P3D File Format - ODOLV7: Difference between revisions

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===Legend===
byte:    8 bits unsigned
char:    8 bit ascii character
char[]:  fixed length string
asciiz:  null terminated char string
asciiz... concatetaned asciiz strings
asciiz[]: fixed length and null terminated anyway
ulong:    unsigned integer 32bit. 4 bytes
ushort:  unsigned integer 16bit 2 bytes
short:    signed integer 16bit 2 bytes
float:    4 bytes


===Intro===
=General=
==Legend==
see [[Generic FileFormat Data Types]]
==CompressedStructures==


====CompressedStruct====
(potentially) compressed arrays are endemic to most blocks contained in a p3d.
 
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
  CompressedStruct
Line 40: Line 24:


Thus for various Array <types>
Thus for various Array <types>
*ulong Array:    > 255  // 1024 /  sizeof(ulong)
*ulong Array:    > 255  // 1024 /  sizeof(ulong)
*float thing[2]: > 127  // 1024 / 2*sizeof(float)
*float thing[2]: > 127  // 1024 / 2*sizeof(float)
*SomeStructure:  >      // count * sizeof (SomeStructure) > 1023
*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.


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===
=Odol7Stuct=
  struct ODOL
  ODOLV7
  {
  {
   char      Signature[4];      ''//"ODOL"''
  StandardP3DHeader Header;
  LodStruct        Lods[Header.LodCount];
  [[P3D Model Info|ModelInfo]]        ModelInfo;
};
 
==StandardP3DHeader==
StandardP3DHeader
{
   char      Signature[4];      ''//"ODOL" (vs MLOD eg)''
   ulong    Version;          ''// 7''
   ulong    Version;          ''// 7''
   ulong    LodCount;          ''// at least one''
   ulong    LodCount;          ''// at least one''
  LodStruct Lod[LodCount];
  }
  ulong    ResolutionCount;  ''// same as LodCount''
  float    Resolution[ResolutionCount];
  byte      unknownBytes[24];
  float    offset[3];        ''// model offset (unknown functionality)
  ulong    mapIconColor;      ''// RGBA 32 color
  ulong    mapSelectedColor;  ''// RGBA 32 color
  ulong    unknownValue;
  float    bboxMinPosition[3]; ''// minimum coordinates of bounding box
  float    bboxMaxPosition[3]; ''// maximum coordinates of bounding box
  float    wrpModelOffset[3];  ''// offset value to apply when object is placed on a WRP
  float    offset2[3];        ''// another offset value (unknown functionality)
  };


===LodStruct===
==LodStruct==
  LodStruct
  LodStruct
  {
  {
   '''CompressedStructs''' VerticesStruct[...];
   [[#VertexTable|VertexTable]]   VertexTable;
  float          UnknownFloat1;
   '''float'''            Unkown[12];          ''// contains some max/min vertices positions''
  float          UnknownFloat2;
  XYZTriplet    MinPos;
   '''                ''' TexturesStruct[...];
  XYZTriplet    MaxPos;
    
  XYZTriplet    AutoCenterPos;
   '''CompressedStructs''' TableStruct[...];
   float         UnknownFloat3;
  [[#Textures|Textures]]       Textures;
   '''CompressedStructs''' FacesStruct[...];
  [[P3D Lod Edges|LodEdges]]      LodEdges;       
  ulong         NoOfFaces;
   '''CompressedStruct''' UnknownStructOne[...];
  ulong          OffsetToLodSections;
   [[P3D Lod Faces|LodFace]]        LodFaces[NoOfFaces];               // ie polygons
   '''CompressedStructs''' NamedStruct[...];
   ulong          nSections;
    
