Difference between revisions of "Sims 3:0x015A1849"

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m (Format)
m (Format 3)
Line 84: Line 84:
 
===Format 3===
 
===Format 3===
 
  float PositionDelta[3]
 
  float PositionDelta[3]
  float NormalDelta[3]
+
  float NormalDelta[3]
  long VertID
+
  long VertID
 
[28 bytes per vertex]
 
[28 bytes per vertex]
  

Revision as of 14:48, 7 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

DWORD DataType
DWORD 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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