PHYS: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 6: | Line 6: | ||
// mat*x*: * times * floats. | // mat*x*: * times * floats. | ||
* | * 1 phys | ||
* body | * n body | ||
** shapes | ** n shapes | ||
*** box | *** 1 box | ||
*** capsule | *** 1 capsule | ||
*** sphere | *** 1 sphere | ||
*** (height field [*]) | *** 1 (tree mesh [*]) | ||
* joints | *** 1 (height field [*]) | ||
** weld | * n joints | ||
** spherical | ** 1 weld | ||
** shoulder | ** 1 spherical | ||
** (mouse [*]) | ** 1 shoulder | ||
** (distance [*]) | ** 1 (mouse [*]) | ||
** (revolute [*]) | ** 1 (distance [*]) | ||
** 1 (revolute [*]) | |||
[*] supported by domino, but not available in wow | |||
One body is connected to one bone. Bodies are connected via joints. A joint is of type weld, spherical or shoulder. A body is constructed out of shapes. A shape is a box, capsule or sphere. | |||
=PHYS= | =PHYS= |
Revision as of 17:23, 7 April 2012
.phys files are chunked. The files are used by Blizzard's Domino physics engine which got added to WoW in the fourth expansion (MoP). In build 15464, there is one .phys file "item/objectcomponents/waist/buckle_panstart_a_01.phys". .phys files are an extension to M2s. The M2 requests a .phys file to be loaded by having GlobalModelFlags & 0x20 set.
The main PHYS chunk is followed by an unordered sequence of unique chunks of the other types.
// vec*: * floats // mat*x*: * times * floats.
- 1 phys
- n body
- n shapes
- 1 box
- 1 capsule
- 1 sphere
- 1 (tree mesh [*])
- 1 (height field [*])
- n shapes
- n joints
- 1 weld
- 1 spherical
- 1 shoulder
- 1 (mouse [*])
- 1 (distance [*])
- 1 (revolute [*])
[*] supported by domino, but not available in wow
One body is connected to one bone. Bodies are connected via joints. A joint is of type weld, spherical or shoulder. A body is constructed out of shapes. A shape is a box, capsule or sphere.
PHYS
short must_be_null; // PhysData::Load fails otherwise. (if (phys->token != 'PHYS' || phys->must_be_null) return false;)
BODY
struct BODYEntry { short type; // maps to dmBodyDef type enum. 0 -> 1, 1 -> 0, 2 -> 2. Only one should be of type 0 (root) short a; int b; int c; int d; short bone; // the bone this body is representing in the model. short f; int shapes_base; // starting at shapes[shapes_base] int shapes_count; // shapes_count shapes are in this body. } bodies[];
SHAP
struct SHAPEntry { short shapeType; // 0 -> box, 1 -> capsule, 2 -> sphere short shapeIndex; // into the corresponding chunk vec3 position?; float weight; } shapes[];
BOXS
struct BOXSEntry { mat3x3 a; vec3 b; vec3 c; } boxShapes[];
CAPS
struct CAPSEntry { int a; int b; int c; vec4 d; } capsuleShapes[];
SPHS
struct SPHSEntry { char a[0x10]; } sphereShapes[];
JOIN
struct JOINEntry { int body_1; int body_2; int unk; short jointType; // 0 == sphericalJoint, 1 == shoulderJoint, 2 == weldJoint short jointId; // reference into the corresponding chunk entries. } joins[];
WELJ
struct WELJEntry { mat3x3 matrix; vec3 a; mat3x3 matrix2; vec3 a2; vec2 b; } weldJoins[];
SPHJ
struct SPHJEntry { char a[0x1C]; } sphericalJointEntries[];
SHOJ
struct SHOJEntry { char a[0x6C]; } shoulderJoints[];