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mdl.ksy
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meta:
id: mdl
title: Silent Hill 2 model format
application: Silent Hill 2 (PC)
file-extension: mdl
endian: le
doc: |
Mdl is the proprietary 3D model format of Silent Hill 2 (PC). It describes
geometry, textures, skeleton data, and more. This structure does not describe
the PS2 mdl format, yet.
seq:
- id: header
size: 64
type: file_header
- id: model_data
type: model
instances:
texture_data:
pos: _root.header.texture_header_offset
size-eos: true
type: texture_data
if: _root.header.texture_count > 0 and _root.header.no_texture_id == 0
types:
file_header:
seq:
- id: no_texture_id
type: u1
doc: |
Indicates whether this model has a texture associated with it?
True for models with "notex" in the filename, e.g.
"hll_jms_notex.mdl".
- id: padding
size: 3
- id: character_id
type: u4
doc: Internal ID used by the game engine for this model.
- id: texture_count
type: u4
doc: Number of textures in this model.
- id: texture_header_offset
type: u4
doc: Absolute byte offset to the start of texture data.
- id: model_header_offset
type: u4
doc: Absolute byte offset to the start of general model data.
- id: kg1_header_offset
type: u4
doc: Absolute byte offset to the start of embedded shadow data.
model:
doc: Model container. All offsets are relative to the start of this header.
seq:
- id: magic
contents: [0x03, 0x00, 0xff, 0xff]
doc: And that's a magic number! It's 0x03 0x00 0xff 0xff.
- id: model_version
-orig-id: revision
type: u4
- id: initial_matrices_offset
type: u4
doc: Offset to initial bone matrices in model space.
- id: bone_count
type: u4
doc: Number of bones.
- id: skeleton_data_offset
type: u4
doc: Offset to skeleton data.
- id: bone_pairs_count
type: u4
doc: Number of bone pairs (for linear blend skinning).
- id: bone_pairs_offset
type: u4
doc: Offset to bone pairs, specified in pairs of bytes.
- id: default_pcms_offset
type: u4
doc: Offset to default parent-child matrices for bone pairs.
- id: primitive_headers_count
type: u4
doc: Number of disjoint primitives.
- id: primitive_headers_offset
type: u4
doc: Offset to headers describing each primitive.
- id: transparent_primitive_headers_count
type: u4
doc: |
Number of transparent primitive headers, used for separate parts such
as hair? On the PS2 version, this field is called "n_vu0_parts",
suggesting that these were handled by the VU0 coprocessor, while
the opaque primitive headers were handled by the VU1 coprocessor.
- id: transparent_primitive_headers_offset
type: u4
doc: |
Offset to transparent primitive headers, used for separate parts such
as hair? On the PS2 version, this field is called "n_vu0_parts",
suggesting that these were handled by the VU0 coprocessor, while
the opaque primitive headers were handled by the VU1 coprocessor.
- id: texture_blocks_count
type: u4
doc: Number of texture blocks.
- id: texture_blocks_offset
type: u4
doc: Offset to the texture blocks.
- id: texture_id_count
type: u4
doc: Number of unique texture IDs used by the game engine.
- id: texture_id_offset
type: u4
doc: Offset to texture ID data.
- id: junk_padding_offset
type: u4
doc: |
Offset to a sequence of copied bytes used to pad out the file in the
PC version. It starts copying from the start of this header until it
reaches the cluster node data. On the PS2 version, this space is used
for a block called "texture_id_params".
- id: cluster_node_count
type: u4
doc: Number of cluster nodes for this object. Purpose unknown.
- id: cluster_node_offset
type: u4
doc: Offset to cluster node data for this object. Purpose unknown.
- id: cluster_count
type: u4
doc: Number of clusters for this object. Purpose unknown.
- id: cluster_offset
type: u4
doc: Offset to func_data for this object. Purpose unknown.
- id: func_data_count
type: u4
doc: Unknown count.
- id: func_data_offset
type: u4
doc: Unknown offset.
- id: hit_offset
type: u4
doc: Unknown offset.
- id: box_offset
type: u4
doc: Unknown offset.
- id: flag
type: u4
doc: Unknown flag.
- id: relative_matrices_offset
type: u4
doc: Unknown offset.
- id: relative_trans_offset
type: u4
doc: Unknown offset.
