Difference between revisions of "Sims 3:0x015A1849"

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m (Header)
m
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<br/>[[Sims 3:Main Page]] -> [[Sims 3:RCOL]]
 
<br/>[[Sims 3:Main Page]] -> [[Sims 3:RCOL]]
 
<hr/>
 
<hr/>
==Body Geometry==
+
=Overview=
This is a [[Sims 3:RCOL]] chunk.
+
This is a [[Sims 3:RCOL]] chunk for Body Geometry.
===Header===
+
=Format=
 
  DWORD 'GEOM'
 
  DWORD 'GEOM'
 
  DWORD Version // 5
 
  DWORD Version // 5
Line 20: Line 20:
 
  DWORD FCount                  // was named Version, but is number of vertex elements
 
  DWORD FCount                  // was named Version, but is number of vertex elements
 
  --repetition FCount:
 
  --repetition FCount:
  --insert Vertex Format // see below
+
  --insert Vertex Format // [[#Vertex_Format|see below]]
 
  --repetition NumVerts:
 
  --repetition NumVerts:
  --insert Vertex Data // see below
+
  --insert Vertex Data // [[#Vertex_Data|see below]]
 
   
 
   
 
  DWORD ItemCount
 
  DWORD ItemCount
Line 31: Line 31:
 
  --repetition NumFacePoints:
 
  --repetition NumFacePoints:
 
  WORD[3] // standard face index (three unsigned words per face) for 2-byte FaceFmt
 
  WORD[3] // standard face index (three unsigned words per face) for 2-byte FaceFmt
 +
 +
DWORD flags
 +
 +
DWORD count1
 +
--repetition count1:
 +
DWORD bonehasharray // 32-bit hash of used bone names.
 +
 +
--insert TGI Block List // see [[Sims 3:Key table]]
  
===Tail===
+
==Vertex Format==
<pre>
+
long   DataType
long flags
+
  long   SubType
long count1
+
  byte   BytesPerElement
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
+
</pre>
+
  
===VertexFormat===
+
===DataType===
For each vertex count:
+
<pre>
+
long  DataType
+
long  SubType
+
byte  BytesPerElement
+
</pre>
+
====DataType====
+
 
{| border="1"
 
{| border="1"
 
|+
 
|+
Line 70: Line 66:
 
|}
 
|}
  
====SubType====
+
===SubType===
 
{| border="1"
 
{| border="1"
 
|+
 
|+
Line 84: Line 80:
 
Based on contributions from karybdis and atavera
 
Based on contributions from karybdis and atavera
  
====Examples====
+
==Vertex Data==
Known Vertex Formats:
+
Data for the known Vertex Formats follows.
<pre>
+
===Format 3===
Format 3 VertexData is:
+
float PositionDelta[3]
float PositionDelta[3]
+
float NormalDelta[3]
float NormalDelta[3]
+
long VertID
long VertID
+
 
[28 bytes per vertex]
 
[28 bytes per vertex]
  
Format 6 VertexData is:
+
===Format 6===
float    Position[3]      // XYZ, Y is UP
+
float    Position[3]      // XYZ, Y is UP
float    Normal[3]
+
float    Normal[3]
float    UV[2]
+
float    UV[2]
uchar    Bone Assignments[4] // a packed byte array, parsed lo order to high order
+
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    Weights[4]          // first weight is lowest order byte of assignments, 0.0 (0L) weights are unassigned slots
float    Tangent Normal[3]
+
float    Tangent Normal[3]
 
[64 bytes per vertex]
 
[64 bytes per vertex]
  
Format 7 VertexData is:
+
===Format 7===
float    Position[3]      // XYZ, Y is UP
+
float    Position[3]      // XYZ, Y is UP
float    Normal[3]
+
float    Normal[3]
float    UV[2]
+
float    UV[2]
uchar    Bone Assignments[4]  // packed byte array
+
uchar    Bone Assignments[4]  // packed byte array
float    Weights[4]
+
float    Weights[4]
long    VertID
+
long    VertID
float    Tangent Normal[3]
+
float    Tangent Normal[3]
[68 bytes per vertex]
+
[68 bytes per vertex]
  
Format 8 VertexData is:
+
===Format 7===
float    Position[3]      // XYZ, Y is UP
+
float    Position[3]      // XYZ, Y is UP
float    Normal[3]
+
float    Normal[3]
float    UV[2]
+
float    UV[2]
long    Tagval          // color channel bytes
+
long    Tagval          // color channel bytes
uchar    Bone Assignments[4]  // a packed byte array
+
uchar    Bone Assignments[4]  // a packed byte array
float    Weights[4]
+
float    Weights[4]
long    VertID
+
long    VertID
float  Tangent Normal[3]
+
float  Tangent Normal[3]
 
[72 bytes per vertex]
 
[72 bytes per vertex]
</pre>
 
  
====Reading Vertex Data Blocks====
+
===Reading Vertex Data Blocks===
  
 
For each vertex, you need to loop through the VertexFormat as defined, and read the information in order.
 
For each vertex, you need to loop through the VertexFormat as defined, and read the information in order.

Revision as of 16:08, 6 December 2009

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


Contents

Overview

This is a Sims 3:RCOL chunk for Body Geometry.

Format

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

DWORD flags

DWORD count1
--repetition count1:
	DWORD bonehasharray	// 32-bit hash of used bone names.

--insert TGI Block List	// see Sims 3:Key table

Vertex Format

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

Vertex Data

Data for the known Vertex Formats follows.

Format 3

float PositionDelta[3]
float NormalDelta[3]
long VertID

[28 bytes per vertex]

Format 6

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

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 7

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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