Difference between revisions of "Sims 3:0x015A1849"

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This is a [[Sims 3:RCOL]] chunk.
 
This is a [[Sims 3:RCOL]] chunk.
 
===Header===
 
===Header===
<pre>
+
DWORD 'GEOM'
long    'GEOM'
+
DWORD Version // 5
long    Version               // 5
+
DWORD tgi offset // see [[Sims 3:Key table]]
long    Reference Table offset // points to number of external tgi references in tail (numtgi)
+
DWORD tgi size // see [[Sims 3:Key table]]
long    Reference Table size   // this will be 4+(number of references*16)
+
DWORD EmbeddedID // 0, 0x548394B9 (FNV32 of "SimSkin") observed
long    EmbeddedID             //(0, 0x548394B9 (FNV32 of "SimSkin") observed)
+
--if (EmbeddedID != 0):
if(EmbeddedID!=0) {
+
DWORD ChunkSize
  long ChunkSize
+
--repetition FCount:
  byte[ChunkSize]              // starts with 'MTNF', follows the same format of MTNF from Sims 3:0x01D0E75D
+
BYTE // starts with 'MTNF', follows the same format of MTNF from [[Sims 3:0x01D0E75D]]
  }
+
DWORD
long  0                        //unknown purpose
+
DWORD
long  0                        // unknown purpose
+
long  NumVerts
+
DWORD NumVerts
long  FCount                  // was named Version, but is number of vertex elements
+
DWORD FCount                  // was named Version, but is number of vertex elements
block VertexFormat[FCount]    // long, long, byte; documented below 9 bytes/vertex-element-count
+
  --repetition FCount:
struct VertexData[NumVerts]    // follows vertex format block, documented below
+
--insert Vertex Format // see below
block FaceFmt                  // long ItemCount, byte BytesPerFacepoint
+
--repetition NumVerts:
long  NumFacePoints            // means faces*3
+
--insert Vertex Data // see below
word [NumFacePoints][3]         // standard face index (three unsigned words per face) for 2-byte FaceFmt
+
   
</pre>
+
DWORD ItemCount
 +
--repetition ItemCount:
 +
BYTE BytesPerFacePoint
 +
 +
DWORD NumFacePoints            // means faces*3
 +
--repetition NumFacePoints:
 +
WORD[3] // standard face index (three unsigned words per face) for 2-byte FaceFmt
  
 
===Tail===
 
===Tail===

Revision as of 15:55, 6 December 2009

Sims 3:Main Page -> Sims 3:PackedFileTypes
Sims 3:Main Page -> Sims 3:RCOL


Contents

Body Geometry

This is a Sims 3:RCOL chunk.

Header

DWORD 'GEOM'
DWORD Version			// 5
DWORD tgi offset		// see Sims 3:Key table
DWORD tgi size			// see Sims 3:Key table
DWORD EmbeddedID		// 0, 0x548394B9 (FNV32 of "SimSkin") observed
--if (EmbeddedID != 0):
	DWORD ChunkSize
	--repetition FCount:
		BYTE		// starts with 'MTNF', follows the same format of MTNF from Sims 3:0x01D0E75D
DWORD
DWORD

DWORD NumVerts
DWORD FCount                   // was named Version, but is number of vertex elements
--repetition FCount:
	--insert Vertex Format	// see below
--repetition NumVerts:
	--insert Vertex Data	// see below

DWORD ItemCount
--repetition ItemCount:
	BYTE BytesPerFacePoint

DWORD NumFacePoints            // means faces*3
--repetition NumFacePoints:
	WORD[3]			// standard face index (three unsigned words per face) for 2-byte FaceFmt

Tail

long  flags
long  count1
long  bonehasharray[count1]  // 32-bit hash of used bone names.
long  numtgi                 // number of External references that follow
block references[numtgi]     // each is a TGI[sub]64[/sub], a 16-byte quantity, so size is 16*numtgi
                             // references are to DDS textures and BONE file