- id: reserved
size: 16
- id: vertex_count
type: u4
doc: Number of vertices.
- id: vertex_data_offset
type: u4
doc: Offset to vertex data.
- id: transparent_vertex_count
type: u4
doc: Number of transparent vertices.
- id: transparent_vertex_data_offset
type: u4
doc: Offset to transparent vertex data.
- id: triangle_index_offset
type: u4
doc: Offset to triangle index data.
- id: transparent_triangle_index_offset
type: u4
doc: Offset to transparent triangle index data.
- id: opaque_cluster_map_count
type: u4
doc: Unknown original name.
- id: transparent_cluster_map_count
type: u4
doc: Unknown original name.
- id: cluster_map_offset
type: u4
doc: Unknown original name.
- id: pad0
size: 12
- id: initial_matrices
type: transformation_matrix
repeat: expr
repeat-expr: bone_count
doc: |
Matrices that represent the pose of each bone in model space. This is
an array of matrices where `initial_matrices[i]` goes with bone `i`.
- id: skeleton_tree
type: u1
repeat: expr
repeat-expr: bone_count
doc: |
A graph having a tree structure that represents the skeleton. This is
an array of indices where bone `i` is the parent of
`skeleton_tree[i]`. If `skeleton_tree[i]` is 255, then the bone `i`
represents a root node.
- id: pad1
type: u1
repeat: expr
repeat-expr: 16 - bone_count % 16
if: bone_count % 16 > 0
- id: bone_pairs
type: skeleton_pair
repeat: expr
repeat-expr: bone_pairs_count
- id: pad2
type: u1
repeat: expr
repeat-expr: 16 - (2 * bone_pairs_count) % 16
if: (2 * bone_pairs_count) % 16 > 0
- id: default_pcms_matrices
type: transformation_matrix
repeat: expr
repeat-expr: bone_pairs_count
doc: |
Matrices that represent relative transformations between bones. For
index `i`, let `parent` equal `bone_pairs[i].parent` and `child`
equal `bone_pairs[i].child`. Then `default_pcms_matrices[i]` is equal
to `inverse(initial_matrices[child]) * initial_matrices[parent]`.
- id: texture_metadata
type: texture_metadata
if: _root.header.texture_count > 0
instances:
junk_padding:
pos: junk_padding_offset + 64
size: cluster_node_offset - junk_padding_offset
cluster_nodes:
pos: cluster_node_offset + 64
type: s2_vector
if: cluster_node_count > 0
repeat: expr
repeat-expr: cluster_node_count
doc: Morph targets for facial animation.
cluster_node_normals:
pos: cluster_node_offset + cluster_node_count * 6
+ 64 + cluster_node_padding_amount
type: s2_vector
repeat: expr
repeat-expr: cluster_node_count
if: cluster_nodes_have_normals
cluster_nodes_have_normals:
value: cluster_node_offset + cluster_node_count * 6
+ 64 + cluster_node_padding_amount != cluster_offset + 64
doc: This is a helper, not part of the original mdl structure.
cluster_node_normals_offset:
value: cluster_node_offset + cluster_node_count * 6
+ 64 + cluster_node_padding_amount
doc: This is a helper, not part of the original mdl structure.
cluster_node_padding_amount:
value: cluster_node_count % 8 != 0 ?
(16 - cluster_node_count * 6 % 16):0
doc: This is a helper, not part of the original mdl structure.
clusters:
pos: cluster_offset + 64
type: cluster
repeat: expr
repeat-expr: cluster_count
if: cluster_count > 0
cluster_maps:
pos: cluster_map_offset + 64
type: cluster_maps
doc: Unknown original name.
geometry:
pos: primitive_headers_offset + 64
type: geometry
doc: The start of the geometry data.
cluster_maps:
seq:
- id: opaque
type: cluster_mapping
repeat: expr
repeat-expr: _root.model_data.opaque_cluster_map_count
- id: transparent
type: cluster_mapping
repeat: expr
repeat-expr: _root.model_data.transparent_cluster_map_count
cluster_mapping:
seq:
- id: source_start_index
type: u2
- id: target_start_index
type: u2
- id: count
type: u2
doc: Unknown original IDs for all properties.