   [[P3D Lod Sections|LODSection]]    LODSections[nSections];
   '''CompressedStruct'''  UnknownStructTwo[...];
  ulong          nNamedSelections;
   [[P3D Named Selections|NamedSelection]] NamedSelections[nNamedSelections];
   '''CompressedStruct'''  ProxiStruct[...];
  ulong          nTokens;
   [[#NamedProperty|NamedProperty]] NamedProperties[nTokens];
  ulong          nFrames;
   [[P3D Lod Frames|Frame]]          Frames[nFrames];  
   ulong          IconColor;
  ulong          SelectedColor;
   ulong          Unknown;
  ulong          nProxies;
   [[P3D Lod Proxies|LodProxy]]      LodProxies[nProxies];
  };
  };


===VerticesStructs===
===VertexTable===
   VerticesStructs
   struct
   {  
   {  
     CompressedStruct Attribs
     ulong      Count;             
     {
     ulong       PointFlags[Count]; // compressed. see [[P3D Point and Face Flags]]
    '''ulong''' Count;             ''// if > 255 then array is compressed  
     ulong       Count;            
    '''ulong''' Attribs[Count];   
    UVPair     UV1[Count];         // compressed
     }
     ulong       Count;               
    CompressedStruct UVset
    XYZTriplet  Points[Count];     // UNcompressed
    {
     ulong       Count;             
    '''ulong''' Count;             ''// if > 127 then array is compressed
    XYZTriplet  Normals[Count];     // UNcompressed
     '''float''' UVset[Count];      
     }
    struct Position
    {
    '''ulong''' Count;               
    '''float''' Position[Count][3]; ''// XZY
     }
    struct Normals
    {
    '''ulong''' Count;             
    '''float''' Normals[Count][3]; ''// XZY
    }
   }
   }


*Count is the same value for all four tables.
*Count is the same value for all four tables.
*The Position and Normals tables appear to be always uncompressed raw data.


===TexturesStruct===
===Textures===
   struct Textures
   struct
   {
   {
   '''ulong'''  Count;
   '''ulong'''  Count;
Line 126: Line 100:
   }
   }


Count corresponds to the number of concatenated strings and is somewhat redundant.
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.
 
===TableStruct===
struct TableStruct
{
  CompressedStruct
  {
  '''ulong'''  Count;            ''// if > 511 etc'' 
  '''ushort''' MlodIndex[Count];
  }
  CompressedStruct
  {
  '''ulong'''  Count;          ''// this Count is same value as any Vertices.Count''
  '''ushort''' OdolIndex[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.
'''MLOD'''vertexindex = MlodIndex[ OdolIndex['''ODOL'''vertexindex] ];''
 
===FacesStruct===
struct Faces
{
  '''ulong'''  FacesCount;
  '''ulong'''  unknown;
  '''struct''' Face
  {
  '''ulong'''  Attribs;
  '''short'''  TextureIndex;
  '''byte'''  Count;  // always 3 or 4
  '''ushort''' VerticesIndex[4];
  }[FacesCount];
};
 
The TextureIndex is a zero based array. If set to -1, there are no textures for this face.
 
There are *always* 4 ushort indices allocated. Either 3, or 4 are used.
 
===UnknownStructOne===
  CompressedStruct
  {
  '''ulong'''  Count;
  '''byte'''  Unknown[Count][18];
  }
 
===NamedStruct===
NamedStruct
{
  CompressedStruct Selection
  {
  '''ulong'''  Count;
  '''struct''' NamedSelection[Count];
  }
  CompressedStruct Properties
  {
  '''ulong'''  Count;
  '''struct''' NamedPropeties[Count]
  }
}
 




