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240 lines
8.4 KiB
SQL
240 lines
8.4 KiB
SQL
-- They stored floats in SQL as strings, or atleast parse them as such, likely to get around the lack of IEEE support on the PS2
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-- `string->float` is used to convert results
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-- Interestingly, ints are handled the same way with `string->int`
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-- This means the kernel implementation is very simple and just returns an array of strings essentially
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-- They also use implicit joins :(
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-- All Queries / Partial Queries:
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-- select translate_x,translate_y,translate_z,level_info_id from level_info where name='~S'
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-- select light_id,name,pos_x,pos_y,pos_z,r,dir_x,dir_y,dir_z,color0_r,color0_g,color0_b,color0_a,decay_start,ambient_point_ratio,brightness from light where level_name='~S'
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-- select x,y,z from sample_point where level_info_id='~D' and source='manual'
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-- select region_sphere.region_id,x,y,z,r from region,region_sphere where level_name='~S' and region.region_id=region_sphere.region_id
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-- select region_face.region_face_id,idx,x,y,z from region,region_face,region_point where level_name='~S' and region.region_id=region_face.region_id and region_face.region_face_id=region_point.region_face_id
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-- select region_face.region_id,region_face_id,kind,flags,radius from region,region_face where level_name='~S' and region.region_id=region_face.region_id
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-- select region_id,level_name,tree,on_enter,on_exit,on_inside from region where level_name='~S'
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-- select region_face_id from region_face where region_id=~D
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-- select nav_edge_id,nav_node_id,nav_graph_id from nav_visible_nodes limit ~D,~D
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-- select nav_edge_id,nav_node_id_1,nav_node_id_2,directionality,speed_limit,density,traffic_edge_flag,nav_clock_mask,nav_clock_type,width,minimap_edge_flag,nav_graph_id from nav_edge limit ~D,~D
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-- select nav_node_id,x,y,z,level_name,angle,radius,nav_node_flag,nav_mesh_id,nav_graph_id from nav_node
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-- select LAST_INSERT_ID()
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-- select nav_graph_id from nav_graph where name='~S'
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-- select nav_graph_id from nav_graph where name='~S'
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-- insert into sample_point set level_info_id=~D,x=~f,y=~f,z=~f,source='manual'
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-- insert into region_face set kind='plane',region_id=~D,radius=~f
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-- insert into region_face set kind='face',region_id=~D
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-- insert into light set level_name='~S'
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-- insert into sample_point set level_info_id=~D,x=~f,y=~f,z=~f,source='manual'
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-- insert into region_sphere set region_id=~D,x=~f,y=~f,z=~f,r=~f
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-- insert into region_point set region_face_id=LAST_INSERT_ID(),idx=~D,x=~f,y=~f,z=~f
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-- insert into region set level_name='~S',tree='~S'
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-- insert nav_visible_nodes set
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-- insert nav_edge set
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-- insert nav_node set
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-- insert into race_path set
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-- update level_info set last_update=last_update, sample_point_update=NULL where level_info_id=~D
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-- update light set level_name='~S', name='~S'
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-- update region set level_name='~S',tree='~S'
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-- update level_info set last_update=last_update, sample_point_update=NULL where level_info_id=~D
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-- update nav_visible_nodes set
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-- update nav_edge set
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-- update nav_node set
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-- delete from light where light_id=~D
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-- delete from sample_point where level_info_id=~D and source='manual'
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-- delete from region where region_id=~D
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-- delete from region_face where region_id=~D
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-- delete from region_point where region_face_id in (
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-- delete from region_sphere where region_id=~D
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-- delete from nav_visible_nodes where
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-- delete from nav_edge where
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-- delete from nav_node where
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-- delete from race_path where race='~s' and path=~d~%
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-- NOTE this is SQLite3, NOT MySQL
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CREATE TABLE IF NOT EXISTS 'level_info' (
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'level_info_id' INTEGER,
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'name' TEXT UNIQUE,
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'translate_x' REAL,
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'translate_y' REAL,
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'translate_z' REAL,
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'last_update' TEXT, -- never changed by the ingame editor
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'sample_point_update' TEXT, -- always set to NULL by the ingame editor
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PRIMARY KEY('level_info_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'light' (
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'light_id' INTEGER,
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'name' TEXT,
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'level_name' TEXT,
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'pos_x' REAL, -- stored as meters
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'pos_y' REAL, -- stored as meters
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'pos_z' REAL, -- stored as meters
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'r' REAL,
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'dir_x' REAL,
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'dir_y' REAL,
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'dir_z' REAL,
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'color0_r' REAL,
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'color0_g' REAL,
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'color0_b' REAL,
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'color0_a' REAL,
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'decay_start' REAL,
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'ambient_point_ratio' REAL,
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'brightness' REAL,
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PRIMARY KEY('light_id' AUTOINCREMENT),
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FOREIGN KEY('level_name') REFERENCES 'level_info'('name')
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);
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CREATE TABLE IF NOT EXISTS 'region' (
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'region_id' INTEGER NOT NULL,
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'level_name' TEXT,
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-- Can be:
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-- target
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-- camera
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-- data
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-- water
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-- city_vis
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-- sample
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-- light
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-- entity
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'tree' TEXT,
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'on_enter' TEXT,
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'on_exit' TEXT,
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'on_inside' TEXT,
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PRIMARY KEY('region_id' AUTOINCREMENT),
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FOREIGN KEY('level_name') REFERENCES 'level_info'('name')
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);
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-- TODO - don't know how to properly derive radius yet but it controls as you'd expect the width of the plane
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-- TODO in the game, planes are defined with 4 points but in the editor
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-- it only uses 2.
