diff --git a/GENERATE.md b/GENERATE.md deleted file mode 100644 index 0a8c249f60..0000000000 --- a/GENERATE.md +++ /dev/null @@ -1,24 +0,0 @@ -### OUT OF DATE ### - -# How to generate the documentation static page - -node-js with npm is required to generate the files. The following packages are required: - -* hexo-cli -* kw-doc - -To generate html files and to test it with hexo server, follow the instructions below: - -1. git clone https://gitlab.kitware.com/f3d/f3d.git -2. cd documentation -3. kw-doc -c config.js -m -4. cd build-tmp -5. hexo server - -# How to generate the full coverage report - -Requires `gcovr` program and `gcc` toolchain. - -1. Build with `F3D_COVERAGE` option enabled -2. Run all tests -3. Generate the report with: `gcovr -r /path/to/sources --html --html-details -o coverage.html` diff --git a/LICENSE b/LICENSE deleted file mode 100644 index 4cca3bcf5b..0000000000 --- a/LICENSE +++ /dev/null @@ -1,30 +0,0 @@ -BSD 3-Clause License - -Copyright 2019-2021 Kitware SAS -Copyright 2021-2022 Michael Migliore, Mathieu Westphal -All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are met: - -* Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - -* Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -* Neither the name of the copyright holder nor the names of its - contributors may be used to endorse or promote products derived from - this software without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" -AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE -FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL -DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR -SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER -CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, -OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/README.md b/README.md deleted file mode 100644 index 9c948901d4..0000000000 --- a/README.md +++ /dev/null @@ -1,562 +0,0 @@ -[![CI](https://github.com/f3d-app/f3d/actions/workflows/ci.yml/badge.svg)](https://github.com/f3d-app/f3d/actions/workflows/ci.yml) [![codecov](https://codecov.io/gh/f3d-app/f3d/branch/master/graph/badge.svg?token=siwG82IXK7)](https://codecov.io/gh/f3d-app/f3d) [![Downloads](https://img.shields.io/github/downloads/f3d-app/f3d/total.svg)](https://github.com/f3d-app/f3d/releases) [![Downloads](https://img.shields.io/reddit/subreddit-subscribers/f3d_app.svg)](https://www.reddit.com/r/f3d_app) - -![F3D Logo](./resources/logo.svg) - -# F3D - Fast and minimalist 3D viewer - -By Michael Migliore and Mathieu Westphal. - -F3D (pronounced `/fɛd/`) is a [VTK-based](https://vtk.org) 3D viewer following the [KISS principle](https://en.wikipedia.org/wiki/KISS_principle), so it is minimalist, efficient, has no GUI, has simple interaction mechanisms and is fully controllable using arguments on the command line. - -F3D is open-source and cross-platform (tested on Windows, Linux and macOS). -It supports a range of file formats (including animated glTF, STL, STEP, PLY, OBJ, FBX), and provides numerous rendering and texturing options. - - - -*A typical render by F3D* - - - -*Animation of a glTF file within F3D* - - - -*A direct scalars render by F3D* - -# Acknowledgments - -F3D was initially created by [Kitware SAS](https://www.kitware.eu/) and is relying on many awesome open source projects, including [VTK](https://vtk.org/), [OCCT](https://dev.opencascade.org/), [Assimp](https://www.assimp.org/) and [Alembic](https://github.com/alembic/alembic). - -# How to use - -There are 4 main ways to use F3D: - -* By running F3D from a terminal with a set of command-line options. -* By running F3D directly and then dragging and dropping files into it to open them. -* By using F3D automatically in the file manager when opening file. -* As a thumbnailer for all supported file formats with certain file managers. - -# Installation - -You can find the release binary packages for Windows, Linux and macOS on the [Release page](https://github.com/f3d-app/f3d/releases). See the [desktop integration](#desktop-integration) section in order actually integrate the binary release in your desktop. -Alternatively, you can build it yourself following the [build](#Build) guide below. - -You can also find packages for the following operating systems: - -## OpenSuse - -Available in [OpenSuse](https://build.opensuse.org/package/show/graphics/f3d). - -## Arch Linux - -Available in the [AUR](https://aur.archlinux.org/packages/f3d). - -## FreeBSD - -Avaiable in [FreshPORTS](https://www.freshports.org/graphics/f3d). - -## DragonFly BSD - -Available in [DPorts](https://github.com/DragonFlyBSD/DPorts/tree/master/graphics/f3d). - -## MacOS Brew - -Available in [Homebrew](https://formulae.brew.sh/formula/f3d). - -## NixOS - -Available in [nixpkgs](https://github.com/NixOS/nixpkgs/blob/master/pkgs/applications/graphics/f3d/default.nix). - -## Ubuntu/Debian/Fedora - -Available on [OpenSuse OBS](https://build.opensuse.org/package/show/home:AndnoVember:F3D/f3d). - -## Flathub - -Available in [Flathub](https://flathub.org/apps/details/io.github.f3d_app.f3d). - -## Spack - -Available in [Spack](https://spack.readthedocs.io/en/latest/package_list.html#f3d). - -# Build - -## Dependencies - -* [CMake](https://cmake.org) >= 3.1. -* [VTK](https://vtk.org) >= 9.0.0 (9.2.2 recommended) -* A C++17 compiler. -* A CMake-compatible build system (Visual Studio, XCode, Ninja, Make, etc.). - -## Configuration and building - -Configure and generate the project with CMake by providing the following CMake options: - -* `VTK_DIR`: Path to a build or install directory of VTK. -* `BUILD_TESTING`: Enable the tests. -* `F3D_MACOS_BUNDLE`: On macOS, build a `.app` bundle. -* `F3D_WINDOWS_GUI`: On Windows, build a Win32 application (without