P3D Lod Faces: Difference between revisions

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   //////////// MLOD ////////////////////////
   //////////// MLOD ////////////////////////
   char              TextureName[32]      // SP3X ONLY (ofp)
   char              TextureName[32]      // SP3X ONLY (ofp)
   ulong            type;                 // 3==Triangle or 4==Box
   ulong            FaceType;             // 3==Triangle or 4==Box
   PsuedoVertexTable PsuedoVertexTables[4];//
   PsuedoVertexTable PsuedoVertexTables[4];//
   ulong            FaceFlags;            // [[P3D Point and Face Flags]]
   ulong            FaceFlags;            // [[P3D Point and Face Flags]]
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   ulong            FaceFlags;            //ODOL7 ONLY see [[P3D Point and Face Flags]]
   ulong            FaceFlags;            //ODOL7 ONLY see [[P3D Point and Face Flags]]
   short            TextureIndex;        //ODOL7 ONLY
   short            TextureIndex;        //ODOL7 ONLY
   byte              type;                 // 3==Triangle or 4==Box
   byte              FaceType;             // 3==Triangle or 4==Box
   ushort            VertexTableIndex[type]//
   ushort            VertexTableIndex[FaceType];
   //////////////////////////////////////////
   //////////////////////////////////////////
  }
  }


There are always 3, or 4, vertices.
There are always 3, or 4, vertices represented by the value in FaceType.


*3 point vertices describe a triangle.
*3 point vertices describe a triangle.
*4 point vertices describe a rectangle.
*4 point vertices describe a rectangle.


The indices must be transformed as follows
Ultimately, the value points to a vertex table comprising of points, normals and uvset(s).
 
*Odol: The actual vertex wanted for each of the vertices of a triangle (eg) are carried in an index table within this structure. The so-called VertexTableIndex. This index table looks up the VertexTable of the lod.
 
*Mlod: The values of each vertex are supplied in a PsuedoVertexTable. Within which, are indexes to the respective points and normals. The PsuedoVertexTable has a fixed size of 4 vertices. The 4th is unused for triangles.
 
 
Indices themselves must be transformed as follows
*triangles  : 1st posn, 2nd posn, 0th posn.
*triangles  : 1st posn, 2nd posn, 0th posn.
*quadrangles : 1st, 2nd, 3rd, 0th
*quadrangles : 1st, 2nd, 3rd, 0th


The each of 3 (or 4) indexes look up their respective vertextable, which contains, points, normals, uvsets etc.


The TextureIndex is a zero based array. If set to -1, there are no textures  
The TextureIndex is a zero based array. If set to -1, there are no textures  


FaceFlags and Texture Index have been moved to [[P3D Lod Sections|LodSections]] in Arma
In Arma, the FaceFlags and Texture Index have been moved out to their own [[P3D Lod Sections|LodSections]].
 


==PsuedoVertexTable==
==PsuedoVertexTable==
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Irrespective whether a Face has 3 or 4 verts. There are always 4 vertex points described. In the case of a triangle the 4th vertex will have all zero entries.
 


===Polygon Vertex Order===
===Polygon Vertex Order===

Revision as of 15:37, 17 May 2010

Template:unsupported-doc

Alias 'Polygons'

LodFace

LodFace
{
  //////////// MLOD ////////////////////////
  char              TextureName[32]       // SP3X ONLY (ofp)
  ulong             FaceType;             // 3==Triangle or 4==Box
  PsuedoVertexTable PsuedoVertexTables[4];//
  ulong             FaceFlags;            // P3D Point and Face Flags
  Asciiz            TextureName;          // P3DM ONLY (arma)
  Asciiz            MaterialName;         // P3DM ONLY (arma)
  ////////// ODOL   ////////////////////////
  ulong             FaceFlags;            //ODOL7 ONLY see P3D Point and Face Flags
  short             TextureIndex;         //ODOL7 ONLY
  byte              FaceType;             // 3==Triangle or 4==Box
  ushort            VertexTableIndex[FaceType];
  //////////////////////////////////////////
}

There are always 3, or 4, vertices represented by the value in FaceType.

  • 3 point vertices describe a triangle.
  • 4 point vertices describe a rectangle.

Ultimately, the value points to a vertex table comprising of points, normals and uvset(s).

  • Odol: The actual vertex wanted for each of the vertices of a triangle (eg) are carried in an index table within this structure. The so-called VertexTableIndex. This index table looks up the VertexTable of the lod.
  • Mlod: The values of each vertex are supplied in a PsuedoVertexTable. Within which, are indexes to the respective points and normals. The PsuedoVertexTable has a fixed size of 4 vertices. The 4th is unused for triangles.


Indices themselves must be transformed as follows

  • triangles  : 1st posn, 2nd posn, 0th posn.
  • quadrangles : 1st, 2nd, 3rd, 0th


The TextureIndex is a zero based array. If set to -1, there are no textures

In Arma, the FaceFlags and Texture Index have been moved out to their own LodSections.

PsuedoVertexTable

PsuedoVertexTable
{
 ulong PointsIndex;
 ulong NormalsIndex;
 float U,V;
}



Polygon Vertex Order

For a visible 3-vertex polygon:

AB // clockwise order
C 
.
AC // CounterClock
B 

The same for 4-vertex polygon:

AB // clockwise
DC 
.
AD // CounterClock
BC 

Your 3D device will cull invisible polygons. An invisible polygon is a polygon that has the other direction order. For example, DirectX default setting is 'cull counterclockwise polygons', so only clockwise is visible.

Vertices must be reordered for clockwise vertex order (default for DirectX), and not changed for counterclockwise order:

for 3-vertices polygon: 
1. 1st vertice descriptor 
2. 3rd vertice descriptor 
3. 2nd vertice descriptor 
4. (not used, zero filled) 
for 4-vertices polygon: 
1. 1st vertice descriptor 
2. 4th vertice descriptor 
3. 3rd vertice descriptor 
4. 2nd vertice descriptor


Model File Formats