mirror of
https://github.com/moparisthebest/rswiki-book
synced 2024-12-22 23:48:48 -05:00
90 lines
2.2 KiB
Plaintext
90 lines
2.2 KiB
Plaintext
[[Category RSC]]
|
|
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 version #74.
|
|
|
|
<pre>package jagex.client;
|
|
|
|
import jagex.Data;
|
|
|
|
public class OB3Model {
|
|
|
|
private static final int num_seq = 0xbc614e;
|
|
public int gouraud_shade[];
|
|
public int vert_count;
|
|
public int vert_x[];
|
|
public int vert_y[];
|
|
public int vert_z[];
|
|
public int face_count;
|
|
public int face_v_count[];
|
|
public int face[][];
|
|
public int face_back[];
|
|
public int face_front[];
|
|
|
|
public OB3Model(byte data[], int offset) {
|
|
int vert_count = Data.getUnsignedShort(data, offset);
|
|
offset += 2;
|
|
int face_count = Data.getUnsignedShort(data, offset);
|
|
offset += 2;
|
|
|
|
for (int v = 0; v < vert_count; v++) {
|
|
vert_x[v] = Data.getSignedShort(data, offset);
|
|
offset += 2;
|
|
}
|
|
|
|
for (int v = 0; v < vert_count; v++) {
|
|
vert_y[v] = Data.getSignedShort(data, offset);
|
|
offset += 2;
|
|
}
|
|
|
|
for (int v = 0; v < vert_count; v++) {
|
|
vert_z[v] = Data.getSignedShort(data, offset);
|
|
offset += 2;
|
|
}
|
|
|
|
this.vert_count = vert_count;
|
|
for (int f = 0; f < face_count; f++)
|
|
face_v_count[f] = (data[offset++] & 0xff);
|
|
|
|
for (int f = 0; f < face_count; f++) {
|
|
face_back[f] = Data.getSignedShort(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);
|
|
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;
|
|
if (i == 0)
|
|
gouraud_shade[f] = 0;
|
|
else
|
|
gouraud_shade[f] = num_seq;
|
|
}
|
|
|
|
for (int f = 0; f < face_count; f++) {
|
|
face[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;
|
|
} else {
|
|
face[f][fv] = Data.getUnsignedShort(data, offset);
|
|
offset += 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
this.face_count = face_count;
|
|
}
|
|
}</pre>
|
|
|
|
== '''Face sides''' ==
|
|
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. |