Difference between revisions of "PATH (File Format)"
From Retro Modding Wiki
(Initial PATH doc) |
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{{research|2|The BSP tables at the end need research}} | {{research|2|The BSP tables at the end need research}} | ||
− | The '''PATH format''' is used to store an area's [[wikipedia:Navigation Mesh]] in the ''Metroid Prime'' series. | + | The '''PATH format''' is used to store an area's [[wikipedia:Navigation Mesh|Navigation Mesh]] in the ''Metroid Prime'' series. |
Like navigation meshes in many other game engines (Unity, Source, etc...), the PATH format represents an ''n-gon mesh'' | Like navigation meshes in many other game engines (Unity, Source, etc...), the PATH format represents an ''n-gon mesh'' | ||
partitioned into a BSP tree for rapid queries. | partitioned into a BSP tree for rapid queries. | ||
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|- | |- | ||
− | |[[#Vertex Entry]] | + | |[[#Vertex Entry|Vertex Entry]] |
|Vertex Table | |Vertex Table | ||
| | | | ||
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|- | |- | ||
− | |[[#Edge Entry]] | + | |[[#Edge Entry|Edge Entry]] |
|Edge Table | |Edge Table | ||
| | | | ||
Line 35: | Line 35: | ||
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|- | |- | ||
− | |[[#Polygon Entry]] | + | |[[#Polygon Entry|Polygon Entry]] |
|Polygon Table | |Polygon Table | ||
| | | | ||
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|long | |long | ||
|Polygon A index | |Polygon A index | ||
− | | | + | |References into [[#Polygon Entry|Polygon Table]] |
|- | |- | ||
|0x4 | |0x4 | ||
Line 86: | Line 86: | ||
|long | |long | ||
|Polygon B index | |Polygon B index | ||
− | | | + | |References into [[#Polygon Entry|Polygon Table]] |
|- | |- | ||
|0x8 | |0x8 | ||
Line 120: | Line 120: | ||
|long | |long | ||
|Vertex Start Index | |Vertex Start Index | ||
− | |References into [[#Vertex Table]] | + | |References into [[#Vertex Entry|Vertex Table]] |
|- | |- | ||
|0x8 | |0x8 | ||
Line 132: | Line 132: | ||
|long | |long | ||
|Edge Start Index | |Edge Start Index | ||
− | |References into [[#Edge Table]] | + | |References into [[#Edge Entry|Edge Table]] |
|- | |- | ||
|0x10 | |0x10 |
Revision as of 14:07, 21 February 2015
This file format needs more research The BSP tables at the end need research |
The PATH format is used to store an area's Navigation Mesh in the Metroid Prime series. Like navigation meshes in many other game engines (Unity, Source, etc...), the PATH format represents an n-gon mesh partitioned into a BSP tree for rapid queries.
Format
Data Type | Description | Notes |
---|---|---|
long | Version | Always 0x4 in GM8E-0-00 and Trilogy release. |
long | Vertex count | |
Vertex Entry | Vertex Table | |
long | Edge count | |
Edge Entry | Edge Table | |
long | Polygon count | |
Polygon Entry | Polygon Table | |
Unknown | BSP Tables |
Vertex Entry
Offset | Length | Data Type | Description | Notes |
---|---|---|---|---|
0x0 | 12 | float3 | Vertex Position | |
0xC | 12 | float3 | Vertex Normal |
Edge Entry
Offset | Length | Data Type | Description | Notes |
---|---|---|---|---|
0x0 | 4 | long | Polygon A index | References into Polygon Table |
0x4 | 4 | long | Polygon B index | References into Polygon Table |
0x8 | 4 | float | Edge Length | |
0xC | 4 | float | Unknown Normalized [0,1] Value | Speculation: Cost of edge traversal (i.e. edge steepness). Characters may have a set threshold when selecting edges to traverse. |
Polygon Entry
Offset | Length | Data Type | Description | Notes |
---|---|---|---|---|
0x0 | 4 | long | Vertex Count | Specifies range of vertices |
0x4 | 4 | long | Vertex Start Index | References into Vertex Table |
0x8 | 4 | long | Edge Count | Specifies range of edges |
0xC | 4 | long | Edge Start Index | References into Edge Table |
0x10 | 2 | short | Unknown | Range [1,7] |
0x12 | 2 | short | Unknown meta-data | Possible Values (1,2,4) |
0x14 | 4 | float | Polygon area | |
0x18 | 12 | float3 | Polygon normal | |
0x24 | 4 | long | Self-index | References polygon's own index in table |
0x28 | 12 | float3 | AABB-min | |
0x34 | 12 | float3 | AABB-max | |
0x40 | 12 | float3 | Polygon center position | |
0x4C | 4 | long | Self-index | A duplicate of the 0x24 value for some reason |