console). -* `F3D_BINDINGS_PYTHON`: Generate python bindings (needs python and pybind11) - -Some modules depending on external libraries can be optionally enabled with the following CMake variables: - -* `F3D_MODULE_EXODUS`: Support for ExodusII (.ex2) file format. Requires that VTK has been built with `IOExodus` module (and `hdf5`). Enabled by default. -* `F3D_MODULE_RAYTRACING`: Support for raytracing rendering. Requires that VTK has been built with `OSPRay`. Disabled by default. -* `F3D_MODULE_OCCT`: Support for STEP and IGES file formats. Requires `OpenCASCADE`. Disabled by default. -* `F3D_MODULE_ASSIMP`: Support for FBX, DAE, OFF and DXF file formats. Requires `Assimp`. Disabled by default. -* `F3D_MODULE_ALEMBIC`: Support for ABC file format. Requires `Alembic`. Disabled by default. - -Then build the software using your build system. - -# File formats - -Here is the list of supported file formats: - -* **.vtk** : the legacy VTK format -* **.vt[p|u|r|i|s|m]** : XML based VTK formats -* **.ply** : Polygon File format -* **.stl** : Standard Triangle Language format -* **.dcm** : DICOM file format -* **.nrrd/.nhrd** : "nearly raw raster data" file format -* **.mhd/.mha** : MetaHeader MetaIO file format -* **.tif/.tiff** : TIFF 2D/3D file format -* **.ex2/.e/.exo/.g** : Exodus 2 file format -* **.gml** : CityGML file format -* **.pts** : Point Cloud file format -* **.step/.stp** : CAD STEP exchange ISO format -* **.iges/.igs** : CAD Initial Graphics Exchange Specification format -* **.abc** : Alembic format -* **.obj** : Wavefront OBJ file format (full scene) -* **.gltf/.glb** : GL Transmission Format (full scene) -* **.3ds** : Autodesk 3D Studio file format (full scene) -* **.wrl** : VRML file format (full scene) -* **.fbx** : Autodesk Filmbox (full scene) -* **.dae** : COLLADA (full scene) -* **.off** : Object File Format (full scene) -* **.dxf** : Drawing Exchange Format (full scene) - -# Scene construction - -The **full scene** formats (gltf/glb, 3ds, wrl, obj) contain not only *geometry*, but also some scene information like *lights*, *cameras*, *actors* in the scene, as well as *texture* properties. -By default, all this information will be loaded from the file and displayed. -For file formats that do not support it, **a default scene** will be created. - -# Options - -## Applicative Options - -Options|Description -------|------ -\-\-input=<file>|The *input* file or files to read, can also be provided as a positional argument. -\-\-output=<png file>|Instead of showing a render view and render into it, *render directly into a png file*. When used with ref option, only outputs on failure. -\-\-no-background|Output file is saved with a transparent background. --h, \-\-help|Print *help*. -\-\-version|Show *version* information. -\-\-readers-list|List available *readers*. -\-\-config|Specify the configuration file to use. Supports absolute/relative path but also filename/filestem to search for in configuration file locations. -\-\-dry-run|Do not read any configuration file but consider only the command line options. -\-\-no-render|Verbose mode without any rendering for the first provided file, useful to recover information about a file. -\-\-max-size|Maximum size in Mib of a file to load, -1 means unlimited, useful for thumbnails. - -## General Options - -Options|Description -------|------ -\-\-verbose|Enable *verbose* mode, providing more information about the loaded data in the console output. -\-\-quiet|Enable quiet mode, which superseed any verbose options. No console output will be generated at all. -\-\-progress|Show a *progress bar* when loading the file. -\-\-geometry-only|For certain **full scene** file formats (gltf/glb and obj),
reads *only the geometry* from the file and use default scene construction instead. -\-\-up|Define the Up direction (default: +Y). --x, \-\-axis|Show *axes* as a trihedron in the scene. --g, \-\-grid|Show *a grid* aligned with the XZ plane. --e, \-\-edges|Show the *cell edges*. -\-\-camera-index|Select the scene camera to use when available in the file.
Any negative value means automatic camera.
The default scene always uses automatic camera. --k, \-\-trackball|Enable trackball interaction. -\-\-animation-index|Select the animation to show.
Any negative value means all animations.
The default scene always has at most one animation.
If the option is not specified, the first animation is enabled. -\-\-font-file|Use the provided FreeType compatible font file to display text.
Can be useful to display non-ASCII filenames. - -## Material options - -Options|Default|Description -------|------|------ --o, \-\-point-sprites||Show sphere *points sprites* instead of the geometry. -\-\-point-size|10.0|Set the *size* of points when showing vertices and point sprites. -\-\-line-width|1.0|Set the *width* of lines when showing edges. -\-\-color=<R,G,B>|1.0, 1.0, 1.0| Set a *color* on the geometry. Multiplied with the base color texture when present.
This only makes sense when using the default scene. -\-\-opacity=<opacity>|1.0|Set *opacity* on the geometry. Multiplied with the base color texture when present.
This only makes sense when using the default scene. Usually used with Depth Peeling option. -\-\-roughness=<roughness>|0.3|Set the *roughness coefficient* on the geometry (0.0-1.0). Multiplied with the material texture when present.
This only makes sense when using the default scene. -\-\-metallic=<metallic>|0.0|Set the *metallic coefficient* on the geometry (0.0-1.0). Multiplied with the material texture when present.
This only makes sense when using the default scene. -\-\-hrdi=<file path>||Set the *HDRI* image used to create the environment.
The environment act as a light source and is reflected on the material.
