Papervision3D Branches
Inside the Papervision3D source, besides existing an AS2 and AS3 version, there are five derivate branches: MaterialsRestructor, Phunky, ascollada, frustrum and timk_frustum. I decided to research a bit about each one and write about what I founded..
The most important of these branches is the one called Phunky. It is the branch that will soon became the 2.0 version of Papervision3D, which in the SVN trunk is now tagged Beta 1.7 (dated 20.08.07). So, if you're using trunk, you should expect only bug-fixes. It's a bit different from other open-source projects where trunk normally means the latest revision of the project. For Papervision3D, you can think of trunk as a stable version (whatever that means for a software that's in Beta).
Someone said on the list that "switching from trunk to Phunky shouldn't break anything (doesn't impinge on the API) but should net you a performance increase".
MaterialsRestructor was a branch created to test code regarding Materials. Once changes are tested the most likely is that they go into trunk or Phunky.
I don't know much about the 'ascollada' branch besides the fact that it was created by Tim Knip and that he tries to maintain it in sync with ascollada, a actionscript library for parsing COLLADA files. I've tested loading some COLLADA files with Beta 1.7 and it works fine so I don't have the need to use this branch yet but Ivan is using it (the DEA class), so he might have something to add here.
The 'frustum' (definition) branch has a 'BVH mocap importer class' with a beautiful sample here, but I was unable to find the real purpose of this branch. You can check the examples folder for the sample sources.
'timk_frustum' is a branch that appeared when Tim Knip put up for testing a new FrustumCamera3D, in early August 2007. This class is now also at the 'frustum' branch.
And that's it. If you know more about this and want to share please do. Thanks.
Update: John Grden posted a comment explaining a bit more about the branches, thanks!
November 16th, 2007 at 9:15 am
awesome!! Ok, here’s the breakdown of the branches:
materials - that’s old and I need to delete it. That was the materials refactor I did and that’s already been added to the trunk
frustrum - that was an original folder by Ralph to work on Frustrum Camera. Immediately after creating it, Tim told us he already had it working
tim_frustrum - tim’s frustrum camera which will be in 2.0
Phunky - PV3D 1.9 actually. Foundation for 2.0 and will be deleted after 2.0 is fused into the trunk
ascollada - created for Tim to park a version ascollada so we could work with it with PV3D. ASCollada will be apart of the 2.0 release as well as the foundation for Collada support in the 2.0 version of the CS3 Component
As soon as 2.0 is released, we’re going to go clean our those branches completely, get the trunk updated and create a 2.0 tag.
November 16th, 2007 at 4:44 pm
Woo! That comment by John rocks!
I am getting so excited about the impending dawn of 2.0!
\m/
November 16th, 2007 at 11:11 pm
Yeah i can’t wait to get my hands on it
November 19th, 2007 at 11:01 am
I use Ascollada branch to import collada files that contain animation, recently tim knip told-me that exists a class where you can control the animation like a movieClip. http://ascollada.googlecode.com/svn/as3/branches/Phunky/trunk/src/org/papervision3d/animation/AnimationController.as
dae.controller.play();
dae.controller.stop();
dae.controller.gotoAndPlay( theFrameNumber );
dae.controller.gotoAndStop( theFrameNumber );
Nice!!!
November 27th, 2007 at 11:28 am
I couldn’t understand some parts of this article Papervision3D Branches, but I guess I just need to check some more resources regarding this, because it sounds interesting.
November 29th, 2007 at 4:31 am
What are your questions? We’ll be more than happy to answer them
November 29th, 2007 at 1:11 pm
I was really confused with the “branch” term. So thanks for this enlightenment
November 29th, 2007 at 3:08 pm
pv3d v2.0 will be the dawn of a golden age… The sigularity if you will
January 8th, 2008 at 11:47 am
hi everybody!
i guess, there are some changes in the DEA classs? i use the actual DAE from the repository “GreatWhite” branche. how does the dae_instance.controller work now? how can i decide which of two animations to play?
thank you very much!
br,
lev
January 10th, 2008 at 10:33 am
Hi LevLedit,
This is explanation here is only for the 1.xx version of PV3D.
We are working on a revised explanation of the different branches. I’ll mail you when we have it
March 11th, 2008 at 7:52 am
It would be wonderful if you mail to me the revised explanation too.
Thanks in advance.
October 24th, 2008 at 12:43 pm
You site is good!!!
Show my links please.