====NamedSelection====
===NamedProperty===
'''struct''' NamedSelection
  struct
{
  '''asciiz''' name;
  CompressedStruct Vertices
  {
  '''ulong'''  Count;                  ''// if > 511 then array is compressed
  '''ushort''' Vertices[Count];
  }
  CompressedStruct UnknownUshort
  {
  '''ulong'''  Count;                ''// if > 511 then array is compressed
  '''ushort'''  Unknown[Count];
  }
  CompressedStruct UnknownUlong
   {
   {
  '''ulong''' Count;                   ''// if > 255 then array is compressed
    Asciiz Property;// "noshadow" = "1" eg
  '''ulong''' Unknown[Count];
    Asciiz Value;
   }
   }
  '''byte''' Unknown;
  CompressedStruct UnknownUlong2
  {
  '''ulong''' Count;                    ''// if etc
  '''ulong''' Unknown[Count];
  }
  CompressedStruct Faces
  {
  '''ulong''' Count;                    ''// if etc
  '''ushort''' Faces[Count];
  }
  CompressedStruct UnknownByte
  {
  '''ulong''' Count;                    ''// if etc
  '''byte''' Unknown[Count];
  }
};
====NamedPropeties====
'''struct''' NamedPropeties
{
  '''asciiz''' Name;  ''// "noshadow\0"
  '''asciiz''' Value; ''//"1\0"'
};
===UnknownStructTwo===
CompressedStruct
{
  '''ulong'''  Count;
  '''struct''' Unknown
  {
    '''ulong''' Unknown;
    CompressedStruct
    {
      '''ulong''' Count;
      '''byte'''  Unknown[Count][12] ''// unknown value :-( i know nothing about it''
    }
  }[Count];
}


===ProxiStruct===
CompressedStruct
{
  '''ulong'''  Count;
  '''struct''' Proxi
  {
  '''asciiz''' Name;
  '''float''' rotationMatrix[9];
  '''float''' translation[3];
  }[Count];;
}
===LZ in ODOL===
''Lempel-Ziv compression
Note1.
Regardless of method, 4 extra bytes representing the checksum exist at end of the data count.
Note2.
The compression code is identical to that employed by pbo packed structures. However, unlike pbo's, the size  of the compressed data is unknown, only it's ultimate length. The code below fudges it.
==== pascal code====
'''function''' LZBlockRead(var F:file; var outdata:array of byte;szout:integer):byte;
'''var'''
k, r, pr, pi,po,i,j:integer;
flags:word;
buf:'''array'''[0..$100e] '''of''' byte;
c:byte;
crc:integer;
'''begin'''
po:=0;
pi:=0;
flags:=0;
r:=0;
'''for''' k := 0 '''to''' $100F-1 '''do''' buf[k] := $20;
        '''while''' (po < szout) '''do'''
        '''begin'''
            flags:= flags '''shr''' 1;
            '''if''' ((flags '''and''' $100)= 0) '''then'''
                '''begin'''
                  BlockRead(F,c,1);  ''// direct reading from file''
                  inc(pi);
                  flags := c '''or''' $ff00;
                '''end''';
            '''if''' (flags and 1)=1 '''then'''
                '''begin'''
                  '''if''' (po >= szout)'''then''' '''break''';
                  BlockRead(F,c,1);  ''// direct reading from file''
                  inc(pi);
                  outdata[po] := c;
                  inc(po);
                  buf[r] := c;
                  inc(r);
                  r :=r and $fff;
                '''end'''
            '''else'''
                '''begin'''
                  i:=0;
                  BlockRead(F,i,1);  ''// direct reading from file''
                  inc(pi);
                  j:=0;
                  BlockRead(F,j,1);'' // direct reading from file''
                  inc(pi);
                  i :=i or ((j '''and''' $f0) shl 4);
                  j := (j '''and''' $0f) + 2;
                  pr := r;
                  '''for''' k := 0 '''to''' j '''do'''
                    '''begin'''
                      c := buf[(pr - i + k''') and''' $fff];
                      '''if''' (po >= szout) '''then break''';
                      outdata[po]:= c;
                      inc(po);
                      buf[r]:= c;
                      inc(r);
                      r :=r '''and''' $fff;
                    '''end''';
              '''end''';
        '''end''';
      BlockRead(F,crc,4);  ''// 4 byte checksum.''
      result:= pi;
'''end''';
====C code====
'''int''' Decode('''unsigned char''' *in,'''unsigned char''' *out,'''int''' szin,'''int''' szout)
{
        szin = szin > 0? szin: 0x7fffffff;
        '''int'''  i, j, k, r = 0, pr, pi = 0,po = 0;
        '''unsigned int'''  flags = 0;
        '''unsigned char''' buf[0x100F], c;
        '''for''' (i = 0; i < 0x100F; buf[i] = 0x20, i++);
        '''while''' (pi < szin && po < szout)
        {
                '''if''' (((flags >>= 1) & 256) == 0)
                {
                        '''if'''(pi >= szin)'''break''';
                        c = in[pi++];
                        flags = c | 0xff00;
                }
                '''if''' (flags & 1)
                {
                        '''if'''(pi >= szin || po >= szout)'''break''';
                        c = in[pi++];
                        out[po++] = c;
                        buf[r++] = c;
                        r &= 0xfff;
                } '''else'''
                {
                        '''if'''(pi + 1 >= szin)'''break''';
                        i = in[pi++];
                        j = in[pi++];
                        i |= (j & 0xf0) << 4;
                        j  = (j & 0x0f) + 2;
                        pr = r;
                        '''for''' (k = 0; k <= j; k++)
                        {
                                c = buf[(pr - i + k) & 0xfff];
                                '''if'''(po >= szout)'''break''';
                                out[po++] = c;
                                buf[r++] = c;
                                r &= 0xfff;
                        }
                }
        }
        '''return''' pi;// next 4 bytes = checksum
}