cluster:
seq:
- id: node_count
type: u4
-orig-id: n_nodes
- id: offset
type: u4
-orig-id: element_offset
instances:
data:
pos: offset + 64
type: cluster_data_list
cluster_data_list:
seq:
- id: vertices
type: cluster_data
repeat: expr
repeat-expr: _parent.node_count
- id: alignment
size: 16 - (_io.pos % 16)
if: _io.pos % 16 != 0
- id: normals
type: cluster_data
if: _root.model_data.cluster_nodes_have_normals
repeat: expr
repeat-expr: _parent.node_count
cluster_data:
seq:
- id: vector
type: s2_vector
- id: vertex_index
type: s2
geometry:
seq:
- id: primitive_headers
type: primitive_header_wrapper
repeat: expr
repeat-expr: _root.model_data.primitive_headers_count
- id: triangle_indices
type: index_list
# This field has silly formatting to get the parser to work right?
size: (_root.model_data.vertex_data_offset >
_root.model_data.transparent_primitive_headers_offset ?
_root.model_data.transparent_primitive_headers_offset
:_root.model_data.vertex_data_offset) -
_root.model_data.triangle_index_offset
doc: List of vertex indices, which represent triangle strips.
instances:
vertex_list:
type: vertex_data
pos: _root.model_data.vertex_data_offset + 64
repeat: expr
repeat-expr: _root.model_data.vertex_count
transparent_primitive_headers:
type: transparent_primitive_header_wrapper
pos: _root.model_data.transparent_primitive_headers_offset + 64
repeat: expr
repeat-expr: _root.model_data.transparent_primitive_headers_count
if: _root.model_data.transparent_primitive_headers_count > 0
transparent_triangle_indices:
type: index_list
pos: _root.model_data.transparent_triangle_index_offset + 64
size: _root.model_data.transparent_vertex_data_offset -
_root.model_data.transparent_triangle_index_offset
doc: List of vertex indices, which represent triangle strips.
if: _root.model_data.transparent_primitive_headers_count > 0
transparent_vertex_list:
type: transparent_vertex_data
pos: _root.model_data.transparent_vertex_data_offset + 64
repeat: expr
repeat-expr: _root.model_data.transparent_vertex_count
if: _root.model_data.transparent_primitive_headers_count > 0
vertex_data:
seq:
- id: x
type: f4
doc: The x-coordinate of the vertex.
- id: y
type: f4
doc: The y-coordinate of the vertex.
- id: z
type: f4
doc: The z-coordinate of the vertex.
- id: bone_weight_0
type: f4
valid:
min: 0
max: 1
doc: The first bone weight of the vertex.
- id: bone_weight_1
type: f4
valid:
min: 0
max: 1
doc: The second bone weight of the vertex.
- id: bone_weight_2
type: f4
valid:
min: 0
max: 1
doc: The third bone weight of the vertex.
- id: bone_weight_3
type: f4
valid:
min: 0
max: 1
doc: The fourth bone weight of the vertex.
- id: normals
type: s2
repeat: expr
repeat-expr: 3
- id: alignment
type: u2
valid: 0
- id: u
type: f4
doc: The texture coordinate along the horizontal axis (x), from 0 to 1.
- id: v
type: f4
doc: The texture coordinate along the vertical axis (y), from 0 to 1.
- id: bone_index_0
type: u1
doc: |
The first bone index. This indexes into the primitive bone array, not
the overall skeleton array!
- id: bone_index_1
type: u1
valid:
expr: bone_index_1 == 0 or bone_index_1 == 255 or bone_weight_1 > 0
doc: |
The second bone (or bone pair?) index.
- id: bone_index_2
type: u1
valid:
expr: bone_index_2 == 0 or bone_index_2 == 255 or bone_weight_2 > 0
doc: |
The third bone (or bone pair?) index.
- id: bone_index_3
type: u1
valid:
expr: bone_index_3 == 0 or bone_index_3 == 255 or bone_weight_3 > 0
doc: |
The fourth bone (or bone pair?) index.
skeleton_pair:
seq:
- id: parent
type: u1
- id: child
type: u1
doc: Represents a parent-child bone relationship.
primitive_header_wrapper:
seq:
- id: primitive_header_size
type: u4
- id: body
size: primitive_header_size - 4
type: primitive_header
primitive_header:
doc: |
Description for a primitive, in the OpenGL sense of the word
"primitive". In this case, the primitives are triangle strips, but
the triangle list can contain degenerate triangles that are used to
separate strips.
seq:
- id: pad0
size: 4
- id: bone_count
type: u4
doc: Number of bones that this primitive depends on.
