PhysConstraints Asset: Difference between revisions
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#endif | #endif | ||
NUM_CONSTRAINT_TYPES | NUM_CONSTRAINT_TYPES | ||
}; | |||
enum AttachPointType | |||
{ | |||
ATTACH_POINT_WORLD = 0x0, | |||
ATTACH_POINT_DYNENT = 0x1, | |||
ATTACH_POINT_ENT = 0x2, | |||
ATTACH_POINT_BONE = 0x3 | |||
}; | }; | ||
struct PhysConstraint | struct PhysConstraint | ||
{ | { | ||
ScriptString targetname; | |||
ConstraintType type; | ConstraintType type; | ||
AttachPointType attach_point_type1; | |||
int target_index1; | |||
ScriptString target_ent1; | |||
char * | const char *target_bone1; | ||
AttachPointType attach_point_type2; | |||
int target_index2; | |||
ScriptString target_ent2; | |||
char * | const char *target_bone2; | ||
vec3_t offset; | |||
vec3_t pos; | |||
vec3_t pos2; | |||
vec3_t dir; | |||
int flags; | |||
int timeout; | int timeout; | ||
int min_health; | int min_health; | ||
int max_health; | int max_health; | ||
float distance; | |||
float damp; | float damp; | ||
float power; | float power; | ||
vec3_t scale; | |||
float spin_scale; | float spin_scale; | ||
float | float minAngle; | ||
float | float maxAngle; | ||
Material *material; | Material *material; | ||
int constraintHandle; | |||
int rope_index; | |||
#ifdef BO1 || BO2 | #ifdef BO1 || BO2 | ||
int centity_num[4]; | |||
#endif | #endif | ||
}; | }; | ||
| Line 62: | Line 69: | ||
{ | { | ||
const char * name; | const char * name; | ||
int | unsigned int count; | ||
PhysConstraint | PhysConstraint data[0x10]; | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 01:42, 21 December 2014
The physconstraints asset holds physical constraint settings for dynamic models. This asset exists only in World at War, Black Ops 1 and Black Ops 2. In World at War the header is 0x988 bytes, however Black Ops 1 and 2 added an extra 0x10 bytes to each physconstraint, making the header size 0xA88.
enum ConstraintType
{
CONSTRAINT_NONE = 0x0,
CONSTRAINT_POINT = 0x1,
CONSTRAINT_DISTANCE = 0x2,
CONSTRAINT_HINGE = 0x3,
CONSTRAINT_JOINT = 0x4,
CONSTRAINT_ACTUATOR = 0x5,
CONSTRAINT_FAKE_SHAKE = 0x6,
CONSTRAINT_LAUNCH = 0x7,
CONSTRAINT_ROPE = 0x8,
#ifdef BO1 || BO2
CONSTRAINT_LIGHT = 0x9,
#endif
NUM_CONSTRAINT_TYPES
};
enum AttachPointType
{
ATTACH_POINT_WORLD = 0x0,
ATTACH_POINT_DYNENT = 0x1,
ATTACH_POINT_ENT = 0x2,
ATTACH_POINT_BONE = 0x3
};
struct PhysConstraint
{
ScriptString targetname;
ConstraintType type;
AttachPointType attach_point_type1;
int target_index1;
ScriptString target_ent1;
const char *target_bone1;
AttachPointType attach_point_type2;
int target_index2;
ScriptString target_ent2;
const char *target_bone2;
vec3_t offset;
vec3_t pos;
vec3_t pos2;
vec3_t dir;
int flags;
int timeout;
int min_health;
int max_health;
float distance;
float damp;
float power;
vec3_t scale;
float spin_scale;
float minAngle;
float maxAngle;
Material *material;
int constraintHandle;
int rope_index;
#ifdef BO1 || BO2
int centity_num[4];
#endif
};
struct PhysConstraints
{
const char * name;
unsigned int count;
PhysConstraint data[0x10];
};Source Format
The physconstraints source files are raw text files with no extension, located at "raw/physconstraints/". They use the same format as many other assets, with each setting name and value separated by a back-slash. The first setting identifies the file, and for physconstraints the identifier string is "PHYSCONSTRAINTS". For example, here is "veh_car_launch_glass_f_mp" from BO1:
PHYSCONSTRAINTS\c1_type\launch\c1_bone1_name\\c1_bone2_name\\c1_timeout\0\c1_offsetX\0\c1_offsetY\0\c1_offsetZ\0\c1_min_health\-10000\c1_max_health\10000\c1_damp\2\c1_power\2\c1_shakescalex\0.5\c1_shakescaley\0.5\c1_shakescalez\1\c1_min_angle\0\c1_max_angle\0\c1_yaw\0\c1_pitch\45\c1_spin_scale\3\c2_type\none\c2_bone1_name\\c2_bone2_name\\c2_timeout\0\c2_offsetX\0\c2_offsetY\0\c2_offsetZ\0\c2_min_health\-10000\c2_max_health\10000\c2_damp\0\c2_power\0\c2_min_angle\0\c2_max_angle\0\c3_type\none\c3_bone1_name\\c3_bone2_name\\c3_timeout\0\c3_offsetX\0\c3_offsetY\0\c3_offsetZ\0\c3_min_health\-10000\c3_max_health\10000\c3_damp\0\c3_power\0\c3_min_angle\0\c3_max_angle\0\c4_type\none\c4_bone1_name\\c4_bone2_name\\c4_timeout\0\c4_offsetX\0\c4_offsetY\0\c4_offsetZ\0\c4_min_health\-10000\c4_max_health\10000\c4_damp\0\c4_power\0\c4_min_angle\0\c4_max_angle\0