Update MediaWiki page 'OB3'

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S 2012-11-26 21:37:35 +00:00 committed by moparisthebest
parent 4f850a02a6
commit 77a06e5bb9

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@ -3,11 +3,7 @@ Work in progress.
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]].
<pre>package jagex.client;
import jagex.Data;
public class OB3Model {
<pre>public class OB3Model {
private static final int num_seq = 0xbc614e;
public int gouraud_shade[];
@ -17,14 +13,14 @@ public class OB3Model {
public int vert_z[];
public int face_count;
public int face_v_count[];
public int face[][];
public int faces[][];
public int face_back[];
public int face_front[];
public OB3Model(byte data[], int offset) {
int vert_count = Data.getUnsignedShort(data, offset);
int vert_count = get_u_short(data, offset);
offset += 2;
int face_count = Data.getUnsignedShort(data, offset);
int face_count = get_u_short(data, offset);
offset += 2;
vert_x = new int[vert_count];
@ -37,40 +33,40 @@ public class OB3Model {
gouraud_shade = new int[face_count];
for (int v = 0; v < vert_count; v++) {
vert_x[v] = Data.getSignedShort(data, offset);
vert_x[v] = get_short(data, offset);
offset += 2;
}
for (int v = 0; v < vert_count; v++) {
vert_y[v] = Data.getSignedShort(data, offset);
vert_y[v] = get_short(data, offset);
offset += 2;
}
for (int v = 0; v < vert_count; v++) {
vert_z[v] = Data.getSignedShort(data, offset);
vert_z[v] = get_short(data, offset);
offset += 2;
}
this.vert_count = vert_count;
for (int f = 0; f < face_count; f++)
face_v_count[f] = (data[offset++] & 0xff);
face_v_count[f] = get_u_byte(data[offset++]);
for (int f = 0; f < face_count; f++) {
face_back[f] = Data.getSignedShort(data, offset);
face_back[f] = get_short(data, offset);
offset += 2;
if (face_back[f] == 32767)
face_back[f] = num_seq;
}
for (int f = 0; f < face_count; f++) {
face_front[f] = Data.getSignedShort(data, offset);
face_front[f] = get_short(data, offset);
offset += 2;
if (face_front[f] == 32767)
face_front[f] = num_seq;
}
for (int f = 0; f < face_count; f++) {
int i = data[offset++] & 0xff;
int i = get_u_byte(data[offset++]);
if (i == 0)
gouraud_shade[f] = 0;
else
@ -78,12 +74,12 @@ public class OB3Model {
}
for (int f = 0; f < face_count; f++) {
face[f] = new int[face_v_count[f]];
faces[f] = new int[face_v_count[f]];
for (int fv = 0; fv < face_v_count[f]; fv++) {
if (vert_count < 256) {
face[f][fv] = data[offset++] & 0xff;
faces[f][fv] = get_u_byte(data[offset++]);
} else {
face[f][fv] = Data.getUnsignedShort(data, offset);
faces[f][fv] = get_u_short(data, offset);
offset += 2;
}
}
@ -91,7 +87,23 @@ public class OB3Model {
this.face_count = face_count;
}
}</pre>
public static int get_u_byte(byte b) {
return (b & 0xff);
}
public static int get_u_short(byte b[], int start) {
return ((b[start] & 0xff) << 8) + (b[start + 1] & 0xff);
}
public static int get_short(byte b[], int start) {
int i = get_u_byte(b[start]) * 256 + get_u_byte(b[start + 1]);
if (i > 32767)
i -= 0x10000;
return i;
}
}
</pre>
== '''Faces''' ==
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.