- id: bone_indices_offset
type: u4
doc: Offset from this header to a bone list. See bone_indices.
- id: bone_pairs_count
type: u4
doc: Number of bone pairs that this primitive depends on.
- id: bone_pairs_offset
type: u4
doc: Offset to a bone pair indices list. See bone_pair_indices.
- id: texture_index_count
type: u4
doc: Appears to be the texture indices for this primitive?
- id: texture_index_offset
type: u4
doc: Appears to be the texture index offset for this primitive?
- id: sampler_states_offset
type: u4
doc: |
From FF24, this is an offset to ADDRESSU, ADDRESSV, MAGFILTER and
MINFILTER sampler states.
- id: material_type
type: u1
enum: material_type
doc: See FrozenFish24's SH2MapTools/Sh2ModelMaterialEditor/Model.py#L75
- id: unknown_byte0
type: u1
doc: Possibly material-related, see `material_type`.
- id: pose_index
type: u1
doc: |
If zero, this primitive is always visible. Otherwise, it may be
hidden and swapped out at various times, e.g. for James's hands.
- id: unknown_byte1
type: u1
- id: backface_culling
type: u4
- id: unknown_float0
type: f4
doc: From FF24, reported to affect diffuse color somehow.
- id: unknown_float1
type: f4
doc: From FF24, reported to affect ambient color somehow.
- id: specular_scale
type: f4
doc: From FF24, larger value = smaller specular.
- id: unknown_section0
size: 8
doc: Unknown purpose.
- id: pad1
size: 4
- id: diffuse_color
type: f4
repeat: expr
repeat-expr: 3
doc: From FF24, this is the diffuse color.
- id: pad2
size: 4
- id: ambient_color
type: f4
repeat: expr
repeat-expr: 3
doc: From FF24, this is the ambient color.
- id: pad3
size: 4
- id: specular_color
type: f4
repeat: expr
repeat-expr: 3
doc: From FF24, this is the specular color (range 0-128).
- id: pad4
size: 4
- id: primitive_start_index
type: u4
doc: Offset into the triangle index array where the primitive begins.
- id: primitive_length
type: u4
doc: The length of the primitive in the triangle index array.
- id: pad5
size: 4
- id: bone_indices
type: u2
repeat: expr
repeat-expr: bone_count
doc: |
The bone index array from this primitive. An important point is that
the bone indices specified by a given vertex go into this array, not
the overall skeleton array. Unclear why these are u2 if bones are u1?
instances:
bone_pair_indices:
pos: bone_pairs_offset - 4
size: bone_pairs_count * 2
type: index_list
doc: |
A list of bone pair indices. See bone_indices doc comment, a similar
concept applies.
texture_indices:
pos: texture_index_offset - 4
size: texture_index_count * 2
type: index_list
doc: A list of texture indices? TODO
sampler_states:
pos: sampler_states_offset - 4
type: u1
repeat: expr
repeat-expr: 4
enums:
material_type:
1: unlit
2: matte
3: matte_plus
4: glossy
transparent_primitive_header_wrapper:
seq:
- id: transparent_primitive_header_size
type: u4
- id: body
size: transparent_primitive_header_size - 4
type: transparent_primitive_header
transparent_primitive_header:
seq:
- id: pad0
size: 4
- id: texture_index_count
type: u4
doc: There's only ever one, so could be wrong?
- id: texture_index_offset
type: u4
- id: marker_offset
type: u4
- id: unknown_count
type: u4
- id: unknown_section0
size: 24
- id: pad1
type: u4
- id: unknown_floats0
type: f4
repeat: expr
repeat-expr: 3
- id: pad2
type: u4
- id: unknown_floats1
type: f4
repeat: expr
repeat-expr: 3
- id: unknown_section1
size: 20
- id: primitive_start_index
type: u4
doc: Offset into the triangle index array where the primitive begins.
- id: primitive_length
type: u4
doc: The length of the primitive in the triangle index array.
- id: primitive_index
type: u4
doc: Appears to be an array index for this primitive header.
