Difference between revisions of "Sims 3:0x015A1849"
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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 | |
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] | ||
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float Normal[3] | float Normal[3] | ||
float UV[2] | float UV[2] | ||
− | + | uchar Bone Assignments[4] // packed byte array | |
float Weights[4] | float Weights[4] | ||
long VertID | long VertID | ||
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float UV[2] | float UV[2] | ||
long Tagval // color channel bytes | long Tagval // color channel bytes | ||
− | + | uchar Bone Assignments[4] // a packed byte array | |
float Weights[4] | float Weights[4] | ||
long VertID | long VertID |
Revision as of 15:56, 22 October 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
long 'GEOM' long Version // 5 long Reference Table offset // points to number of external tgi references in tail (numtgi) long Reference Table size // this will be 4+(number of references*16) long EmbeddedID //(0, 0x548394B9 (FNV32 of "SimSkin") observed) if(EmbeddedID!=0) { long ChunkSize byte[ChunkSize] // starts with 'MTNF', follows the same format of MTNF from Sims 3:0x01D0E75D } long 0 //unknown purpose long 0 // unknown purpose long NumVerts long FCount // was named Version, but is number of vertex elements block VertexFormat[FCount] // long, long, byte; documented below 9 bytes/vertex-element-count struct VertexData[NumVerts] // follows vertex format block, documented below block FaceFmt // long ItemCount, byte BytesPerFacepoint long NumFacePoints // means faces*3 word [NumFacePoints][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