====== Generic File Format Data Types ====== **Generic File Format Data Types** ====== Intro ====== This is a generic list of data types encountered in **all** file formats. Not all of which will be used in a specific file format. They are listed here, rather than repetitive typing in each of file format's documentation. ====== Endian ====== [[http://en.wikipedia.org/wiki/Endianness#Little-endian|Little endian]] byte order, lsb first for numeric values, text is stored in [[http://en.wikipedia.org/wiki/Endianness#Big-endian|Big endian]] byte order. ====== Data Types ====== ^ Type ^ Description ^ | byte | unsigned 8 bit (1 byte) | | char | signed 8 bit Ascii(utf8) character | | char[] | fixed length string | | tbool | byte (0 = false). | | short | 16 bit signed short (2 bytes) | | ushort | 16 bit **unsigned** short (2 bytes) | | long | 32 bit signed integer (4 bytes) | | ulong | 32 bit **unsigned** integer (4 bytes) | | float | 32 bit IEEE-single precision floating point value (4 bytes) | | double | 64 bit IEEE-double precision floating point value (8 bytes) | | asciiz | Null terminated (0x00) variable length ascii string | | asciiz... | zero or more concatenated asciiz strings | | ascii | fixed length ascii string(UTF-8) | ====== XYPair ====== XYPair { ulong x,y; // normally associated with cell sizes } ====== XYZTriplet ====== XYZTriplet { float x,y,z; } Normally, this structure is associated with positional information. ====== RGBAColor ====== RGBAColor { byte r,g,b,a; // // 0xFF:FF:FF:FF means 'default' } * RGBA colors correspond to Microsoft's D3DCOLORVALUE * They normally come in pairs inside the pew structures to reflect object and outline colors ====== String ====== LenString { ulong Length; Asciiz Characters[[Length]];// null terminated regardless. }; Length always =strlen(Characters)+1; This is a pre-calculated convenience to reduce load times (and skip over the variable length block). ====== TransformMatrix[[4]][[3]] ====== This is the transform matrix as used by Microsoft DirectX. Known as row-vector format In fact, the 'correct' matrix is actually 4 x 4, but the last column always represents 0,0,0,1 thus M11, M12, M13 (0.0) M21, M22, M23 (0.0) M31, M32, M33 (0.0) M41, M42, M43 (1.0) And so is never stored. This identical matrix is used for WRP files (both formats) and RTM files. In this documentation the above matrix is represented as XYZTriplets struct TransformMatrix { XYZTriplet XYZ[[4]]; }; The last row: M41..., or XYZ[[3]]... corresponds to the position of the object. ====== ColumnFormat[[3]][[4]] ====== Pew files hold this data in Column, rather than row, vectors, as per OpenGL. Thus; Wrp ABC DEF GHI JKL Pew ADGJ BEHK CFIL And is repesent structurally as struct PewTransform { float[[3]][[4]]; }; ====== Note ====== Note that 'int' is not used in this documentation for the following reasons: * an 'int' is machine and compiler and language dependent. It is an arbitrary size SIGNED value. * with exceptions, BI use floats when requiring negative values. * almost all references to 'integers' in BI file formats are either positive-only offsets into memory, zero based indexes, and counts. * the incidence of true shorts and true integers in BI is quite rare. Exception -1 is a favourite, to indicate default