- id: texture_index
type: u4
- id: pad3
size: 12
- id: marker
size: 4
doc: |
And that's a--an almost... magic... number...? Turns out this can be
[0x03, 0x03, 0x02, 0x02], or [0x03, 0x03, 0x01, 0x01].
transparent_vertex_data:
seq:
- id: x
type: f4
doc: The x-coordinate of the vertex.
- id: y
type: f4
doc: The y-coordinate of the vertex.
- id: z
type: f4
doc: The z-coordinate of the vertex.
- id: w
type: f4
valid: 1
- id: bone_weights
type: f4
repeat: expr
repeat-expr: 4
- id: normal_x
type: f4
doc: The x-coordinate of the normal vector.
- id: normal_y
type: f4
doc: The y-coordinate of the normal vector.
- id: normal_z
type: f4
valid:
expr: normal_x*normal_x + normal_y*normal_y + normal_z*normal_z -
1.0 < 0.05
doc: The z-coordinate of the normal vector.
- id: unknown1
size: 4
- id: u
type: f4
doc: The texture coordinate along the horizontal axis (x), from 0 to 1.
- id: v
type: f4
doc: The texture coordinate along the vertical axis (y), from 0 to 1.
- id: unknown2
size: 8
- id: bone_index
type: u1
- id: unknown3
type: u1
- id: bone_pair_index0
type: u1
- id: unknown4
type: u1
- id: bone_pair_index1
type: u1
- id: unknown5
type: u1
- id: bone_pair_index2
type: u1
- id: unknown6
type: u1
texture_data:
seq:
- id: magic
contents: [0x01, 0x09, 0x99, 0x19]
doc: And that's a magic number!
- id: unknown
size: 12
- id: textures
type: texture_container
repeat: expr
repeat-expr: _root.header.texture_count
texture_container:
seq:
- id: texture_id
type: u4
- id: width
type: u2
- id: height
type: u2
- id: width2
type: u2
- id: height2
type: u2
- id: sprite_count
type: u2
- id: unknown_section
size: 18
- id: sprite_headers
type: sprite_header
repeat: expr
repeat-expr: sprite_count
- id: data
size: sprite_headers[0].format.to_i != 0 ?
width*height:width*height/2
sprite_header:
seq:
- id: sprite_id
type: u4
- id: x
type: u2
- id: y
type: u2
- id: width
type: u2
- id: height
type: u2
- id: format
type: u1
enum: texture_format
- id: unknown0
type: u1
- id: importance
type: u2
- id: data_size
type: u4
doc: Unknown purpose.
- id: all_size
type: u4
doc: Unknown purpose.
- id: pad
size: 4
- id: unknown1
-orig-id: bitw
type: u1
- id: unknown2
-orig-id: bith
type: u1
- id: end_magic
-orig-id: marker
type: u2
enums:
texture_format:
0: dxt1
1: dxt2
2: dxt3
3: dxt4
4: dxt5
8: paletted
24: rgbx8
32: rgba8
texture_metadata:
seq:
- id: main_texture_ids
type: u4
repeat: expr
repeat-expr: _parent.texture_blocks_count
doc: TODO
- id: pad
size: 16 - (4 * _parent.texture_blocks_count) % 16
if: _parent.texture_blocks_count % 4 > 0
- id: texture_pairs
type: texture_pair
repeat: expr
repeat-expr: _parent.texture_id_count
doc: TODO
texture_pair:
doc: TODO
seq:
- id: texture_index
type: u4
- id: sprite_id
type: u4
valid:
min: 1
index_list:
seq:
- id: array
type: u2
repeat: eos
s2_vector:
seq:
- id: x
type: s2
- id: y
type: s2
- id: z
type: s2
transformation_matrix:
doc: |
Represents a 4x4 column-major transformation matrix.
seq:
- id: rotation00
type: f4
- id: rotation10
type: f4
- id: rotation20
type: f4
- id: pad0
type: f4
valid: 0
- id: rotation01
type: f4
- id: rotation11
type: f4
- id: rotation21
type: f4
- id: pad1
type: f4
valid: 0
- id: rotation02
type: f4
- id: rotation12
type: f4
- id: rotation22
type: f4
- id: pad2
type: f4
valid: 0
- id: translation_x
type: f4
- id: translation_y
type: f4
- id: translation_z
type: f4
- id: translation_w
type: f4
valid: 1