Open Asset Import Library ( Assimp ) is a cross-platform 3D model import library which aims to provide a common application programming interface (API) for different 3D asset file formats . Written in C++ , it offers interfaces for both C and C++. Bindings to other languages (e.g., BlitzMax , C# , Python ) are developed as part of the project or are available elsewhere. Given the importance and benefits of Assimp, a pure Java (/Kotlin) port is being developed here .
9-717: The imported data is provided in a straightforward, hierarchical data structure. Configurable post processing steps (i.e., normal and tangent generation, various optimizations) augment the feature set. Assimp currently supports 57 different file formats for reading, including COLLADA (.dae), 3DS , DirectX X , Wavefront OBJ and Blender 3D (.blend). As of Version 3.0 Assimp also provides export functionality for some file formats. Several open source projects use Assimp, such as MonoGame and Urho3D . Torque3D added Assimp in Torque3D 4.0. Godot added Assimp in Godot 3.2, but this
18-717: A .dae (digital asset exchange) filename extension . Originally created at Sony Computer Entertainment by Rémi Arnaud and Mark C. Barnes, it has since become the property of the Khronos Group , a member-funded industry consortium, which now shares the copyright with Sony. The COLLADA schema and specification are freely available from the Khronos Group. The COLLADA DOM uses the SCEA Shared Source License 1.0 . Several graphics companies collaborated with Sony from COLLADA's beginnings to create
27-647: A large suite of examples, ensuring that they conform properly to the specification. In July 2012, the CTS software was released on GitHub , allowing for community contributions. ISO/PAS 17506:2012 Industrial automation systems and integration -- COLLADA digital asset schema specification for 3D visualization of industrial data was published in July 2012. COLLADA was originally intended as an intermediate format for transporting data from one digital content creation (DCC) tool to another application. Applications exist to support
36-571: A native interface. Bullet (software) Bullet is a physics engine which simulates collision detection as well as soft and rigid body dynamics . It has been used in video games and for visual effects in movies. Erwin Coumans, its main author, won a Scientific and Technical Academy Award for his work on Bullet. He worked for Sony Computer Entertainment US R&D from 2003 until 2010, for AMD until 2014, for Google until 2022 and he now works for Nvidia . The Bullet physics library
45-578: A tool that would be useful to the widest possible audience, and COLLADA continues to evolve through the efforts of Khronos contributors. Early collaborators included Alias Systems Corporation , Criterion Software , Autodesk, Inc. , and Avid Technology . Dozens of commercial game studios and game engines have adopted the standard. In March 2011, Khronos released the COLLADA Conformance Test Suite (CTS). The suite allows applications that import and export COLLADA to test against
54-592: The abstract found in the COLLADA file and transferring it into a form that the middleware can support and represent in a physical simulation. This also enables different middleware and tools to exchange physics data in a standardized manner. The Physics Abstraction Layer provides support for COLLADA Physics to multiple physics engines that do not natively provide COLLADA support including JigLib , OpenTissue , Tokamak physics engine and True Axis. PAL also provides support for COLLADA to physics engines that also feature
63-487: The physical attributes for the objects in the scene. This is done by defining the rigid bodies that should be linked to the visual representations. More features include support for ragdolls, collision volumes, physical constraints between physical objects, and global physical properties such as gravitation. Physics middleware products that support this standard include Bullet Physics Library , Open Dynamics Engine , PAL and NVIDIA's PhysX . These products support by reading
72-485: The usage of several DCCs, including: Originally intended as an interchange format, many game engines now support COLLADA, including: Some games and 3D applications have started to support COLLADA: As of version 1.4, physics support was added to the COLLADA standard. The goal is to allow content creators to define various physical attributes in visual scenes. For example, one can define surface material properties such as friction. Furthermore, content creators can define
81-719: Was replaced in Godot 3.3 and later. This computer-library -related article is a stub . You can help Misplaced Pages by expanding it . COLLADA COLLADA (for 'collaborative design activity') is an interchange file format for interactive 3D applications. It is managed by the nonprofit technology consortium, the Khronos Group , and has been adopted by ISO as a publicly available specification, ISO/PAS 17506. COLLADA defines an open standard XML schema for exchanging digital assets among various graphics software applications that might otherwise store their assets in incompatible file formats. COLLADA documents that describe digital assets are XML files, usually identified with
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