P3D File Format - ODOLV7: Difference between revisions

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   NamedProperty  NamedProperties[nNamedProperties];
   NamedProperty  NamedProperties[nNamedProperties];
   ulong          nFrames;
   ulong          nFrames;
   Frame          Frames[nFrames];
   Frame          Frames[nFrames]; // see [[P3D Lod Frames]]
   ulong          IconColor;
   ulong          IconColor;
   ulong          SelectedColor;
   ulong          SelectedColor;
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   };
   };


===Frame===
 
    Frame
    {
      float      FrameTime;
      ulong      nBones;      //same as any  VerticesStruct.Count
      XYZTriplet BonePos[nBones];
    };


===ProxyStruct===
===ProxyStruct===

Revision as of 07:18, 19 May 2010

Template:unsupported-doc

Legend

see Generic FileFormat Data Types

Intro

CompressedStruct

ODOL7 uses (potentially) compressed arrays.

This obviously slows the engine down during loading. At the time of CWC development, game file sizes were important.

(potentially) compressed arrays are contained in a CompressedStruct

CompressedStructs are endemic to most blocks contained in the p3d.

CompressedStruct
{
  ulong  Count;
  <type> Array[Count];
};


if Count * sizeof(<type>) exceeds 1023 bytes the array is compressed. The resulting array will be expanded using lzh compression exactly as found in pbo's (for instance)

After de-compression, the Count remains the same because it is a count of the arraytype.

For uncompressed arrays (byte count < 1024) the Count and data are treated 'as is'.


Thus for various Array <types>

*ulong Array:    > 255  // 1024 /   sizeof(ulong)
*float thing[2]: > 127  // 1024 / 2*sizeof(float)
*SomeStructure:  >      // count * sizeof (SomeStructure) > 1023


Note that potentially compressed arrays in these structures only have an known output length. the decompressor therefore must work on infinite input length. see example decompression at end of document

Odol7Stuct

ODOLV7
{
  StandardP3DHeader Header;
  LodStruct Lods[Header.LodCount];
  struct    ModelInfo;            //see P3D Model Info
};

StandardP3DHeader

StandardP3DHeader
{
  char      Signature[4];      //"ODOL"
  ulong     Version;           // 7
  ulong     LodCount;          // at least one
}

LodStruct

LodStruct
{
 struct         VertexTable;
 struct         UnknownStruct; // contains some max/min vertices positions
 struct         TexturesStruct;
 struct         VertexIndices; 
 ulong          NoOfFaces;
 ulong          OffsetToSectionStruct;
 LodFace        LodFaces[NoOfFaces];     // ie polygons see P3D Lod Faces
 ulong          nSections;
 LODSection     LODSections[nSections];  // see P3D Lod Sections
 ulong          nNamedSelections;
 NamedSelection NamedSelections[nNamedSelections]; //See P3D Named Selections
 ulong          nNamedProperties;
 NamedProperty  NamedProperties[nNamedProperties];
 ulong          nFrames;
 Frame          Frames[nFrames]; // see P3D Lod Frames
 ulong          IconColor;
 ulong          SelectedColor;
 ulong          Unknown;
 ulong          nProxies;
 ProxyStruct    ProxyStructs[nProxies];   
};

VertexTable

 VertexTable
 { 
   CompressedStruct PointFlags //(vertices)
   {
    ulong Count;              // see P3D Point(Vertex) Flags
    ulong PointFlag[Count];     
   }
   CompressedStruct UVset
   {
    ulong  Count;              // if > 127 then array is compressed 
    UVPair UVsets[Count];       
   }
   struct Points // (Vertices)
   {
    ulong      Count;              
    XYZTriplet Point[Count]; 
   }
   struct Normals
   {
    ulong Count;             
    float Normals[Count][3];  // XZY
   }
 }
  • Count is the same value for all four tables.
  • The Position and Normals tables appear to be always uncompressed raw data.

UVPair

UVSet
{
 float U,V;
}

UnKnownStruct

UnKnownStruct
{
 UVPair       UnknownUV; // just a guess           
 XYZTriplet   MinPos;
 XYZTriplet   MaxPos;
 XYZTriplet   AutoCenterPos;
 float        UnknownFloat;
}

TexturesStruct

 struct Textures
 {
  ulong  Count;
  asciiz Textures[...];          // "data/1.paa\0data/2.paa\0"...
 }

Count corresponds to the number of concatenated strings. It is required, since, architecturally at least, one of more of the asciiz strings could be null.

VertexIndices

VertexIndices
{
 CompressedStruct 
 {
  ulong  Count;            // if > 511 etc  
  ushort MlodIndex[Count];
 }
 CompressedStruct
 {
  ulong  nVerticesStructs;           // same value as any of the VerticesStruct.Counts
  ushort VerticesStructNum[nVerticesStructs];
 }
}

For each of the VerticesStructs (0..Count-1) there is a lookup into the MlodIndex

MLODvertexindex = MlodIndex[ VerticesStructNum[Count] ];

Tables are used to join vertices. Each face has got 3 or 4 vertices that are unique for each face Eg. Every vertex is owned only by 1 face.

NamedProperty

 NamedProperty
 {
   asciiz Name;  // "noshadow\0"
   asciiz Value; //"1\0"'
 };


ProxyStruct

ProxyStruct
{
  asciiz          Name;
  TransformMatrix Transform;//see Generic FileFormat Data Types
  ulong           Indices[2];
}


Related Page(s)

LZ in ODOL

see Compressed LZSS File Format

Model File Formats