Valid file format are hdr, png, jpg, pnm, tiff, bmp. -\-\-texture-base-color=<file path>||Path to a texture file that sets the color of the object. Please note this will be multiplied with the color and opacity options. -\-\-texture-material=<file path>||Path to a texture file that sets the Occlusion, Roughness and Metallic values of the object. Please note this will be multiplied with the roughness and metallic options, which have impactful default values. To obtain true results, use `--roughness=1 --metallic=1`. -\-\-texture-emissive=<file path>||Path to a texture file that sets the emitted light of the object. Please note this will be multiplied with the emissive factor. -\-\-emissive-factor=<R,G,B>|1.0, 1.0, 1.0| Emissive factor. This value is multiplied with the emissive color when an emissive texture is present. -\-\-texture-normal=<file path>||Path to a texture file that sets the normal map of the object. -\-\-normal-scale=<normal_scale>|1.0|Normal scale affects the strength of the normal deviation from the normal texture. - -## Window options - -Options|Default|Description -------|------|------ -\-\-bg-color=<R,G,B>|0.2, 0.2, 0.2|Set the window *background color*.
Ignored if *hdri* is set. -\-\-resolution=<width,height>|1000, 600|Set the *window resolution*. -\-\-position=<x,y>||Set the *window position* (top left corner) , in pixels, starting from the top left of your screens. --z, \-\-fps||Display a *frame per second counter*. --n, \-\-filename||Display the *name of the file*. --m, \-\-metadata||Display the *metadata*.
This only makes sense when using the default scene. --u, \-\-blur-background||Blur background.
This only makes sense when using a HDRI. -\-\-light-intensity|1.0|*Adjust the intensity* of every light in the scene. - -## Scientific visualization options - -Options|Default|Description -------|------|------ --s, \-\-scalars=<array_name>||*Color by a specific scalar* array present in the file. If no array_name is provided, one will be picked if any are available.
This only makes sense when using the default scene.
Use verbose to recover the usable array names. --y, \-\-comp=<comp_index>|-1|Specify the *component from the scalar* array to color with.
Use with the scalar option. -1 means *magnitude*. -2 or the short option, -y, means *direct values*.
When using *direct values*, components are used as L, LA, RGB, RGBA values depending on the number of components. --c, \-\-cells||Specify that the scalar array is to be found *on the cells* instead of on the points.
Use with the scalar option. -\-\-range=<min,max>||Set a *custom range for the coloring* by the array.
Use with the scalar option. --b, \-\-bar||Show *scalar bar* of the coloring by array.
Use with the scalar option. -\-\-colormap=<color_list>||Set a *custom colormap for the coloring*.
This is a list of colors in the format `val1,red1,green1,blue1,...,valN,redN,greenN,blueN`
where all values are in the range (0,1).
Use with the scalar option. --v, \-\-volume||Enable *volume rendering*. It is only available for 3D image data (vti, dcm, nrrd, mhd files) and will display nothing with other default scene formats. --i, \-\-inverse||Inverse the linear opacity function. Only makes sense with volume rendering. - -## Camera configuration options - -Options|Description -------|------ -\-\-camera-position=<X,Y,Z>|The position of the camera. -\-\-camera-focal-point=<X,Y,Z>|The focal point of the camera. -\-\-camera-view-up=<X,Y,Z>|The view up vector of the camera. Will be orthogonalized even when provided. -\-\-camera-view-angle=<angle>|The view angle of the camera, non-zero value in degrees. -\-\-camera-azimuth-angle=<angle>|Apply an azimuth transformation to the camera, in degrees (default: 0.0). -\-\-camera-elevation-angle=<angle>|Apply an elevation transformation to the camera, in degrees (default: 0.0). - -## Raytracing options - -Options|Default|Description -------|------|------ --r, \-\-raytracing||Enable *OSPRay raytracing*. Requires OSPRay raytracing to be enabled in the linked VTK dependency. -\-\-samples=<samples>|5|The number of *samples per pixel*. It only makes sense with raytracing enabled. --d, \-\-denoise||*Denoise* the image. It only makes sense with raytracing enabled. - -## PostFX (OpenGL) options - -Options|Description -------|------ --p, \-\-depth-peeling|Enable *depth peeling*. This is a technique used to correctly render translucent objects. --q, \-\-ssao|Enable *Screen-Space Ambient Occlusion*. This is a technique used to improve the depth perception of the object. --a, \-\-fxaa|Enable *Fast Approximate Anti-Aliasing*. This technique is used to reduce aliasing. --t, \-\-tone-mapping|Enable generic filmic *Tone Mapping Pass*. This technique is used to map colors properly to the monitor colors. - -## Testing options - -Options|Description -------|------ -\-\-ref=<png file>|Reference *image to compare with* for testing purposes. Use with output option to generate new baselines and diff images. -\-\-ref-threshold=<threshold>|*Testing threshold* to trigger a test failure or success. -\-\-interaction-test-record=<log file>|Path to an interaction log file to *record interaction events* to. -\-\-interaction-test-play=<log file>|Path to an interaction log file to *play interactions events* from when loading a file. - -# Rendering precedence - -Some rendering options are not compatible between them, here is the precedence order if several are provided: - -* Raytracing (`-r`) -* Volume (`-v`) -* Point Sprites (`-o`) - -# Interaction - -Simple interaction with the displayed data is possible directly within the window. It is as follows: - -* *Click and drag* with the *left* mouse button to rotate around the focal point of the camera. -* Hold *Shift* then *Click and drag* horizontally with the *right* mouse button to rotate the HDRI. -* *Click and drag* vertically with the *right* mouse button to zoom in/out. -* *Move the mouse wheel* to zoom in/out. -* *Click and drag* with the *middle* mouse button to translate the camera. -* Drag and drop a file or directory into the F3D window to load it - -> Note: When playing an animation with a scene camera, camera interactions are locked. - -The coloring can be controlled directly by pressing the following