SWHC (File Format): Difference between revisions
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The '''SWHC | {{research|1|Properties beyond MP1 need to be discovered and documented}} | ||
The '''SWHC''' [[Particle Script|particle 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 (<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 == | |||
Particle generator properties are assembled into a [[Particle Script|particle script]] | |||
file tagged with <code>SWSH</code>. Any of the following properties are loaded into a | |||
''description'' class for constructing an arbitrary number of ''particle generators''. | |||
{| class="wikitable" | |||
! FourCC | |||
! Type | |||
! Description | |||
! Scope | |||
! Notes | |||
! MP1 | |||
! MP2 | |||
! MP3 | |||
! DKCR | |||
! DKCTF | |||
|- | |||
{{ParticlePropertyRow|PSLT|IntElement|Particle System Lifetime|System Init|Count of frames to emit new particle instances|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|TIME|RealElement|Time Multiplier|Pre Particles Update|Factor that defines number of evaluation frames per real frame|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|LRAD|RealElement|Left Radius|Particle Update|Radius of swoosh cross-section's left side|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|RRAD|RealElement|Right Radius|Particle Update|Radius of swoosh cross-section's right side|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|LENG|IntElement|Length|System Init|Maximum history of swoosh sections to retain (must be at least 2)|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|COLR|ColorElement|Color|Particle Creation and Update|Modulation color of swoosh surfaces|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|SIDE|IntElement|Side Count|System Init|Count of swoosh cross-section sides (2 for plane, 3+ for extruded prism)|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|IROT|FloatElement|Initial Rotation|Particle Creation|Rotation bias evaluated for new particle instances (in degrees)|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|ROTM|FloatElement|Rotation Master|Particle Update|Rotation bias evaluated per particle instance, per frame (in degrees)|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|POFS|VectorElement|Particle Offset|Particle Creation|Local translation bias evaluated for new particle instances|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|IVEL|VectorElement|Initial Velocity|Particle Creation|Relative velocity evaluated for new particle instances|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|NPOS|VectorElement|Next Position|Particle Update|Local translation bias updated per particle instance, per frame|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|VELM|ModVectorElement|Velocity 1|Particle Update|Continuous position and velocity source of particle instances|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|VLM2|ModVectorElement|Velocity 2|Particle Update|Second position and velocity source evaluated after VELM|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|SPLN|IntElement|Spline Segments|System Init|Count of intra-frame faces to draw per particle connection, using tricubic spline interpolation|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|TEXR|UVElement|Texture|System Render|Texture and UV source for swoosh surfaces|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|TSPN|IntElement|Texture Span|System Render|Count of particle instances over which to scale UV coordinate cycle|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|LLRD|bool|Left Radius for Right|System Init|Use LRAD value for RRAD|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|CROS|bool|Cross|System Init|Intersect surfaces across cross-section verts, as opposed to a non-intersecting prism|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|VLS1|bool|Local Velocity 1|System Init|Evaluate VELM in particle-local space|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|VLS2|bool|Local Velocity 2|System Init|Evaluate VLM2 in particle-local space|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|SROT|bool|Single Rotation|System Init|Update IROT per particle instance, per frame and ignore ROTM, otherwise once per system update|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|WIRE|bool|Wireframe|System Init|Render surfaces as triangle wireframe|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|TEXW|bool|{{unknown}}|System Init|Unused|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|AALP|bool|Additive Alpha|System Init|Draw using additive alpha blending|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|ZBUF|bool|Z-buffer Update|System Init|Enable Z-buffer updates|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|ORNT|bool|View Orient|System Init|Render surface facing view (2-SIDE only, no SPLN)|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
{{ParticlePropertyRow|CRND|bool|Clock Random|System Init|Use current CPU time for random seed, rather than 99|{{check}}|{{nocheck}}|{{nocheck}}|{{nocheck}}|{{nocheck}}}} | |||
|} |
Latest revision as of 06:24, 8 June 2017
This file format is almost completely documented Properties beyond MP1 need to be discovered and documented |
The SWHC particle 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 | Initial 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 | Initial Velocity | Particle Creation | Relative velocity evaluated for new particle instances | ✔ | ✖ | ✖ | ✖ | ✖ |
NPOS | VectorElement | Next Position | 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 | bool | Left Radius for Right | System Init | Use LRAD value for RRAD | ✔ | ✖ | ✖ | ✖ | ✖ |
CROS | bool | Cross | System Init | Intersect surfaces across cross-section verts, as opposed to a non-intersecting prism | ✔ | ✖ | ✖ | ✖ | ✖ |
VLS1 | bool | Local Velocity 1 | System Init | Evaluate VELM in particle-local space | ✔ | ✖ | ✖ | ✖ | ✖ |
VLS2 | bool | Local Velocity 2 | System Init | Evaluate VLM2 in particle-local space | ✔ | ✖ | ✖ | ✖ | ✖ |
SROT | bool | Single Rotation | System Init | Update IROT per particle instance, per frame and ignore ROTM, otherwise once per system update | ✔ | ✖ | ✖ | ✖ | ✖ |
WIRE | bool | Wireframe | System Init | Render surfaces as triangle wireframe | ✔ | ✖ | ✖ | ✖ | ✖ |
TEXW | bool | Unknown | System Init | Unused | ✖ | ✖ | ✖ | ✖ | ✖ |
AALP | bool | Additive Alpha | System Init | Draw using additive alpha blending | ✔ | ✖ | ✖ | ✖ | ✖ |
ZBUF | bool | Z-buffer Update | System Init | Enable Z-buffer updates | ✔ | ✖ | ✖ | ✖ | ✖ |
ORNT | bool | View Orient | System Init | Render surface facing view (2-SIDE only, no SPLN) | ✔ | ✖ | ✖ | ✖ | ✖ |
CRND | bool | Clock Random | System Init | Use current CPU time for random seed, rather than 99 | ✔ | ✖ | ✖ | ✖ | ✖ |