RpGeometry
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Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
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Identifier | 0x{{{IDENTIFIER}}}
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Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
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Versions | All |
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File Format |
Geometry is a container chunk used in DFF files as child of a Geometry List section. The chunk itself does not store any data at all. All additional information get stored inside a Struct which directly follows this one as a child. Geometry is one of the most important chunks inside a .dff
model file. It stores geometry information for models (like the mesh and the texture maps).
Structure
The format of the Geometry's Struct chunk is as follows:
int32 format (see below) int32 number of triangles (numTriangles) int32 number of vertices (numVertices) int32 number of morph targets (numMorphTargets) (morphing is not used in GTA series, so this is always 1) #if version < 0x34000 surface properties: float32 ambient float32 specular float32 diffuse #endif #if (format & rpGEOMETRYNATIVE) == 0 #if (format & rpGEOMETRYPRELIT) RwRGBA prelitcolor[numVertices] (RwRGBA: uint8 r, g, b, a) #endif #if format & (rpGEOMETRYTEXTURED | rpGEOMETRYTEXTURED2) #repeat numTexSets (see below) RwTexCoords texCoords[numVertices] (RwTexCoords: float32 u, v) #endrepeat #endif RpTriangle triangles[numTriangles] (RpTriangle: uint16 vertex2, vertex1, materialId, vertex3) #endif #repeat numMorphTargets RwSphere boundingSphere (RwSphere: float32 x, y, z, radius) bool32 has vertices bool32 has normals #if has vertices RwV3d vertices[numVertices] (RwV3d: float x, y, z) #endif #if has normals RwV3d normals[numVertices] #endif #endrepeat
Format
The following flags describe the behaviour of the mesh during the rendering progress. Some of the flags indicate the existence of data inside the following file format.
Flag | Name | Description |
---|---|---|
0x00000001 | rpGEOMETRYTRISTRIP | Is triangle strip (if disabled it will be an triangle list) |
0x00000002 | rpGEOMETRYPOSITIONS | Vertex translation |
0x00000004 | rpGEOMETRYTEXTURED | Texture coordinates |
0x00000008 | rpGEOMETRYPRELIT | Vertex colors |
0x00000010 | rpGEOMETRYNORMALS | Store normals |
0x00000020 | rpGEOMETRYLIGHT | Dynamic vertex lightning (?) |
0x00000040 | rpGEOMETRYMODULATEMATERIALCOLOR | Modulate material color |
0x00000080 | rpGEOMETRYTEXTURED2 | Texture coordinates 2 |
0x01000000 | rpGEOMETRYNATIVE | Native Geometry |
Bits 16-23 (mask 0x00FF0000
) in the format description give the number of texture coordinate sets (numTexSets).
If the value in the file is zero, rpGEOMETRYTEXTURED means there is one set of texture coordinates, rpGEOMETRYTEXTURED2 means there are two.
If rpGEOMETRYNATIVE is set, the platform dependent geometry data is to be found in the Native Data chunk.
Child sections
Extension
The extension of an geometry usually holds the following sections in the order they are listed in here:
- Bin Mesh PLG
- Native Data PLG – (Only for consoles)
- Skin PLG
- Breakable
- Extra Vert Colour
- Morph PLG
- 2d Effect
See also
References
^ * http://msdn.microsoft.com/en-us/library/bb172518%28VS.85%29.aspx
^ * http://msdn.microsoft.com/en-us/library/bb172559%28VS.85%29.aspx