Difference between revisions of "AROT (MREA Section)"

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They are structured recursively, starting with a ''root'' node and traversing their way to individual ''leaf'' nodes.
 
They are structured recursively, starting with a ''root'' node and traversing their way to individual ''leaf'' nodes.
 
A full-branch octant will split sub-octants across 3-tiers, one for each dimension of euclidean space.
 
A full-branch octant will split sub-octants across 3-tiers, one for each dimension of euclidean space.
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Within each octant is an index to a bitmap relating that AABB-volume to a set of meshes within the MREA; they
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are sorted and culled accordingly. Actors, particle effects, and other visual entities are also sorted and culled
 +
according to which octant(s) they intersect.
  
 
=== Layout ===
 
=== Layout ===

Revision as of 04:48, 12 April 2015

Left: Recursive subdivision of a cube into octants. Right: The corresponding octree.

Within MREA resources, the AROT section stores an octree which is used to accelerate rendering of areas in back-to-front order.

Octrees are a form of BSP tree that subdivide an area in 3-dimensions. They are structured recursively, starting with a root node and traversing their way to individual leaf nodes. A full-branch octant will split sub-octants across 3-tiers, one for each dimension of euclidean space.

Within each octant is an index to a bitmap relating that AABB-volume to a set of meshes within the MREA; they are sorted and culled accordingly. Actors, particle effects, and other visual entities are also sorted and culled according to which octant(s) they intersect.

Layout

Data Type Element Count Description Notes
Header 1 Octree Header
long round_up(bitmap_bit_count / 32) * bitmap_count Mesh Bitmap Array An array of word-packed bitmaps relating octant nodes to sets of MREA meshes
long node_count Node Indirection Table Since nodes use variable-length-encoding, there is an indirection table with byte-offsets (relative to first node)
Node Entry node_count Node Entry Table Tightly-packed blob of nodes

Header

Offset Size Data Type Description Notes
0x0 4 long Magic AROT
0x4 4 long Version Always 0x1
0x8 4 long Mesh-Bitmap Count Count of mesh-bitmaps
0xC 4 long Mesh-Bitmap Bit-Count Count of bits in each mesh-bitmap (matches MREA's mesh count)
0x10 4 long Node Count Number of octant nodes
0x14 24 float2x3 AABB AABB that fully-encloses area and serves as the octree's root-shape

Node Entry

Offset Size Data Type Description Notes
0x0 2 short Bitmap Index Index of the mesh bitmap defining a set of MREA meshes for this octant node
0x2 2 short Additional Child Count If non-zero, this counts the octant's child-nodes in addition to the first child (a value of 0x7 actually indicates 8 child-nodes)

If zero, this node-entry ends here

0x4 2 short[additional_child_count + 1] Node Child Indexes Variable-length array of node-entry indices that are children of this node-entry