Collision Map Asset (MW3)

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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. Modern Warfare 3 is the first Call of Duty to have only one clip map asset type per executable (col_map_mp on MP and col_map_sp on SP).

typedef char cbrushedge_t;
 
#pragma pack(push, 4)
struct cplane_s
{
  float normal[3];
  float dist;
  char type;
  char signbits;
};
 
struct cStaticModel_s
{
  XModel *xmodel;
  float origin[3];
  float invScaledAxis[3][3];
  float absmin[3];
  float absmax[3];
};
 
struct dmaterial_t
{
  char * material;
  int surfaceFlags;
  int contentFlags;
};
 
struct cbrushside_t
{
  cplane_s *plane;
  unsigned int materialNum;
};
 
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;
};
 
struct cLeafBrushNodeLeaf_t
{
  unsigned __int16 *brushes;
};
 
struct cLeafBrushNodeChildren_t
{
  float dist;
  float range;
  unsigned __int16 childOffset[6];
};
 
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;
  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 cbrush_t
{
  int contents;
  cbrushside_t * sides;
  cbrushedge_t * edge;
       char unknown[0x18];
};
 
enum DynEntityType
{
  DYNENT_TYPE_INVALID = 0x0,
  DYNENT_TYPE_CLUTTER = 0x1,
  DYNENT_TYPE_DESTRUCT = 0x2,
  DYNENT_TYPE_COUNT = 0x3,
};
 
struct GfxPlacement
{
  float quat[4];
  float origin[3];
};
 
struct PhysMass
{
  float centerOfMass[3];
  float momentsOfInertia[3];
  float productsOfInertia[3];
  int contents;
};
 
struct DynEntityDef
{
  DynEntityType type;
  GfxPlacement pose;
  XModel *xModel;
  unsigned __int16 brushModel;
  unsigned __int16 physicsBrushModel;
  FxEffectDef *destroyFx;
  PhysPreset *physPreset;
  int health;
  PhysMass mass;
       char (*unknown)[0x2C];
};
 
struct DynEntityPose
{
  GfxPlacement pose;
  float radius;
};
 
struct DynEntityClient
{
  int physObjId;
  unsigned int flags;
  unsigned __int16 lightingHandle;
  int health;
};
 
struct DynEntityColl
{
  unsigned __int16 sector;
  unsigned __int16 nextEntInSector;
  float linkMins[2];
  float linkMaxs[2];
};
 
struct unknownInternalClipMapStruct1
{
  int planeCount;
  cplane_s *planes;
  unsigned int numMaterials;
  dmaterial_t *materials;
  unsigned int numBrushSides;
  cbrushside_t *brushsides;
  unsigned int numBrushEdges;
  cbrushedge_t *brushEdges;
  unsigned int leafbrushNodesCount;
  cLeafBrushNode_s *leafbrushNodes;
  unsigned int numLeafBrushes;
  unsigned __int16 *leafbrushes;
  unsigned __int16 numBrushes;
  cbrush_t *brushes;
       char * unknown1;   //Size = ((numBrushes << 1) + numBrushes) << 3
  unsigned int *leafsurfaces;   //Count = numBrushes
};
 
struct unknownInternalClipMapStruct2
{
  char * unknownString;
  char unknown[0x10];
};
 
struct clipMap_t
{
  const char *name;
       int unknown1;
       unknownInternalClipMapStruct1 unknownEmbeddedStruct1;
       unknownInternalClipMapStruct1 * unknownStruct1;
  unsigned int numStaticModels;
  cStaticModel_s *staticModelList;
  unsigned int numNodes;
  cNode_t *nodes;
  unsigned int numLeafs;
  cLeaf_t *leafs;
  unsigned int vertCount;
  float (*verts)[3];
  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 unknownCount1;
       unknownInternalClipMapStruct1 * unknownStructArray1; //Count = unknownCount1;
  MapEnts *mapEnts;
       unknownInternalClipMapStruct2 * unknownStructArray2; //Count = unknownCount2;
       byte unknownCount2;
       unknownInternalMapEnts1 unknownEmbeddedStruct2; //Refer to the map_ents asset
       unsigned short unknownCount3;
       char * unknown2;   //This is loaded before unknownStructArray1, Size = unknownCount3 * 0x1C
  unsigned __int16 dynEntCount[2];
  DynEntityDef *dynEntDefList[2];
  DynEntityPose *dynEntPoseList[2];
  DynEntityClient *dynEntClientList[2];
  DynEntityColl *dynEntCollList[2];
  char unknown5[0x18];
};
#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.