hotkeys: - -* `C`: cycle between coloring with array from point data and from cell data. -* `S`: cycle the array to color with. -* `Y`: cycle the component of the array to color with. - -See the [coloring cycle](#cycling-coloring) section for more info. - -Other options can be toggled directly by pressing the following hotkeys: - -* `B`: display of the scalar bar, only when coloring and not using direct scalars. -* `V`: volume rendering. -* `I`: opacity function inversion during volume rendering. -* `O`: point sprites rendering. -* `P`: depth peeling. -* `Q`: Screen-Space Ambient Occlusion. -* `A`: Fast Approximate Anti-Aliasing. -* `T`: tone mapping. -* `E`: the display of cell edges. -* `X`: the trihedral axes display. -* `G`: the XZ grid display. -* `N`: the display of the file name. -* `M`: the display of the metadata if exists. -* `Z`: the display of the FPS counter. -* `R`: raytracing. -* `D`: the denoiser when raytracing. -* `U`: background blur. -* `K`: trackball interaction mode. - -Note that some hotkeys can be available or not depending on the file being loaded and the F3D configuration. - -Other hotkeys are available: - -* `H`: key to toggle the display of a cheat sheet showing all these hotkeys and their statuses. -* `?`: key to print scene description to the terminal. -* `ESC`: close the window and quit F3D. -* `ENTER`: reset the camera to its initial parameters. -* `SPACE`: play the animation if any. -* `LEFT`: load the previous file if any. -* `RIGHT`: load the next file if any. -* `UP`: reload the current file. - -When loading another file or reloading, options that have been changed before are kept but can be overridden -by a dedicated regular expression block in the configuration file if any, see [configuration file](#configuration-file) -for more info. - -# Cycling Coloring - -When using the default scene, the following hotkeys let you cycle the coloring of the data: - -* `C`: cycle between point data and cell data - field data is not supported. -* `S`: cycle the array available on the currently selected data, skipping array not containing numeric data. -It will loop back to not coloring unless using volume rendering. -* `Y`: cycle the component available on the currently selected array, looping to -2 for direct scalars rendering -if the array contains 4 or less components, -1 otherwise. - -When changing the array, the component in use will be kept if valid with the new array, if not it will be reset to 0 -when coloring with an invalid higher than zero component, and to -1 when using direct scalars rendering with an array -having more than 4 components. - -When changing the type of data to color with, the index of the array within the data will be kept if valid -with the new data. If not, it will cycle until a valid array is found. After that, the component will be checked as well. - -# Configuration file - -Almost all the command-line options can be controlled using a configuration file. -This configuration file uses the "long" version of the options in a JSON -formatted file to provide default values for these options. - -These options can be organized by block using a regular expression for each block -in order to provide different default values for the different filetypes. - -A special block, named `global`, will apply to all files. -Using a command-line option will override the corresponding value in the config file. - -The `global` block and command-line options are only taken into account on the first load -and not on subsequent loads. -The regular expression blocks are always taken into account, even when loading further files. - -A typical config file may look like this: - -```javascript -{ - "global": { - "bg-color": "0.7,0.7,0.7", - "color": "0.5,0.1,0.1", - "fxaa": true, - "timer": true, - "progress": true, - "axis": true, - "bar": true, - "roughness": 0.2, - "grid": true, - "scalars": true, - }, - ".*vt.": { - "edges": true - }, - ".*gl(tf|b)": { - "raytracing": true, - "denoise": true, - "samples": 3 - }, - ".*mhd": { - "volume": true - } -} -``` -Here, the first block defines a basic global configuration with many desired options for all files. -The second block specifies that all files ending with vt., eg: vtk, vtp, vtu, ... will be shown with edges visibility turned on. -The third block specifies raytracing usage for .gltf and .glb files. -The last block specifies that volume rendering should be used with .mhd files. - -The following command-line options
cannot
be set via config file: -`help`, `version`, `readers-list`, `config`, `dry-run`. - -The following command-line options
can only
be set in the global block of the config file: -`no-render`, `inputs`, `output`, `quiet`, `verbose`, `resolution`, `position` and all testing options. - -Boolean options that have been turned on in the configuration file can be turned -off on the command line if needed, eg: `--point-sprites=false`. - -The configuration file possible locations depends on your operating system. -They are considered in the below order and only the first found will be used. - - * Linux: `${XDG_CONFIG_HOME}/.config/f3d/config.json`, `~/.config/f3d/config.json`, `/etc/f3d/config.json`, `/usr/share/f3d/config.json`, `[install_dir]/share/f3d/config.json` - * Windows: `%APPDATA%\f3d\config.json`, `[install_dir]\config.json` - * macOS: `${XDG_CONFIG_HOME}/.config/f3d/config.json`, `~/.config/f3d/config.json`, `/usr/local/etc/f3d/config.json`, `f3d.app/Contents/Resources/config.json` - -When installing F3D default configuration files can be installed, one for generic usage (`config.json`) and one for thumbnails (`thumbnail.json`). -When installing the binary release, On Linux, they will be installed in `[install_dir]/share/f3d/`, on Windows, it will be installed in the install directory, on macOS, it will be installed in the bundle. - -Please note there is a command line option to control the configuration file to read. Using it, one can specify an absolute/relative path for the configuration path, but also -only the filename or filestem (`.json` will be added) to look for in the locations listed above, instead of looking for `config.json`. - -# libf3d - -F3D contains not only the F3D executable but also the libf3d, a library