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Update MediaWiki page 'OB3'
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@ -3,11 +3,7 @@ Work in progress.
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This page refers to .ob3, a custom format for 3D models created by Jagex. It is used by the RuneScape Classic engine since client version #74. For the earlier version of the format see [[OB2|OB2]].
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<pre>package jagex.client;
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import jagex.Data;
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public class OB3Model {
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<pre>public class OB3Model {
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private static final int num_seq = 0xbc614e;
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public int gouraud_shade[];
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@ -17,14 +13,14 @@ public class OB3Model {
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public int vert_z[];
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public int face_count;
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public int face_v_count[];
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public int face[][];
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public int faces[][];
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public int face_back[];
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public int face_front[];
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public OB3Model(byte data[], int offset) {
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int vert_count = Data.getUnsignedShort(data, offset);
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int vert_count = get_u_short(data, offset);
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offset += 2;
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int face_count = Data.getUnsignedShort(data, offset);
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int face_count = get_u_short(data, offset);
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offset += 2;
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vert_x = new int[vert_count];
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@ -37,40 +33,40 @@ public class OB3Model {
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gouraud_shade = new int[face_count];
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for (int v = 0; v < vert_count; v++) {
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vert_x[v] = Data.getSignedShort(data, offset);
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vert_x[v] = get_short(data, offset);
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offset += 2;
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}
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for (int v = 0; v < vert_count; v++) {
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vert_y[v] = Data.getSignedShort(data, offset);
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vert_y[v] = get_short(data, offset);
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offset += 2;
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}
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for (int v = 0; v < vert_count; v++) {
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vert_z[v] = Data.getSignedShort(data, offset);
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vert_z[v] = get_short(data, offset);
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offset += 2;
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}
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this.vert_count = vert_count;
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for (int f = 0; f < face_count; f++)
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face_v_count[f] = (data[offset++] & 0xff);
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face_v_count[f] = get_u_byte(data[offset++]);
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for (int f = 0; f < face_count; f++) {
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face_back[f] = Data.getSignedShort(data, offset);
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face_back[f] = get_short(data, offset);
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offset += 2;
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if (face_back[f] == 32767)
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face_back[f] = num_seq;
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}
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for (int f = 0; f < face_count; f++) {
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face_front[f] = Data.getSignedShort(data, offset);
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face_front[f] = get_short(data, offset);
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offset += 2;
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if (face_front[f] == 32767)
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face_front[f] = num_seq;
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}
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for (int f = 0; f < face_count; f++) {
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int i = data[offset++] & 0xff;
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int i = get_u_byte(data[offset++]);
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if (i == 0)
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gouraud_shade[f] = 0;
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else
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@ -78,12 +74,12 @@ public class OB3Model {
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}
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for (int f = 0; f < face_count; f++) {
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face[f] = new int[face_v_count[f]];
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faces[f] = new int[face_v_count[f]];
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for (int fv = 0; fv < face_v_count[f]; fv++) {
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if (vert_count < 256) {
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face[f][fv] = data[offset++] & 0xff;
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faces[f][fv] = get_u_byte(data[offset++]);
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} else {
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face[f][fv] = Data.getUnsignedShort(data, offset);
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faces[f][fv] = get_u_short(data, offset);
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offset += 2;
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}
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}
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@ -91,7 +87,23 @@ public class OB3Model {
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this.face_count = face_count;
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}
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}</pre>
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public static int get_u_byte(byte b) {
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return (b & 0xff);
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}
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public static int get_u_short(byte b[], int start) {
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return ((b[start] & 0xff) << 8) + (b[start + 1] & 0xff);
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}
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public static int get_short(byte b[], int start) {
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int i = get_u_byte(b[start]) * 256 + get_u_byte(b[start + 1]);
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if (i > 32767)
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i -= 0x10000;
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return i;
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}
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}
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</pre>
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== '''Faces''' ==
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A '''negative''' face_back or face_front value indicates a '''solid colour''', whereas a '''positive''' value indicates a '''texture'''. The texture is defined by its offset in the client's texture array.
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