp_0", // Texture
"diffuse": "#7a0400" // Diffuse color in hex
},
{
"name": "outside", // Name of material ("outside" for outside wall)
"texture": "bricks_1", // Texture
"diffuse": "#ffffff" // Diffuse color in hex
}
],
"depth": 0.1 // Depth of wall
},
...
{
"id": "0_2_0",
"type": "Wall",
"roomId": "0_2",
"height": 2.7,
"points": [
[ 58.79, 0, 14.950000000000001 ],
[ 64.89, 0, 14.950000000000001 ]
],
"holes": [
{
"id": "0_370", // Node id of object creating hole in the wall
"modelId": "211", // modelId of object creating hole in the wall
"type": "Door", // hole type (`Door` or `Window`)
"box": { // cutout of hole as box on the wall
"min": [ 2.181878710937499, 0.8699999967216502 ], // minimum point
// x is distance from points[0] (toward points[1])
// y is height from wall bottom (goes from 0 to wall height)
"max": [ 4.241878710937499, 2.23 ] // maximum point
}
}
]
},
{
"id": "0_0c", // Id of architecture element
"type": "Ceiling",
"roomId": "0_0",
"offset": [ 53.68, 2.74, 13.02 ], // Offset to apply to points
"points": [ // Array of polygons,
[ [ -1.75125, 0, 1.93], // each represented as array of points
[ 5.11125, 0, 1.93],
[ 5.1, 0, 4.91], ... ],
... ]
],
"materials": [ // Array of materials (one for all sides)
{
"name": "surface",
"texture": "linen_1_4",
"diffuse": "#ffffff"
}
],
"depth": 0.05
},
...
]
}
The STK support the following architecture elements: "Wall", "Ceiling", "Floor", "Ground", "Landing", "Column", and "Stairs"
/**
* Information about an architectural element.
* @typedef ArchElement
* @type {geo.WallDef|geo.CeilingDef|geo.FloorDef|geo.ColumnDef|geo.StairsDef}
* @property {string} type - Type of architectural element (`Wall|Ceiling|Floor|Ground|Landing|Column|Stairs`)
* @property {string} id - Id of the element
* @property {string} roomId - Room the architectural element is associated with
* @property {THREE.Vector3} offset - Amount of offset for the points
* @memberOf geo
*/
A "Wall" is a vertical, planar architecture element with possible openings.
/**
* Information about a wall.
* @typedef WallDef
* @type {object}
* @property {THREE.Vector3[]} points - List of points associated with the wall
* @property {Object} parent - Parent of the wall
* @property {OpeningSpec[]} holes - Array with information about the holes in the wall (include box)
* @property {number[][]} ceiling - Array of points defining the ceiling profile
* @property {number} height - Height of the wall
* @property {number} depth - Thickness of the wall
* @property {Object} json - Original json object from which the wall is parsed
* @memberOf geo
*/
/**
* Information about an opening.
* @typedef OpeningSpec
* @type {object}
* @property {string} type - Opening type (Opening|Door|Doorway|Window|Glass)
* @property {{min: number[], max: number[]}} box - Opening is a box with coordinates specified relative to wall lower left
* @property {number[][]} poly - Opening is polygon with coordinates specified relative to wall lower left
* @memberOf geo
*/
A "Ceiling" is a horizontal, planar architecture element that goes on top
/**
* Information about a ceiling.
* @typedef CeilingDef
* @type {object}
* @property {THREE.Vector3[]} points - List of points associated with the ceiling
* @property {number} depth - Thickness of the ceiling
* @memberOf geo
*/
A "Floor", "Ground", "Landing" are all horizontal, planar architecture elements on which other objects can be placed.
- "Floor" is used for surfaces typically found inside the house
- "Landing" is used for surfaces connecting one flight of stairs to another
- "Ground" is used for exterior surfaces
/**
* Information about a floor (used for Floor, Ground, Landing)
* @typedef FloorDef
* @type {object}
* @property {THREE.Vector3[]} points - List of points associated with the floor
* @property {number} depth - Thickness of the floor
* @memberOf geo
*/
A "Column" is a vertical support found in houses
/**
* Information about a column / pillar that consists of a base shape that is extended vertically upwards
* @typedef ColumnDef
* @type {object}
* @property {string} baseShape - Shape (circle|square|poly)
* @property {THREE.Vector[]} basePoint - Center of circle or square
* @property {THREE.Vector[]} basePoints - Points for poly outline
* @property {number} height - Height of column
* @property {number} width - Radius of column for circle and square
* @memberOf geo
*/
"Stairs" is a set of steps that make up a stairway
/**
* Information about a set of stairs.
* @typedef StairsDef
* @type {object}
* @property {geo.StepSpec[]} steps - Specification of steps making up the stair
* @property {geo.RailingSpec[]} railing - Specification of railings associated with the stair
* @memberOf geo
*/
/**
* Information about a step. The step width is automatically computed from the number of steps and base and end points
* (currently assuming no gap)
* @typedef StepSpec
* @type {object}
* @property {int} nSteps - Number of steps
* @property {THREE.Vector3[]} basePoints - Array of two points at the bottom of the stairs
* @property {THREE.Vector3[]} endPoints - Array of two points at the top of the stairs
* @property {number} stepHeight - Height of each step
* @property {number} treadDepth - How thick is the tread (the top surface of each step)
* @property {boolean} hasRiser - Whether there is riser (the vertical part between steps). Most stairs have risers.
* @property {number} riserDepth - How thick is the riser
* @property {boolean} hasStringer - Whether there is a side surface to the steps
* @memberOf geo
*/
/**
* Information about a railing.
* @typedef RailingSpec
* @type {object}
* @property {THREE.Vector3[]} points - Base points for railing
* @property {number[]} base - Relative offset from start of wall
* @property {number} height - Railing height
* @property {number} depth - Railing depth
* @memberOf geo
*/
For textured materials, we follow THREE.js's material definitions.
Use images
, textures, and
materials` as the example to specify materials and their respective textures and images.
Then in the architecture element, use the materialId
to specify the uuid
of the material to reference.
...
"elements": [
{
"id": "0_2_0",
"type": "Wall",
...
"materials": [ // Array of materials for the wall (inside and outside)
{
"name": "inside", // Name of material ("inside" for inside wall)
"materialId": "mat1" // Reference to material with uuid "mat1"
},
{
"name": "outside", // Name of material ("outside" for outside wall)
"materialId": "mat2" // Reference to material with uuid "mat2"
}
],
}
...
],
...
"materials": [
{
"uuid": "mat1",
...
},
{
"uuid": "mat2",
...
}
]
ASCII format (walls only):
Each line represents a wall segment (with doors cut out)
wall [index] [x0] [y0] [z0] [x1] [y1] [z1] 0 0
ASCII example:
filetype wall
wall 0 51.92875 14.950000000000001 0 58.79125 14.950000000000001 2.7 0 0
wall 1 58.79125 14.950000000000001 0 58.78 17.93 2.7 0 0
wall 2 58.78 17.93 0 57.0865625 17.93 2.7 0 0
wall 3 57.0865625 17.93 0 57.0865625 17.62 2.7 0 0
...
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