P3D File Format - ODOLV7: Difference between revisions

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{{unsupported-doc}}
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===Legend===
 
=General=
==Legend==
see [[Generic FileFormat Data Types]]
see [[Generic FileFormat Data Types]]
==CompressedStructures==


===Intro===
(potentially) compressed arrays are endemic to most blocks contained in a p3d.
 
====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
  CompressedStruct
Line 31: 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=
  ODOLV7
  ODOLV7
  {
  {
   StandardP3DHeader Header;
   StandardP3DHeader Header;
   LodStruct Lods[LodCount];
   LodStruct         Lods[Header.LodCount];
   float    Resolution[LodCount];
   [[P3D Model Info|ModelInfo]]        ModelInfo;
  ulong    Unknown;        // typically 02 01 00 00
  float    Pair[2];         // typically 48 74 07 3F  : 48 74 07 3F . pair is often the same
  ulong    Unknown[3]      // typically 00 00 00 00 00 00 00 00 00 00 B0 0D
  bytes    Unknown[120];    // a mixture of floats and index values
  bytes    UnknownFlags[6]; // typically 01 00 00 01 00 16
  ulong    Count;
  float    Array[Count];    // potentially compressed
  float    UnknownFloats[4];// almost consistently 00 00 00 00 : F9 02 15 50 : 00 00 48 43 : 0A D7 A3 3B
  ulong    UnknownLongs[3]; // generally FF FF FF FF FF FF FF FF FF FF FF FF
  };
  };


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


===LodStruct===
==LodStruct==
  LodStruct
  LodStruct
  {
  {
   '''struct''' VerticesStruct;
   [[#VertexTable|VertexTable]]    VertexTable;
   float         UnknownFloat1;
   '''float[2]'''  UnknownFloat1;           ''// contains some max/min vertices positions''
   float         UnknownFloat2;
   '''float[3]'''   MinPos;
   XYZTriplet    MinPos;
   '''float[3]'''  MaxPos;
   XYZTriplet    MaxPos;
   '''float[3]'''  AutoCenterPos;
   XYZTriplet    AutoCenterPos;
   '''float'''      UnknownFloat2;
   float         UnknownFloat3;
  [[#Textures|Textures]]      Textures;
   '''struct'''  TexturesStruct;
   [[P3D Lod Edges|LodEdges]]      LodEdges;        
    
   ulong          NoOfFaces;
   '''structs''' TableStructs;  
   ulong          OffsetToLodSections;
  [[P3D Lod Faces|LodFace]]        LodFaces[NoOfFaces];              // ie polygons
   '''struct'''  FacesStruct;
   ulong          nSections;
   [[P3D Lod Sections|LODSection]]    LODSections[nSections];
   '''struct'''  LODSections;
   ulong          nNamedSelections;
   ulong          nNamedSelections;
   NamedSelection NamedSelections[nNamedSelections];
   [[P3D Named Selections|NamedSelection]] NamedSelections[nNamedSelections];
   ulong          nNamedProperties;
   ulong          nTokens;
   NamedProperty  NamedProperties[nNamedProperties];
   [[#NamedProperty|NamedProperty]] NamedProperties[nTokens];
   ulong          nFrames;
   ulong          nFrames;
   Frame          Frames[nFrames];
   [[P3D Lod Frames|Frame]]         Frames[nFrames];  
    
   ulong          IconColor;
   '''ulong'''   Unknown[3];
   ulong         SelectedColor;
   ulong          Unknown;
   '''struct'''  ProxiStruct;
  ulong          nProxies;
   [[P3D Lod Proxies|LodProxy]]      LodProxies[nProxies];
  };
  };


===VerticesStruct===
===VertexTable===
   VerticesStruct
   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 133: Line 102:
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.
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.
===NamedProperty===
'''MLOD'''vertexindex = MlodIndex[ OdolIndex['''ODOL'''vertexindex] ];''
   struct
 
===FacesStruct===
struct Faces
{
  '''ulong'''  FacesCount;
  '''ulong'''  unknown;
   '''struct''' Face
  {
  '''ulong'''  Attribs;
  '''short'''  TextureIndex;
  '''byte'''  Count;  // always 3 or 4
  '''ushort''' VerticesIndex[Count];
  }[FacesCount];
};
 
The TextureIndex is a zero based array. If set to -1, there are no textures for this face.
 
===LOD Sections===
  LODSections
  {
  '''ulong'''  nSections;
  Sections[nSections]
  {
      ulong  FaceLowerIndex;
      ulong  FaceUpperIndex;
      ulong  UserValue;
      short  TextureIndex;      // -1 if not textured
      ulong  ODOL_FaceFlags;
  };
  }
 
===NamedSelection===
NamedSelection
{
  '''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
  '''ulong''' Unknown[Count];
  }
  '''byte''' IsSectional;
  CompressedStruct UnknownUlong2
  {
  '''ulong''' Count;                    ''// if etc
  '''ulong''' Unknown[Count];
  }
  CompressedStruct Faces
  {
  '''ulong''' Count;                    ''// if etc
  '''ushort''' Faces[Count];
  }
  CompressedStruct TextureWeights      // probably
   {
   {
  '''ulong''' Count;                   ''// if etc
    Asciiz Property;// "noshadow" = "1" eg
  '''byte''' TextureWeights[Count];
    Asciiz Value;
   }
   }
};
===NamedProperty===
  NamedProperty
  {
    '''asciiz''' Name;  ''// "noshadow\0"
    '''asciiz''' Value; ''//"1\0"'
  };


===Frame===
    Frame
    {
      float FrameTime;
      ulong nBones;
      XYZTriplet [nBones];
    };
===ProxiStruct===
ProxiStruct
{
  '''ulong'''  Count;
  '''struct''' Proxi
  {
  '''asciiz''' Name;
  '''float''' rotationMatrix[9];
  '''float''' translation[3];
  '''ulong''' Index[2];
  }[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