Difference between revisions of "Collision Map Asset (Ghosts)"

From COD Engine Research
Jump to: navigation, search
m
m
 
Line 178: Line 178:
 
   PhysPreset *physPreset;
 
   PhysPreset *physPreset;
 
   DynEntityHingeDef *hinge;
 
   DynEntityHingeDef *hinge;
   DynEntityLinkToDef;
+
   DynEntityLinkToDef *linkTo;
 
   PhysMass mass;
 
   PhysMass mass;
 
   int contents;
 
   int contents;

Latest revision as of 19:09, 19 January 2015

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. Ghosts has 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 Bounds
{
  float midPoint[3];
  float halfSize[3];
};
 
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 ClipMaterial
{
  const char *name;
  int surfaceFlags;
  int contents;
};
 
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
{
  unsigned __int16 numsides;
  unsigned __int16 glassPieceIndex;
  cbrushside_t *sides;
  cbrushedge_t *baseAdjacentSide;
  __int16 axialMaterialNum[2][3];
  char firstAdjacentSideOffsets[2][3];
  char edgeCount[2][3];
};
 
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];
};
 
struct DynEntityHingeDef
{
  float axisOrigin[3];
  float axisDir[3];
  bool isLimited;
  float angleMin;
  float angleMax;
  float momentOfInertia;
  float friction;
};
 
struct DynEntityLinkToDef
{
  int anchorIndex;
  float originOffset[3];
  float angleOffset[3];
};
 
struct DynEntityDef
{
  DynEntityType type;
  GfxPlacement pose;
  XModel *xModel;
  unsigned __int16 brushModel;
  unsigned __int16 physicsBrushModel;
  FxEffectDef *destroyFx;
  PhysPreset *physPreset;
  DynEntityHingeDef *hinge;
  DynEntityLinkToDef *linkTo;
  PhysMass mass;
  int contents;
};
 
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 ClipInfo
{
  int planeCount;
  cplane_s *planes;
  unsigned int numMaterials;
  ClipMaterial *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;
  Bounds *brushBounds;   //Size = ((numBrushes << 1) + numBrushes) << 3
  int *brushContents;   //Count = numBrushes
};
 
struct cmodel_t
{
  Bounds bounds;
  float radius;
  ClipInfo *info;
  cLeaf_t leaf;
};
 
struct Stage
{
  const char *name;
  float origin[3];
  unsigned __int16 triggerIndex;
  char sunPrimaryLightIndex;
};
 
struct ScriptableInstance
{
  ScriptTableDef *def; //ScriptTable asset
  char *eventConstantsBuf; //Count = def->eventConstantsSize
  float origin[3];
  float angles[3];
  ScriptString targetname;
  unsigned __int16 preBrushModel;
  unsigned __int16 postBrushModel;
  char flags;
  XModel *currentModel;
  ScriptableInstancePartState *partStates; //Count = def->partCount
  char *eventStreamBuf; //Size = def->eventStreamSize
  unsigned int currentPartBits[6];	// 0x34
  unsigned int damageOwnerEntHandle;
  unsigned __int16 updateNextInstance;
  unsigned __int16 linkedObject;
};
 
struct ScriptableAnimationEntry	// size = 0x10
{
  const char *animName;
  char runtimeBuf[0xC];	// was 0x10, on ps3 its 0xC, pc its unsigned __int64
};
 
struct ScriptableMapEnts
{
  unsigned int instanceStateSize;
  unsigned int instanceCount;
  unsigned int reservedInstanceCount;
  ScriptableInstance *instances; //Count = instanceCount
  unsigned int animEntryCount;
  ScriptableAnimationEntry *animEntries; //Count = animEntryCount
  unsigned int replicatedInstanceCount;
};
 
struct SModelAabbNode
{
  Bounds bounds;
  unsigned __int16 firstChild;
  unsigned __int16 childCount;
};
 
struct clipMap_t
{
  const char *name;
  int isInUse;
  ClipInfo info;
  ClipInfo *pInfo;
  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 numSubModels;
  cmodel_t *cmodels; //Count = numSubModels
  MapEnts *mapEnts;
  Stage *stages; //Count = stageCount
  char stageCount;
  MapTriggers stageTrigger; // see Ghosts MapEnts Asset
  unsigned __int16 smodelNodeCount;
  SModelAabbNode *smodelNodes;   //This is loaded before cmodels, Size = smodelNodeCount * 0x1C
  unsigned __int16 dynEntCount[2];
  DynEntityDef *dynEntDefList[2];
  DynEntityPose *dynEntPoseList[2];
  DynEntityClient *dynEntClientList[2];
  DynEntityColl *dynEntCollList[2];
  unsigned int dynEntAnchorCount;
  ScriptString *dynEntAnchorNames;
  ScriptableMapEnts scriptableMapEnts;
  char unknown3[0x74];	// 0x8C on ps3
};
#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.