SWHC (File Format): Difference between revisions
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{{research| | {{research|1|Properties beyond MP1 need to be discovered and documented}} | ||
The '''SWHC''' [[Effect Script|effect script]] format is used to build swoosh effects in the ''Metroid Prime'' series. | The '''SWHC''' [[Effect Script|effect script]] format is used to build swoosh effects in the ''Metroid Prime'' series. | ||
Swooshes are characterized as dynamically-generated, | Swooshes are characterized as dynamically-generated triangles "brushed" into space. | ||
Each swoosh system emits ''particle instances'' once per frame, connecting each new instance with the previous instance. | |||
The system will not render until it has a history of ''at least'' 2 swoosh particles (2 frames of updates). Swoosh cross-sections may | |||
form simple planes through space (<code>SIDE==2</code>) or extruded prism shapes (<code>SIDE>=3</code>). | |||
To smooth out intra-frame geometry, vertices connecting particle instances may be calculated using [[wikipedia:Tricubic interpolation|tricubic interpolation]]. | |||
SPLN defines the number of subdivisions with which to perform interpolation. | |||
== Properties == | == Properties == |
Revision as of 23:47, 4 June 2017
This file format is almost completely documented Properties beyond MP1 need to be discovered and documented |
The SWHC effect script format is used to build swoosh effects in the Metroid Prime series. Swooshes are characterized as dynamically-generated triangles "brushed" into space.
Each swoosh system emits particle instances once per frame, connecting each new instance with the previous instance.
The system will not render until it has a history of at least 2 swoosh particles (2 frames of updates). Swoosh cross-sections may
form simple planes through space (SIDE==2
) or extruded prism shapes (SIDE>=3
).
To smooth out intra-frame geometry, vertices connecting particle instances may be calculated using tricubic interpolation. SPLN defines the number of subdivisions with which to perform interpolation.
Properties
Particle generator properties are assembled into a particle script
file tagged with SWSH
. Any of the following properties are loaded into a
description class for constructing an arbitrary number of particle generators.
FourCC | Type | Description | Scope | Notes | MP1 | MP2 | MP3 | DKCR | DKCTF |
---|---|---|---|---|---|---|---|---|---|
PSLT | IntElement | Particle System Lifetime | System Init | Count of frames to emit new particle instances | ✔ | ✖ | ✖ | ✖ | ✖ |
TIME | RealElement | Time Multiplier | Pre Particles Update | Factor that defines number of evaluation frames per real frame | ✔ | ✖ | ✖ | ✖ | ✖ |
LRAD | RealElement | Left Radius | Particle Update | Radius of swoosh cross-section's left side | ✔ | ✖ | ✖ | ✖ | ✖ |
RRAD | RealElement | Right Radius | Particle Update | Radius of swoosh cross-section's right side | ✔ | ✖ | ✖ | ✖ | ✖ |
LENG | IntElement | Length | System Init | Maximum history of swoosh sections to retain (must be at least 2) | ✔ | ✖ | ✖ | ✖ | ✖ |
COLR | ColorElement | Color | Particle Creation and Update | Modulation color of swoosh surfaces | ✔ | ✖ | ✖ | ✖ | ✖ |
SIDE | IntElement | Side Count | System Init | Count of swoosh cross-section sides (2 for plane, 3+ for extruded prism) | ✔ | ✖ | ✖ | ✖ | ✖ |
IROT | FloatElement | Instance Rotation | Particle Creation | Rotation bias evaluated for new particle instances (in degrees) | ✔ | ✖ | ✖ | ✖ | ✖ |
ROTM | FloatElement | Rotation Master | Particle Update | Rotation bias evaluated per particle instance, per frame (in degrees) | ✔ | ✖ | ✖ | ✖ | ✖ |
POFS | VectorElement | Particle Offset | Particle Creation | Local translation bias evaluated for new particle instances | ✔ | ✖ | ✖ | ✖ | ✖ |
IVEL | VectorElement | Particle Offset | Particle Creation | Relative velocity evaluated for new particle instances | ✔ | ✖ | ✖ | ✖ | ✖ |
NPOS | VectorElement | Particle Offset | Particle Update | Local translation bias updated per particle instance, per frame | ✔ | ✖ | ✖ | ✖ | ✖ |
VELM | ModVectorElement | Velocity 1 | Particle Update | Continuous position and velocity source of particle instances | ✔ | ✖ | ✖ | ✖ | ✖ |
VLM2 | ModVectorElement | Velocity 2 | Particle Update | Second position and velocity source evaluated after VELM | ✔ | ✖ | ✖ | ✖ | ✖ |
SPLN | IntElement | Spline Segments | System Init | Count of intra-frame faces to draw per particle connection, using tricubic spline interpolation | ✔ | ✖ | ✖ | ✖ | ✖ |
TEXR | UVElement | Texture | System Render | Texture and UV source for swoosh surfaces | ✔ | ✖ | ✖ | ✖ | ✖ |
TSPN | IntElement | Texture Span | System Render | Count of particle instances over which to scale UV coordinate cycle | ✔ | ✖ | ✖ | ✖ | ✖ |
LLRD | BoolElement | Left Radius for Right | System Init | Use LRAD value for RRAD | ✔ | ✖ | ✖ | ✖ | ✖ |
CROS | BoolElement | Cross | System Init | Intersect surfaces across cross-section verts, as opposed to a non-intersecting prism | ✔ | ✖ | ✖ | ✖ | ✖ |
VLS1 | BoolElement | Local Velocity 1 | System Init | Evaluate VELM in particle-local space | ✔ | ✖ | ✖ | ✖ | ✖ |
VLS2 | BoolElement | Local Velocity 2 | System Init | Evaluate VLM2 in particle-local space | ✔ | ✖ | ✖ | ✖ | ✖ |
SROT | BoolElement | Single Rotation | System Init | Update IROT per particle instance, per frame and ignore ROTM, otherwise once per system update | ✔ | ✖ | ✖ | ✖ | ✖ |
WIRE | BoolElement | Single Rotation | System Init | Render surfaces as triangle wireframe | ✔ | ✖ | ✖ | ✖ | ✖ |
TEXW | BoolElement | Unknown | System Init | Unused | ✖ | ✖ | ✖ | ✖ | ✖ |
AALP | BoolElement | Additive Alpha | System Init | Draw using additive alpha blending | ✔ | ✖ | ✖ | ✖ | ✖ |
ZBUF | BoolElement | Z-buffer Update | System Init | Enable Z-buffer updates | ✔ | ✖ | ✖ | ✖ | ✖ |
ORNT | BoolElement | View Orient | System Init | Render surface facing view (2-SIDE only, no SPLN) | ✔ | ✖ | ✖ | ✖ | ✖ |
CRND | BoolElement | View Orient | System Init | Use current CPU time for random seed, rather than 99 | ✔ | ✖ | ✖ | ✖ | ✖ |