VertexFormat

For each vertex count:

long   DataType
long   SubType
byte   BytesPerElement

DataType

1 Position (3 float == 12 bytes)
2 Normal (3 float == 12 bytes)
3 UV (2 float == 8 bytes)
4 Bone Assignment (4 packed integers == 4 bytes)
5 Weights (4 float == 16 bytes)
6 Tangent Normal (3 float == 12 bytes)
7 TagVal (4 packed bytes) -- colour channel data
10 VertexID (long == 4 bytes)

SubType

1 floats
2 bytes
4 long

You calculate the offset of each element from the sum of the previous BytesPerElement

Based on contributions from karybdis and atavera

Examples

Known Vertex Formats:

Format 3 VertexData is:
float PositionDelta[3]
float NormalDelta[3]
long VertID
[28 bytes per vertex]

Format 6 VertexData is:
float    Position[3]      // XYZ, Y is UP
float    Normal[3]
float    UV[2]
uchar    Bone Assignments[4] // a packed byte array, parsed lo order to high order
float    Weights[4]          // first weight is lowest order byte of assignments, 0.0 (0L) weights are unassigned slots
float    Tangent Normal[3]
[64 bytes per vertex]

Format 7 VertexData is:
float    Position[3]      // XYZ, Y is UP
float    Normal[3]
float    UV[2]
uchar    Bone Assignments[4]  // packed byte array
float    Weights[4]
long    VertID
float    Tangent Normal[3]
[68 bytes per vertex]

Format 8 VertexData is:
float    Position[3]      // XYZ, Y is UP
float    Normal[3]
float    UV[2]
long    Tagval           // color channel bytes
uchar    Bone Assignments[4]  // a packed byte array
float    Weights[4]
long    VertID
float   Tangent Normal[3]
[72 bytes per vertex]

Reading Vertex Data Blocks

For each vertex, you need to loop through the VertexFormat as defined, and read the information in order.

The order can be completely arbitary, and varied in size.

Here is some example code in c# to do so:

for (int i = 0; i < numVerts; i++)
{
	for (int j = 0; j < vertexFormats.Count; j++)
	{
		float x = 0;
		float y = 0;
		float z = 0;
		vertexFormat vf = (vertexFormat)vertexFormats[j];
		switch (vf.dataType)
		{
			case 1:
				x = reader.ReadSingle();
				z = reader.ReadSingle();
				y = reader.ReadSingle();
				sb.AppendLine("  XYZ: " + x.ToString() + " " + y.ToString() + " " + z.ToString() );
				break;
			case 2:
				x = reader.ReadSingle();
				z = reader.ReadSingle();
				y = reader.ReadSingle();
				sb.AppendLine("  Normal: " + x.ToString() + " " + y.ToString() + " " + z.ToString() );
				break;
			case 3:
				float u = reader.ReadSingle();
				float v = reader.ReadSingle();
				sb.AppendLine("  UV: " + u.ToString() + " " + v.ToString() );
				break;
			case 4:
				sb.AppendLine("  Bone: " + reader.ReadUInt32().ToString() );
				break;
			case 5:
				float w1 = reader.ReadSingle();
				float w2 = reader.ReadSingle();
				float w3 = reader.ReadSingle();
				float w4 = reader.ReadSingle();
				sb.AppendLine("  Weights: " + w1.ToString() + " " + w2.ToString() + " "
					+ w3.ToString() + " " + w4.ToString() );
				break;
			case 6:
				x = reader.ReadSingle();
				z = reader.ReadSingle();
				y = reader.ReadSingle();
				sb.AppendLine("  Tangent Normal: " + x.ToString() + " " + y.ToString() + " " + z.ToString() );
				break;
			case 7:
				// Note, not splitting this up yet just reading an int
				sb.AppendLine("  TagVal: " + reader.ReadUInt32().ToString() );
				break;
			case 10:
				sb.AppendLine("  VertexID: " + reader.ReadUInt32().ToString() );
				break;
		}
	}
}

Note that basically we just look through the VertexFormat, and read the data in order. There is no fixed "vertex format" version, it's all controlled via the vertexformat data.


Sims 3:Main Page -> Sims 3:PackedFileTypes
Sims 3:Main Page -> Sims 3:RCOL

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