PHYS
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.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.
PHYS
short must_be_null; // PhysData::Load fails otherwise. (if (phys->token != 'PHYS' || phys->must_be_null) return false;)
BOXS
struct BOXSEntry { mat3x3 a; vec3 b; vec3 c; } boxShapes[];
CAPS
struct CAPSEntry { int a; int b; int c; vec4 d; } capsuleShapes[];
SHAP
struct SHAPEntry { short a; short b; int c; float d; int e; float f; } shapes[];
BODY
struct BODYEntry { int a; int b; int c; int d; short e; short f; int g; int h; } bodies[];
WELJ
struct WELJEntry { mat3x3 matrix; vec3 a; mat3x3 matrix2; vec3 a2; vec2 b; } weldJoins[];
JOIN
struct JOINEntry { int a; int b; int c; short jointType; // 0 == sphericalJoint, 1 == shoulderJoint, 2 == weldJoint short jointId; // reference into the corresponding chunk entries. } joins[];
SPHJ
struct SPHJEntry { char a[0x1C]; } sphericalJointEntries[];
SPHS
struct SPHSEntry { char a[0x10]; } sphereShapes[];
SHOJ
struct SHOJEntry { char a[0x6C]; } shoulderJoints[];