to render 3D meshes, which can be used in C++ or Python. -The libf3d is documented [here.](README_libf3d.md) - -# VTK compatibility - -As stated in the dependencies, F3D is compatible with VTK >= 9.0.0, however, many features are only available in certain conditions. We suggest using VTK 9.2.2 with RenderingRayTracing, RenderingExternal and IOExodus modules enabled in order to get as many features as possible in F3D. - -# Desktop Integration - -F3D can be integrated in the desktop experience. - -## Linux - -For Linux desktop integration, F3D rely on mime types files as defined by the [XDG standard](https://specifications.freedesktop.org/mime-apps-spec/mime-apps-spec-latest.html), .thumbnailer file as specified [here](https://wiki.archlinux.org/title/File_manager_functionality#Thumbnail_previews) and .desktop file as specified [here](https://wiki.archlinux.org/title/desktop_entries). Many file managers use this mechanism, including nautilus, thunar, pcmanfm and caja. - -The simplest way to obtain desktop integration on linux is to use a package for your distribution, or the .deb binary package we provide if compatible with your distribution. -In other cases, the binary archive can be used like this: - -0. Make sure ~/.local/bin is part of your PATH -1. Extract F3D archive in ~/.local/ -2. Update your [mime database](https://linux.die.net/man/1/update-mime-database) pointing to ~/.local/share/mime -3. Update your [desktop database](https://linuxcommandlibrary.com/man/update-desktop-database) pointing to ~/.local/share/application - -```bash -export PATH=$PATH:~/.local/bin -tar -xzvf f3d-1.3.0-Linux.tar.gz -C ~/.local/ -sudo update-mime-database ~/.local/share/mime/ -sudo update-desktop-database ~/.local/share/applications -``` - -If you have any issues, read the [troubleshooting](#Troubleshooting) section. - -## Windows - -For Windows desktop integration, F3D rely on a registered shell extension. - -Using the F3D NSIS installer (.exe) is the simplest way to enable thumbnails and integrate F3D on windows. - -It is also possible to do it manually when using the zipped binary release, on installation, just run: - -``` -cd C:\path\to\f3d\bin\ -regsvr32 F3DShellExtension.dll -``` - -To remove the shell extension, run: - -``` -cd C:\path\to\f3d\bin\ -regsvr32 /u F3DShellExtension.dll -``` - -## MacOS - -There is no support for thumbnails on MacOS, the .dmg binary release should provide automatic file openings. - -# Known limitations - -* No categorical generic field data rendering support. -* No string array categorical rendering support. -* No support for specifying manual lighting in the default scene. -* Pressing the `z` hotkey to display the FPS timer triggers a double render. -* Multiblock (.vtm, .gml) support is partial, non-surfacic data will be converted into surfaces. -* Animation support with full scene data format require VTK >= 9.0.20201016. -* Full drag and drop support require VTK >= 9.0.20210620 -* `Escape` interaction events cannot be recorded. -* Drag and drop interaction cannot be recorded nor played back. -* Volume rendering and HDRI support requires a decent GPU - -## Assimp - -FBX, DAE, OFF, and DXF file formats rely on [Assimp](https://github.com/assimp/assimp) library. It comes with some known limitations: -- PBR materials are not supported for FBX file format -- Animations are not working very well with Assimp 5.1, it's recommended to use Assimp 5.0 -- Some files can be empty, crash, or show artifacts -- DXF support is very limited: only files with polylines and 3D faces are displayed. - -## Alembic -ABC file formats rely on [Alembic](https://github.com/alembic/alembic) library. It comes with some known limitations: -- Supports Alembic 1.7 or later -- Supports only simple polygonal geometry -- Does not support ArbGeomParam feature in Alembic -- Does not support Subdivision Meshes -- Does not support Materials - -# Troubleshooting - -## General -> I have built F3D with raytracing support but the denoiser is not working. - -Be sure that VTK has been built with *OpenImageDenoise* support (`VTKOSPRAY_ENABLE_DENOISER` option). - -## Linux -> Thumbnails are not working in my file manager. - - * Check that your file manager supports the thumbnailer mechanism. - * Check that you have updated your mime type database. - * If all fails, remove your `.cache` user dir and check that `pcmanfm` thumbnails are working. - * If they are working, then it is an issue specific to your file manager (see below for a potential work around). - * If only a few format have working thumbnails, then it is an issue with mime types - * If no formats have working thumbnails, then it is an issue with the `f3d.thumbnailer` file - * If only big file do not have thumbnails, this is intended, you can modify this behavior in the `thumbnail.json` configuration file using the `max-size` option. - -### Sandboxing -Some file managers (eg: Nautilus) are using sandboxing for thumbnails, which the F3D binary release does not support as it needs -access to the Xorg server for rendering anything. -A work around to this issue is to use a virtual Xorg server like Xephyr or Xvfb in the `f3d.thumbnailer` file. -Here is how your `Exec` line should look to use `xvfb-run`. Keep in mind running xvfb can be very slow. - -`Exec=xvfb-run f3d --dry-run -sta --no-background --output=%o --resolution=%s,%s %i` - -Another workaround is to build VTK with EGL or osmesa support and then build f3d yourself against -this custom VTK build. - -> I have a link error related to `stdc++fs` not found. - -With some C++ STD library version, explicit linking to `stdc++fs` is not supported. We provide a CMake option `F3D_APPLICATION_LINK_FILESYSTEM` that you can set to `OFF` to workaround this issue. - -## Windows -> After installing F3D or registering the shell extension, my explorer is broken - -Unregister the shell extension by running: - -``` -cd C:\path\to\f3d\bin\ -regsvr32 /u F3DShellExtension.dll -``` - -> I use F3D in a VM, the application fails to launch. - -OpenGL applications like F3D can have issues when launched from a guest Windows because the access to the GPU is restricted. -You can try to use a software implementation of OpenGL, called [Mesa](https://github.com/pal1000/mesa-dist-win/releases). - * Download the latest `release-msvc`. - * copy `x64/OpenGL32.dll` and `x64/libglapi.dll` in the same folder as `f3d.exe`. - * set the environment variable `MESA_GL_VERSION_OVERRIDE` to 4.5. - * run `f3d.exe`. - -> I run f3d from the command prompt and my Unicode characters are not displayed properly. - -Set the codepage to UTF-8, run `chcp 65001`. - -# License - -F3D can be used and distributed under the 3-Clause BSD License, see LICENSE. -F3D rely on other libraries and tools, all under permissive licenses, see THIRD_PARTY_LICENSES.md. diff --git a/README_libf3d.md b/README_libf3d.md deleted file mode 100644 index 8634ff3f70..0000000000 --- a/README_libf3d.md +++ /dev/null @@ -1,240 +0,0 @@ -# libf3d - A library to render 3D meshes - -By Michael Migliore and Mathieu Westphal. - -libf3d is a BSD-licensed C++ library to open and render 3D meshes. It is of course used by F3D. -libf3d API is simple and easy to learn. Python bindings are provided through pybind11. Java bindings are also available. - -# Getting Started - -Rendering a file and starting the interaction is very easy: - -```cpp -// Create a f3d::engine -f3d::engine eng(); - -// Add a file to the loader and load it -eng.getLoader().addFile("path/to/file.ext").loadFile(); - -// Start rendering and interacting -eng.getInteractor().start(); -``` - -Manipulating the window directly can be done this way: - -```cpp -// Create a f3d::engine -f3d::engine eng(); - -// Add a file to the loader and load it -eng.getLoader().addFile("path/to/file.ext").loadFile(); - -// Set the window size and render to an image -f3d::image img = eng.getWindow().setSize(300, 300).renderToImage(); - -// Save the image to a file -img.save("/path/to/img.png"); -``` - -Changing some options can be done this way: - -```cpp -// Create a f3d::engine -f3d::engine eng(); - -// Recover the options and set the wanted value -eng.getOptions() - .set("render.effect.ssao", true) - .set("render.effect.fxaa", true); - -// Standard libf3d usage -eng.getLoader().addFile("path/to/file.ext").loadFile(); -eng.getInteractor().start(); -``` -Most options are dynamic, some are only taken into account when loading a file. See the ##options## documentation. - -For more advanced usage, please take a look at the testing directory. - -# Engine class - -The engine class is the main class that needs to be instantiated. All other classes instance are provided by the engine using getters, `getLoader`, `getWindow`, `getInteractor`, `getOptions`. - -The engine constructor lets you choose the type of window in its constructor, `NONE`, `NATIVE`, `NATIVE_OFFSCREEN`, `EXTERNAL`. Default is `NATIVE`. See ##Window class## documentation for more info. Please note that the engine will not provide a interactor with `NONE` and `EXTERNAL`. - -# Loader class - -The loader class is responsible to read and load the file from the disk. It supports reading multiple files and even folders. - -# Window class - -The window class is responsible for rendering the meshes. It supports multiple modes. - -* NONE -A window that will not render anything, very practical when only trying to recover meta-information about the data. - -* NATIVE -Default mode where a window is shown onscreen using native graphical capabilities. - -* NATIVE_OFFSCREEN -Use native graphical capabilities for rendering, but unto an offscreen window, which will not appear on screen, practical when generating screenshots. - -* EXTERNAL -A window where the OpenGL context is not created but assumed to have been created externally. To be used with other frameworks like Qt or GLFW. - -Window lets you `render`, `renderToImage` and control other parameters of the window, like icon or windowName. - -# Interactor class - -When provided by the engine, the interactor class lets you choose how to interact with the data. - -It contains the animation API to start and stop it. -Interactor also lets you set your interaction callbacks in order to modify how the interaction with the data is done. -Of course, you can use `start` and `stop` to control it. -It also lets you define you own callbacks when needed. - -# Camera class - -Provided by the window, this class lets you control the camera. You can either specify the camera position, target, and up direction directly, or specify movements relative to the current camera state. - -# Image class - -A generic image class that can either be created from a window, from an image filepath or even from a data buffer. It supports comparison making it very practical in testing context. - -# Log class - -A class to control logging in the libf3d. Simple using the different dedicated methods (`print`, `debug`, `info`, `warn`, `error`) and `setVerboseLevel`, you can easily control what to display. Please note that, on windows, a dedicated output window may be created. - -# Option class - -This class lets you control the behavior of the libf3d. An option is basically a string used as a key associated with a value. -Options are organized by categories and subcategories, here is a non-exhaustive explanation of the categories. - - * `scene` options are related to how the scene is being displayed - * `render` options are related to the way the render is done - * `render.effect` options are related to specific techniques used that modify the render - * `ui` options are related to the screenspace UI element displayed - * `model` options are related to modifications on the model, they are only meaningful when using the default scene - * `interactor` options requires an interactor to be present to have any effect. - -Please note certain options are taken into account when rendering, others when loading a file. -See the exhaustive list below, but note that this may change in the future. - -## Scene Options -Options|Default|Type|Description|F3D option|Trigger -------|------|------|------|------|------ -scene.animation.index|0|int|Select the animation to load.
Any negative value means all animations.
The default scene always has at most one animation.
By default, the first animation is enabled.|--animation-index|load -scene.camera.index|-1|int|Select the scene camera to use when available in the file.
Any negative value means automatic camera.
