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SharpQuill

SharpQuill is an open source .NET library for reading and writing Oculus Quill scenes.

This project is not affiliated with Facebook or Oculus.

Features

  • .NET Standard 2.0+.
  • Reads, creates, modifies and saves Oculus Quill project files.
  • Exposes the scene hierarchy, transforms, drawings, paint strokes, vertices, animation (tweening & frame by frame).
  • Supported layer types: Group, Paint, Viewpoint, Camera. Not supported: Sound, Picture, Model.

Use cases

  • Exchange data with other VR painting programs or traditional programs.
  • Convert traditional assets into spatial drawings.
  • Create procedural VR paintings and render them in Quill.
  • Merge multiple scenes by cherry picking layers from various sources.

Limitations

  • The application state file (state.json) is currently not parsed and a default one is created on output.
  • Attachment layers of type Sound, Picture and Model are not currently supported.
  • The scene thumbnail is not supported.
  • The transform matrices from old projects (≤ Quill 1.3, circa 2017) are not supported. A work around is to open the file in a recent version of Quill and save it back.

Examples

Reading

Import a folder and print some top level info.

      var sequence = QuillSequenceReader.Read(<Directory path>);
      Console.WriteLine("Background color: {0}", sequence.BackgroundColor);
      Console.WriteLine("Framerate: {0}", sequence.Framerate);

Drill down the layer tree and print out paint layer statistics.

    // Visits the tree and prints the total number of strokes and vertices of each paint layer.
    private void VisitLayers(Layer layer)
    {
      if (layer is LayerGroup)
      {
        foreach (Layer child in ((LayerGroup)layer).Children)
          VisitLayers(child);
      }
      else if (layer is LayerPaint)
      {
        LayerPaint layerPaint = layer as LayerPaint;
        int countStrokes = 0;
        int countVertices = 0;
        foreach (Drawing drawing in layerPaint.Drawings)
        {
          countStrokes += drawing.Data.Strokes.Count;
          foreach (Stroke stroke in drawing.Data.Strokes)
            countVertices += stroke.Vertices.Count;
        }

        Console.WriteLine("Layer:{0}, Drawings:{1}, Strokes:{2}, Vertices:{3}", 
          layerPaint.Name, layerPaint.Drawings.Count, countStrokes, countVertices); 
      }
    }

    // Call.
    VisitLayers(sequence.RootLayer);

Writing

Create a new sequence, add an existing layer to some arbitrary path in the hierarchy, export to a folder.

    // Create the standard default scene but without any paint layer.
    var sequence = Sequence.CreateDefault();

    // Insert an existing layer somewhere in the hierarchy.
    // This creates the necessary groups along the way if they don't exist.
    // The inital "/" is interpreted as the root group of the sequence.
    sequence.InsertLayerAt(layer, "/Group/SubGroup/SubSubGroup");

    // Export the scene to a folder.
    QuillSequenceWriter.Write(sequence, <Directory path>);

Document object model

TODO

QBin binary format

http://joancharmant.com/blog/turning-real-scenes-into-vr-paintings/#oculus-quill-data-format

Contributing

Contributions are appreciated. The easiest way to get involved is to submit a pull request with your changes against the master branch.

License

Apache 2.0. See LICENSE for details.

About

SharpQuill is an open source .NET library for reading and writing Oculus Quill scenes.

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