Collision Map Asset (BO1)

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The collision map (or clip map) has existed on every Call of Duty so far and is part of the D3DBSP system produced by Radiant. Black Ops 1 has 2 clip map asset types (col_map_sp and col_map_mp) and they are loaded exactly the same.

typedef char unknownVariable1[0xC];
 
struct cStaticModelWritable
{
  unsigned __int16 nextModelInWorldSector;
};
 
#pragma pack(push, 2)
struct cbrushside_t
{
  cplane_s *plane;
  unsigned int materialNum;
  __int16 firstAdjacentSideOffset;
  char edgeCount;
};
#pragma pack(pop)
 
struct __declspec(align(16)) cbrush_t
{
  float mins[3];
  int contents;
  float maxs[3];
  unsigned int numsides;
  cbrushside_t *sides;
       char unknown1[0x34];
       unknownVariable1 *unknown2; 
       int unknown3;
};
 
enum DynEntityType
{
  DYNENT_TYPE_INVALID = 0x0,
  DYNENT_TYPE_CLUTTER = 0x1,
  DYNENT_TYPE_DESTRUCT = 0x2,
  DYNENT_TYPE_COUNT = 0x3,
};
 
#pragma pack(push, 4)
struct cplane_s
{
  float normal[3];
  float dist;
  char type;
  char signbits;
};
 
struct cStaticModel_s
{
  cStaticModelWritable writable;
  XModel *xmodel;
  float origin[3];
  float invScaledAxis[3][3];
  float absmin[3];
  float absmax[3];
};
 
struct dmaterial_t
{
  char material[64];
  int surfaceFlags;
  int contentFlags;
};
 
struct cNode_t
{
  cplane_s *plane;
  __int16 children[2];
};
 
struct cLeaf_t
{
  unsigned __int16 firstCollAabbIndex;
  unsigned __int16 collAabbCount;
  int brushContents;
  int terrainContents;
  float mins[3];
  float maxs[3];
  int leafBrushNode;
  __int16 cluster;
};
 
struct cLeafBrushNodeLeaf_t
{
  unsigned __int16 *brushes;
};
 
struct cLeafBrushNodeChildren_t
{
  float dist;
  float range;
  unsigned __int16 childOffset[2];
};
 
union cLeafBrushNodeData_t
{
  cLeafBrushNodeLeaf_t leaf;
  cLeafBrushNodeChildren_t children;
};
 
struct cLeafBrushNode_s
{
  char axis;
  __int16 leafBrushCount;
  int contents;
  cLeafBrushNodeData_t data;
};
 
struct CollisionBorder
{
  float distEq[3];
  float zBase;
  float zSlope;
  float start;
  float length;
};
 
struct CollisionPartition
{
  char triCount;
  char borderCount;
  int firstTri;
       int unknown[2];
  CollisionBorder *borders;
};
 
union CollisionAabbTreeIndex
{
  int firstChildIndex;
  int partitionIndex;
};
 
struct CollisionAabbTree
{
  float origin[3];
  float halfSize[3];
  unsigned __int16 materialIndex;
  unsigned __int16 childCount;
  CollisionAabbTreeIndex u;
};
 
struct cmodel_t
{
  float mins[3];
  float maxs[3];
  float radius;
  cLeaf_t leaf;
};
 
struct GfxPlacement
{
  float quat[4];
  float origin[3];
};
 
struct XModelPiece
{
  XModel *model;
  float offset[3];
};
 
struct XModelPieces //Keep in mind that in WaW, XModelPieces is an unused asset
{
  const char * name;
  int numpieces;
  XModelPiece *pieces;
};
 
struct PhysMass
{
  float centerOfMass[3];
  float momentsOfInertia[3];
};
 
struct DynEntityDef
{
  DynEntityType type;
  GfxPlacement pose;
  XModel *xModel;
  unsigned __int16 brushModel;
  unsigned __int16 physicsBrushModel;
  FxEffectDef *destroyFx;
  XModelPieces *destroyPieces;
  PhysPreset *physPreset;
  int health;
  PhysMass mass;
       ScriptString unknown[2];
};
 
struct DynEntityPose
{
  GfxPlacement pose;
  float radius;
};
 
struct clipMap_t
{
  const char *name;
       int unknown;
  int planeCount;
  cplane_s *planes;
  unsigned int numStaticModels;
  cStaticModel_s *staticModelList;
  unsigned int numMaterials;
  dmaterial_t *materials;
  unsigned int numBrushSides;
  cbrushside_t *brushsides;
  unsigned int numNodes;
  cNode_t *nodes;
  unsigned int numLeafs;
  cLeaf_t *leafs;
  unsigned int leafbrushNodesCount;
  cLeafBrushNode_s *leafbrushNodes; //Leafbrushes loaded before this in FFs.
  unsigned int numLeafBrushes;
  unsigned __int16 *leafbrushes;
  unsigned int numLeafSurfaces;
  unsigned int *leafsurfaces;
  unsigned int vertCount;
  float (*verts)[3];
  unsigned int brushVertCount;
  float (*brushVerts)[3];
  unsigned int uindsCount;
  unsigned short * uinds;
  int triCount;
  unsigned __int16 *triIndices;
  char *triEdgeIsWalkable; //Size = ((triCount << 1) + triCount + 0x1F) >> 3 << 2
  int borderCount;
  CollisionBorder *borders;
  int partitionCount;
  CollisionPartition *partitions;
  int aabbTreeCount;
  CollisionAabbTree *aabbTrees;
  unsigned int numSubModels;
  cmodel_t *cmodels;
  unsigned __int16 numBrushes;
  cbrush_t *brushes;
  int numClusters;
  int clusterBytes;
  char *visibility; //Size = numClusters * clusterBytes
  int vised;
  MapEnts *mapEnts;
  cbrush_t *box_brush;
  cmodel_t box_model;
       unsigned short unknown3;
  unsigned __int16 dynEntCount[4];  //Refer to DYNENT_COLL_TYPE
  DynEntityDef *dynEntDefList[2];
  DynEntityPose *dynEntPoseList[2];
       char * dynEntClientList[2]; //Size = ((dynEntCount[i] << 2) + dynEntCount[i]) << 2
       char * dynEntServerList[2]; //Size =  dynEntCount[i] << 3
       char * dynEntCollList[4]; //Size = dynEntCount[i] << 5
  unsigned int constraintCount;
  PhysConstraint * constraints; //Refer to PhysConstraints asset.
  unsigned int ropeCount;
       char * ropes;  //Size = ropeCount * 0xC74
  int checksum;
};
#pragma pack(pop)

Keep in mind that the checksum is checked on other clients using the mapcrc dvar.

Source Format

The currently accepted source format is to dump the verticies and faces to "raw/maps/mp/(MAPNAME).d3dbsp.obj" because obj files are simple and easy to dump to. This clearly skips most of the clip map, so a more effiecient dumping method must be found.