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-- Either there is a bug or the editor is wrong, as these two points define the proper plane
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-- but when it's filled in, it gets drawn on the first point, perpendicular.
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--
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-- There is a bunch of complicated vector math that converts from 2 points to 4 points, and this
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-- is probably the source of the problem.
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CREATE TABLE IF NOT EXISTS 'region_face' (
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'region_face_id' INTEGER NOT NULL,
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'region_id' INTEGER NOT NULL,
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-- Can be:
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-- plane
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-- face
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'kind' TEXT,
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-- Can be:
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-- orient (face the opposite direction of the normal)
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'flags' TEXT,
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-- 'radius' REAL, removed, radius only allows for square planes, not good enough.
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-- Added by us so that the regions can actually be displayed as they are
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-- in the final game
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'normal_x' REAL,
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'normal_y' REAL,
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'normal_z' REAL,
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'normal_w' REAL,
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'pos_x' REAL,
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'pos_y' REAL,
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'pos_z' REAL,
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'pos_w' REAL,
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FOREIGN KEY('region_id') REFERENCES 'region'('region_id'),
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PRIMARY KEY('region_face_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'region_point' (
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'region_point_id' INTEGER,
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'region_face_id' INTEGER NOT NULL,
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'idx' INTEGER,
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'x' REAL,
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'y' REAL,
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'z' REAL,
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-- also added, doesn't hurt
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'w' REAL,
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FOREIGN KEY('region_face_id') REFERENCES 'region_face'('region_face_id'),
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PRIMARY KEY('region_point_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'region_sphere' (
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'region_sphere_id' INTEGER,
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'region_id' INTEGER,
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'x' REAL,
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'y' REAL,
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'z' REAL,
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'r' REAL,
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FOREIGN KEY('region_id') REFERENCES 'region'('region_id'),
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PRIMARY KEY('region_sphere_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'nav_edge' (
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'nav_edge_id' INTEGER NOT NULL,
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'nav_graph_id' INTEGER NOT NULL,
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'nav_node_id_1' INTEGER,
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'nav_node_id_2' INTEGER,
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'directionality' TEXT,
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'speed_limit' NUMERIC,
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'density' NUMERIC,
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'traffic_edge_flag' NUMERIC,
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'nav_clock_mask' NUMERIC,
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'nav_clock_type' TEXT,
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'width' NUMERIC,
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'minimap_edge_flag' NUMERIC,
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FOREIGN KEY('nav_node_id_2') REFERENCES 'nav_node'('nav_node_id'),
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FOREIGN KEY('nav_graph_id') REFERENCES 'nav_graph'('nav_graph_id'),
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FOREIGN KEY('nav_node_id_1') REFERENCES 'nav_node'('nav_node_id'),
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PRIMARY KEY('nav_edge_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'nav_graph' (
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'nav_graph_id' INTEGER,
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'name' TEXT,
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PRIMARY KEY('nav_graph_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'nav_mesh' (
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'nav_mesh_id' INTEGER,
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PRIMARY KEY('nav_mesh_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'nav_node' (
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'nav_node_id' INTEGER NOT NULL,
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'nav_graph_id' INTEGER NOT NULL,
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'nav_mesh_id' INTEGER NOT NULL,
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'x' REAL,
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'y' REAL,
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'z' REAL,
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'level_name' TEXT,
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'angle' REAL,
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'radius' REAL,
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'nav_node_flag' NUMERIC,
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FOREIGN KEY('nav_mesh_id') REFERENCES 'nav_mesh'('nav_mesh_id'),
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FOREIGN KEY('nav_graph_id') REFERENCES 'nav_graph'('nav_graph_id'),
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PRIMARY KEY('nav_node_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'nav_visible_nodes' (
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'nav_node_id' INTEGER NOT NULL,
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'nav_graph_id' INTEGER NOT NULL,
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'nav_edge_id' INTEGER NOT NULL,
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FOREIGN KEY('nav_edge_id') REFERENCES 'nav_mesh'('nav_mesh_id'),
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FOREIGN KEY('nav_graph_id') REFERENCES 'nav_graph'('nav_graph_id'),
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PRIMARY KEY('nav_node_id' AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS 'race_path' (
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'race_path_id' INTEGER,
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'race' TEXT,
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'path' INTEGER,
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PRIMARY KEY('race_path_id' AUTOINCREMENT)
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);
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-- I believe these are related to the camera tracking-spline sample points
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-- but these were all "manual" and i don't think they are stored in the level files at all
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-- though who knows, the bsp-header is not 100% filled out
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CREATE TABLE IF NOT EXISTS 'sample_point' (
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'sample_point_id' INTEGER,
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'level_info_id' INTEGER NOT NULL,
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'source' TEXT,
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'x' REAL,
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'y' REAL,
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'z' REAL,
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FOREIGN KEY('level_info_id') REFERENCES 'level_info'('level_info_id'),
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PRIMARY KEY('sample_point_id' AUTOINCREMENT)
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);
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