[V] RabbleRooster
Volition Staff
This post is like the mesh one, except I *should* understand these better (although, quite frankly, everything has changed since then).
Rigs are the listing of bones, their parents, and the positional relationship in a T-pose (there's no rotation data in a crunched rig):
Here's the header for the anim file:
The actual animation key data is packed in some really funky ways (spelling mistakes and all). Here are the relevant types:
If there is interest, I can do a bit to demystify the storage of all this data in the future.
Here's the data structures for cloth sim files (there may be some header before the main cloth_sim_info struct):
Finally, I'll add morph information here:
Rigs are the listing of bones, their parents, and the positional relationship in a T-pose (there's no rotation data in a crunched rig):
Code:
struct anim_tag {
V_FILE_PTR(char *) name;
et_fl_matrix43 transformation;
et_int parent_index;
et_int vid;
};
// base bone
class anim_bone {
public:
V_FILE_PTR(char *) name;
et_fl_vector inv_translation; //Relative to the skin pivot
et_fl_vector rel_bone_translation; //Relative to the parent
et_int parent_index;
et_int vid;
};
class anim_rig {
public:
char name[ANIMLIB_MAX_ANIM_RIG_NAME_LEN];
et_uint flags;
et_int num_bones;
et_int num_common_bones;
et_int num_virtual_bones;
et_int num_tags;
V_FILE_PTR(uint32 *) bone_name_chksums;
V_FILE_PTR(anim_bone *) bones;
V_FILE_PTR(anim_tag *) tags;
};
Here's the header for the anim file:
Code:
#define AFF_PACKED_KEYS (1<<0) // tightly packed rotation keys
#define AFF_TIME_AS_SHORTS (1<<1) // time is stored as shorts instead of chars
#define AFF_DELTA_TIMES (1<<2) // animation times are stored as deltas
#define AFF_HAS_MOTION (1<<3) // animation has motion information
#define AFF_HAS_MORPH (1<<4) // animation has morph information
#define AFF_LONG_TRANSLATIONS (1<<5) // animation has animated bones that extend beyond 512 meters
#define AFF_HAS_WEIGHT_KEYS (1<<6) // animation has weight keys
#define AFF_SHORT_COUNTS (1<<7) // animation has more than 255 rotation or translational keyframes
#define AFF_HAS_SCALE_KEYS (0) // animation has scale keys
struct anim_file {
et_int32 id;
uint8 version;
uint8 flags; // see AFF_* above
et_uint16 end_frame;
uint8 ramp_in; // ramp in (in MAX ticks)
uint8 ramp_out; // ramp out (in MAX ticks)
uint8 num_bones; // number of animated bones (those with keyframes - even if identity)
uint8 num_rig_bones; // num_rig_bones when anim was crunched.
et_fl_quaternion total_rotation;
et_fl_vector total_translation;
V_FILE_PTR(uint8 *) anim_to_rig_bone_mapping; // array of size ANIM_LIB_CFG_MAX_BONES
V_FILE_PTR(uint8 *) root_controller_bone; // pointer to the bone data for the root controller. All other bones have to be stepped through in code
uint8 data[0];
};
The actual animation key data is packed in some really funky ways (spelling mistakes and all). Here are the relevant types:
Code:
struct char_quat {
int8 x, y, z;
};
// a packed rotation offset
// a b and c components represent the 3 smallest values of a quaternion.
#if defined(__PC)
struct afc_rotation_offset {
int8 a : 6;
uint8 a_scaler_bits : 2;
int8 b : 6;
uint8 b_scaler_bits : 2;
int8 c : 6;
uint8 c_scaler_bits : 2;
uint8 count : 6;
uint8 largest : 2;
};
#else
struct afc_rotation_offset {
uint8 a_scaler_bits : 2;
int8 a : 6;
uint8 b_scaler_bits : 2;
int8 b : 6;
uint8 c_scaler_bits : 2;
int8 c : 6;
uint8 largest : 2;
uint8 count : 6;
};
#endif
// data is packed into 4 6 bit values.