The default scene always uses automatic camera.|--camera-index|load -scene.geometry-only|false|bool|For certain **full scene** file formats (gltf/glb and obj),
reads *only the geometry* from the file and use default scene construction instead.|--geometry-only|load -scene.up-direction|+Y|string|Define the Up direction|--up|load -scene.grid|false|bool|Show *a grid* aligned with the XZ plane.|--grid|render -scene.background.blur|false|bool|Blur background.
This only makes sense when using a HDRI.|--blur-background|render -scene.background.color|0.2,0.2,0.2|vector|Set the window *background color*.
Ignored if *hdri* is set.|--bg-color|render -scene.background.hdri||string|Set the *HDRI* image used to create the environment.
The environment act as a light source and is reflected on the material.
Valid file format are hdr, png, jpg, pnm, tiff, bmp. Override the color.|--hdri|render - -interactor.axis|false|bool|Show *axes* as a trihedron in the scene.|--axis|render -interactor.trackball|false|bool|Enable trackball interaction.|--trackball|render - -## Model Options -Options|Default|Type|Description|F3D option|Trigger -------|------|------|------|------|------ -model.color.opacity|1.0|double|Set *opacity* on the geometry. Usually used with Depth Peeling option. Multiplied with the `model.color.texture` when present.|--opacity|load -model.color.rgb|1.0,1.0,1.0|vector|Set a *color* on the geometry. Multiplied with the `model.color.texture` when present.|--color|load -model.color.texture||string|Path to a texture file that sets the color of the object. Will be mulitplied with rgb and opacity.|--texture-base-color|load -model.emissive.factor|1.0,1.0,1.0|vector| Multiply the emissive color when an emissive texture is present.|--emissive-factor|load -model.emissive.texture||string|Path to a texture file that sets the emitted light of the object. Multiplied with the `model.emissive.factor`.|--texture-emissive|load -model.material.metallic|0.0|double|Set the *metallic coefficient* on the geometry (0.0-1.0). Multiplied with the `model.material.texture` when present.|--metallic|load -model.material.roughness|0.3|double|Set the *roughness coefficient* on the geometry (0.0-1.0). Multiplied with the `model.material.texture` when present.|--roughness|load -model.material.texture||string|Path to a texture file that sets the Occlusion, Roughness and Metallic values of the object. Multiplied with the `model.material.roughness` and `model.material.metallic`, set both of them to 1.0 to get a true result.|--texture-material|load -model.normal.scale|1.0|double|Normal scale affects the strength of the normal deviation from the normal texture.|--normal-scale|load -model.normal.texture||string|Path to a texture file that sets the normal map of the object.|--texrture-normal|load -model.scivis.cells|false|bool|Color the data with value found *on the cells* instead of points|--cells|render -model.scivis.colormap||vector|Set a *custom colormap for the coloring*.
This is a list of colors in the format `val1,red1,green1,blue1,...,valN,redN,greenN,blueN`
where all values are in the range (0,1).|--colormap|render -model.scivis.component|-1|int|Specify the component to color with. -1 means *magnitude*. -2 means *direct values*.|--comp|render -model.scivis.array-name||string|*Color by a specific data array* present in on the data. Set to to let libf3d find the first available array.|--scalars|render -model.scivis.range||vector|Set a *custom range for the coloring*.|--range|render - -## Render Options -Options|Default|Type|Description|F3D option|Trigger -------|------|------|------|------|------ -render.effect.depth-peeling|false|bool|Enable *depth peeling*. This is a technique used to correctly render translucent objects.|--depth-peeling|render -render.effect.fxaa|false|bool|Enable *Fast Approximate Anti-Aliasing*. This technique is used to reduce aliasing.|--fxaa|render -render.effect.ssao|false|bool|Enable *Screen-Space Ambient Occlusion*. This is a technique used to improve the depth perception of the object.|--ssao|render -render.effect.tone-mapping|false|bool|Enable generic filmic *Tone Mapping Pass*. This technique is used to map colors properly to the monitor colors.|--tone-mapping|render -render.line-width|1.0|double|Set the *width* of lines when showing edges.|--line-width|render -render.show-edges|false|bool|Show the *cell edges*|--edges|render -render.point-size|10.0|double|Set the *size* of points when showing vertices and point sprites.|--point-size|render -render.point-sprites.enabled|false|bool|Show sphere *points sprites* instead of the geometry.|--point-sprites|render -render.volume.enabled|false|bool|Enable *volume rendering*. It is only available for 3D image data (vti, dcm, nrrd, mhd files) and will display nothing with other default scene formats.|--volume|render -render.volume.inverse|false|bool|Inverse the linear opacity function.|--inverse|render -render.raytracing.denoise|false|bool|*Denoise* the raytracing rendering.|--denoise|render -render.raytracing.enable|false|bool|Enable *raytracing*. Requires the raytracing module to be enabled.|--raytracing|render -render.raytracing.samples|5|int|The number of *samples per pixel*.|--samples|render - -## UI Options -Options|Default|Type|Description|F3D option|Trigger -------|------|------|------|------|------ -ui.bar|false|bool|Show *scalar bar* of the coloring by data array.|--bar|render -ui.cheatsheet|false|bool|Show a interactor cheatsheet|render -ui.filename|false|bool|Display the *name of the file*.|--filename|render -ui.font-file||string|Use the provided FreeType compatible font file to display text.