=Related Page(s)=
=Related Page(s)=
==LZ in ODOL==
see [[Compressed LZSS File Format]]


[[BIS_File_Formats#3D_Model_File_Formats|Model File Formats]]
[[BIS_File_Formats#3D_Model_File_Formats|Model File Formats]]
[[Category:BIS_File_Formats]]
[[Category:BIS_File_Formats]]

Revision as of 18:14, 16 January 2017

Template:unsupported-doc


General

Legend

see Generic FileFormat Data Types

CompressedStructures

(potentially) compressed arrays are endemic to most blocks contained in a 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.


Odol7Stuct

ODOLV7
{
  StandardP3DHeader Header;
  LodStruct         Lods[Header.LodCount];
  ModelInfo         ModelInfo;
};

StandardP3DHeader

StandardP3DHeader
{
  char      Signature[4];      //"ODOL" (vs MLOD eg)
  ulong     Version;           // 7
  ulong     LodCount;          // at least one
}

LodStruct

LodStruct
{
 VertexTable    VertexTable;
 float          UnknownFloat1;
 float          UnknownFloat2;
 XYZTriplet     MinPos;
 XYZTriplet     MaxPos;
 XYZTriplet     AutoCenterPos;
 float          UnknownFloat3;
 Textures       Textures;
 LodEdges       LodEdges;         
 ulong          NoOfFaces;
 ulong          OffsetToLodSections;
 LodFace        LodFaces[NoOfFaces];               // ie polygons
 ulong          nSections;
 LODSection     LODSections[nSections];
 ulong          nNamedSelections;
 NamedSelection NamedSelections[nNamedSelections];
 ulong          nTokens;
 NamedProperty  NamedProperties[nTokens];
 ulong          nFrames;
 Frame          Frames[nFrames]; 
 ulong          IconColor;
 ulong          SelectedColor;
 ulong          Unknown;
 ulong          nProxies;
 LodProxy       LodProxies[nProxies];
};

VertexTable

 struct
 { 
   ulong       Count;              
   ulong       PointFlags[Count];  // compressed. see P3D Point and Face Flags
   ulong       Count;             
   UVPair      UV1[Count];         // compressed 
   ulong       Count;              
   XYZTriplet  Points[Count];      // UNcompressed
   ulong       Count;             
   XYZTriplet  Normals[Count];     // UNcompressed
 }
  • Count is the same value for all four tables.

Textures

 struct
 {
  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.


NamedProperty

 struct
 {
    Asciiz Property;// "noshadow" = "1" eg
    Asciiz Value;
 }


Related Page(s)

LZ in ODOL

see Compressed LZSS File Format

Model File Formats