// easiest way to retrieve is to cast data to an int pointer and copy, then do manipulation
// xbox2: | x:6 bits | y:6 bits | z:6 bits | time:6 bits | junk: 8 bits |
// pc/ps3: | junk: 8 bits | x:6 bits | y:6 bits | z:6 bits | time:6 bits |
// byte 0 : | x:6 |y:2|
// byte 1 : | y:4 | z:4|
// byte 2 : |z:2|time:6|
// in order to preserve the sign bit, first shift all the bits to the far left before shifting 26 bits back to the far right. (26 = 32 - 6)
class afc_rotation_key_packed {
private:
uint8 data[3];
public:
inline int get_time() {
return (data[2] & 0x3f);
};
inline int get_a() {
return (((int)(data[0] << 24)) >> 26);
};
inline int get_b() {
return (((int)((data[0] << 30) | ((data[1] & 0xf0) << 22))) >> 26);
};
inline int get_c() {
return (((int)((data[1] << 28) | ((data[2] & 0xc0) << 20))) >> 26);
};
};
struct afc_rotation_key {
char_quat rotation;
};
// in millimeter units, so a char can represent +/- 127 millimeters
struct afc_translation_key {
char x;
char y;
char z;
};
// in 1 / 64 meter units, so a short can represent +/- 512 meters
struct afc_translation_offset {
uint16 num_keys;
int16 x;
int16 y;
int16 z;
};
struct afc_translation_offset_long {
uint32 num_keys;
int32 x;
int32 y;
int32 z;
};
struct afc_scale_key {
fl_vector scale;
};
struct afc_weight_key {
float weight;
};
struct afc_morph_key {
uint8 weight;
};
If there is interest, I can do a bit to demystify the storage of all this data in the future.
Here's the data structures for cloth sim files (there may be some header before the main cloth_sim_info struct):
Code:
struct simulated_node_info {
int8 bone_index;
int8 parent_node_index; // rotation is applied to the parent bone for each particle
int8 gravity_link;
int8 anchor;
uint32 collide; // binary list of colliders that this node collides with.
float wind_multiplier;
xxx_vector_conv pos;
xxx_vector_conv local_space_pos;
};
struct simulated_node_link_info {
uint16 node_index_1;
uint16 node_index_2;
uint32 collide; // bit list of colliders that this linke collides with
float length;
float stretch_len;
float twist;
float spring;
float damp;
};
struct cloth_sim_collision_primitive_info {
int bone_index;
short is_capsule;
short do_scale;
float radius;
float height;
xxx_vector_conv pos;
xxx_vector_conv axis;
xxx_vector_conv local_space_pos;
};
struct cloth_sim_rope_info {
float length;
int num_nodes;
int num_links;
int *node_indecies;
int *link_indecies;
};
struct cloth_sim_info {
int version;
int data_size;
char name[28];
int num_passes;
float air_resistance;
float wind_multiplier;
float wind_const;
float gravity_multiplier;
float object_velocity_inheritance;
float object_position_inheritance;
float object_rotation_inheritance;
int wind_type;
int num_nodes;
int num_anchor_nodes;
int num_node_links;
int num_ropes;
int num_colliders;
simulated_node_info *nodes;
simulated_node_link_info *node_links;
cloth_sim_rope_info *ropes;
cloth_sim_collision_primitive_info *colliders;
};
Finally, I'll add morph information here:
Code:
struct rl_morph_target_data {
et_uint name_chksum;
et_uint num_vbuffers;
V_FILE_PTR(rl_morph_buffer_generic *) vbuffers; //type is given by target_format in parent structure
};
struct rl_morph_data {
et_int signature;
et_int version;
et_int target_format;
et_int num_targets;
V_FILE_PTR(rl_morph_target_data *) targets;
};
class rl_morph_container : public rl_base_object {
protected:
uint32 m_debug_signature;
rl_morph_data *m_morph_data;
};
struct mesh_morph {
et_int signature;
et_int version;
V_FILE_PTR(rl_morph_container *) morph_target;
};