P3D File Format - ODOLV7: Difference between revisions

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


Line 59: Line 59:
  LodStruct
  LodStruct
  {
  {
   struct        VerticesStruct;
   struct        VertexTable;
   struct        UnknownStruct; // contains some max/min vertices positions
   struct        UnknownStruct; // contains some max/min vertices positions
   struct        TexturesStruct;
   struct        TexturesStruct;
Line 67: Line 67:
   Face          Faces[NoOfFaces];
   Face          Faces[NoOfFaces];
   ulong          nSections;
   ulong          nSections;
   LODSection    LODSections[nSections];
   LODSection    LODSections[nSections]; // see [[P3D Lod Sections]]
   ulong          nNamedSelections;
   ulong          nNamedSelections;
   NamedSelection NamedSelections[nNamedSelections];
   NamedSelection NamedSelections[nNamedSelections];
Line 81: Line 81:
  };
  };


===VerticesStruct===
===VertexTable===
   VerticesStruct
   VertexTable
   {  
   {  
     CompressedStruct PointFlags //(vertices)
     CompressedStruct PointFlags //(vertices)
Line 164: Line 164:




===LODSection===
  LODSection
  {
    ulong  FaceLowerIndex;
    ulong  FaceUpperIndex;
    ulong  UserValue;
    short  TextureIndex;      // as per Face struct
    ulong  (ODOL)FaceFlags;    // as per Face struct
  }


The TextureIndex is a zero based array. If set to -1, there are no textures for this face or section
The TextureIndex is a zero based array. If set to -1, there are no textures for this face or section
Line 204: Line 195:
  }
  }


==ModelInfo==


see [[P3D Model Info]]


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


[[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 05:28, 15 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;
 Face           Faces[NoOfFaces];
 ulong          nSections;
 LODSection     LODSections[nSections];  // see P3D Lod Sections
 ulong          nNamedSelections;
 NamedSelection NamedSelections[nNamedSelections];
 ulong          nNamedProperties;
 NamedProperty  NamedProperties[nNamedProperties];
 ulong          nFrames;
 Frame          Frames[nFrames];
 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.


Face

Face
{
  ulong  FaceFlags;
  short  TextureIndex; 
  byte   nVertices;  // 3==Triangle or 4==Box
  ushort VerticesIndex[nVertices];
}


The TextureIndex is a zero based array. If set to -1, there are no textures for this face or section

NamedSelection

See P3D Named Selections

NamedProperty

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

Frame

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

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