Can be useful to display non-ASCII filenames.|--font-file|render -ui.fps|false|bool|Display a *frame per second counter*.|--fps|render -ui.loader-progress|false|bool|Show a *progress bar* when loading the file.|--progress|load -ui.metadata|false|bool|Display the *metadata*.|--metadata|render - -# Bindings - -## Python Bindings - -If the python bindings are generated, the libf3d can be used directly from python. -Make sure to set `PYTHONPATH` to path where the python module is built. -Here is an example showing how to use libf3d python bindings: - -```python -import f3d - -eng = f3d.engine(f3d.window.NATIVE) -eng.getOptions() - .set("model.scivis.array-name", "Normals") - .set("model.scivis.component", 0) - .set("ui.bar", True) - .set("scene.grid", True) - -eng.getLoader().addFile("f3d/testing/data/dragon.vtu").loadFile() -eng.getInteractor().start() -``` - -## Java Bindings - -If the Java bindings are generated, the libf3d can be used directly from Java. -You can import the `f3d.jar` package and use the provided Java classes directly. -Make sure to set `java.library.path` to path where the JNI library is built. -Here is an example showing how to use libf3d Java bindings: - -```java -import io.github.f3d_app.f3d.*; - -public class F3DExample { - public static void main(String[] args) { - - // Always use try-with-resources idiom to ensure the native engine is released - try (Engine engine = new Engine(Window.Type.NATIVE)) { - Loader loader = engine.getLoader(); - loader.addFile("f3d/testing/data/dragon.vtu"); - loader.loadFile(Loader.LoadFileEnum.LOAD_FIRST); - - engine.getWindow().render(); - } - } -} -``` - -# Building against the libf3d - -Please follow instruction about building F3D in the main readme, then use CMake to find the libf3d -and link against it like this: - -```cmake -find_package(f3d REQUIRED) -[...] -target_link_libraries(target f3d::libf3d) -``` diff --git a/THIRD_PARTY_LICENSES.md b/THIRD_PARTY_LICENSES.md deleted file mode 100644 index c62bddb4cd..0000000000 --- a/THIRD_PARTY_LICENSES.md +++ /dev/null @@ -1,246 +0,0 @@ -# Third Party Copyrights and License within F3D source - -## cxxopts.hpp: -``` -Copyright (c) 2014, 2015, 2016, 2017 Jarryd Beck - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. -``` - -## json.hpp: -``` - __ _____ _____ _____ - __| | __| | | | JSON for Modern C++ -| | |__ | | | | | | version 3.10.5 -|_____|_____|_____|_|___| https://github.com/nlohmann/json - -Licensed under the MIT License . -SPDX-License-Identifier: MIT -Copyright (c) 2013-2022 Niels Lohmann . - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. -``` - -## FileAssociation.nsh: -``` -by Vytautas Krivickas from https://nsis.sourceforge.io/File_Association. - -No license provided. -``` - -# Third Party Copyrights and License within F3D binary release - -## VTK License: - -``` - Program: Visualization Toolkit - Module: Copyright.txt - -Copyright (c) 1993-2015 Ken Martin, Will Schroeder, Bill Lorensen -All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. - - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - - * Neither name of Ken Martin, Will Schroeder, or Bill Lorensen nor the names - of any contributors may be used to endorse or promote products derived - from this software without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' -AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE -IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL -DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR -SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER -CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, -OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -``` - -## Assimp License: -``` -Open Asset Import Library (assimp) - -Copyright (c) 2006-2021, assimp team -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - -Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors -http://code.google.com/p/poly2tri/ - -All rights reserved. -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - -* Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. -* Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. -* Neither the name of Poly2Tri nor the names of its contributors may be - used to endorse or promote products derived from this software without specific - prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR -CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, -EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR -PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF -LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING -NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -``` - -## Alembic License: -``` -TM & © 2009-2015 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. -All rights reserved. - -Industrial Light & Magic, ILM and the Bulb and Gear design logo are all -registered trademarks or service marks of Lucasfilm Ltd. - -© 2009-2015 Sony Pictures Imageworks Inc. All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are -met: -* Redistributions of source code must retain the above copyright -notice, this list of conditions and the following disclaimer. -* Redistributions in binary form must reproduce the above -copyright notice, this list of conditions and the following disclaimer -in the documentation and/or other materials provided with the -distribution. -* Neither the name of Industrial Light & Magic nor the names of -its contributors may be used to endorse or promote products derived -from this software without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - - -------------------------------------------------------------------------------- - -ALEMBIC ATTACHMENT A — -REQUIRED NOTICES FOR DISTRIBUTION - -The Alembic Software is distributed along with certain third party -components licensed under various open source software licenses ("Open -Source Components"). In addition to the warranty disclaimers contained -in the open source licenses found below, Industrial Light & Magic, a -division of Lucasfilm Entertainment Company Ltd. ("ILM") makes the -following disclaimers regarding the Open Source Components on behalf of -itself, the copyright holders, contributors, and licensors of such Open -Source Components: - -TO THE FULLEST EXTENT PERMITTED UNDER APPLICABLE LAW, THE OPEN SOURCE -COMPONENTS ARE PROVIDED BY THE COPYRIGHT HOLDERS, CONTRIBUTORS, -LICENSORS, AND ILM "AS IS" AND ANY REPRESENTATIONS OR WARRANTIES OF ANY -KIND, WHETHER ORAL OR WRITTEN, WHETHER EXPRESS, IMPLIED, OR ARISING BY -STATUTE, CUSTOM, COURSE OF DEALING, OR TRADE USAGE, INCLUDING WITHOUT -LIMITATION THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY, FITNESS FOR -A PARTICULAR PURPOSE, AND NON-INFRINGEMENT, ARE DISCLAIMED. IN NO EVENT -WILL THE COPYRIGHT OWNER, CONTRIBUTORS, LICENSORS, OR ILM AND/OR ITS -AFFILIATES BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, -EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR -PROFITS; OR BUSINESS INTERRUPTION), HOWEVER CAUSED AND ON ANY THEORY OF -LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING -NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE OPEN -SOURCE COMPONENTS, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -``` - -## Imath License: -``` -Copyright Contributors to the OpenEXR Project. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - -1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. - -2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. - -3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -```