PhysConstraints Asset
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.
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,
CONSTRAINT_LIGHT = 0x9,
NUM_CONSTRAINT_TYPES
};
struct PhysConstraint // 0xA8
{
ScriptString scriptString1;
short unknownShort1;
ConstraintType type;
char unknownData1[8];
ScriptString scriptString2;
short unknownShort2;
char * bone1_name;
char unknownData2[8];
ScriptString scriptString3;
short unknownShort3;
char * bone2_name;
float offsetX;
float offsetY;
float offsetZ;
float unknown1[3];
float unknown2[3];
float unknown3[3];
int timeout;
int min_health;
int max_health;
int unknown4;
float damp;
float power;
float shakescalex;
float shakescaley;
float shakescalez;
float spin_scale;
float min_angle;
float max_angle;
Material *material;
char unknownData4[8];
#ifdef BO1 || BO2
int unknown5[4];
#endif
};
struct PhysConstraints // 0xA88
{
char * name;
int usedConstraints;
PhysConstraint contraints[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