mirror of
https://github.com/moparisthebest/rswiki-book
synced 2024-11-11 03:45:02 -05:00
111 lines
2.9 KiB
Plaintext
111 lines
2.9 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 client version #74. For the earlier version of the format see [[OB2|OB2]].
|
|
|
|
<pre>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 faces[][];
|
|
public int face_back[];
|
|
public int face_front[];
|
|
|
|
public OB3Model(byte data[], int offset) {
|
|
int vert_count = get_u_short(data, offset);
|
|
offset += 2;
|
|
int face_count = get_u_short(data, offset);
|
|
offset += 2;
|
|
|
|
vert_x = new int[vert_count];
|
|
vert_y = new int[vert_count];
|
|
vert_z = new int[vert_count];
|
|
face_v_count = new int[face_count];
|
|
faces = new int[face_count][];
|
|
face_back = new int[face_count];
|
|
face_front = new int[face_count];
|
|
gouraud_shade = new int[face_count];
|
|
|
|
for (int v = 0; v < vert_count; v++) {
|
|
vert_x[v] = get_short(data, offset);
|
|
offset += 2;
|
|
}
|
|
|
|
for (int v = 0; v < vert_count; v++) {
|
|
vert_y[v] = get_short(data, offset);
|
|
offset += 2;
|
|
}
|
|
|
|
for (int v = 0; v < vert_count; v++) {
|
|
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] = get_u_byte(data[offset++]);
|
|
|
|
for (int f = 0; f < face_count; f++) {
|
|
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] = 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 = get_u_byte(data[offset++]);
|
|
if (i == 0)
|
|
gouraud_shade[f] = 0;
|
|
else
|
|
gouraud_shade[f] = num_seq;
|
|
}
|
|
|
|
for (int f = 0; f < face_count; f++) {
|
|
faces[f] = new int[face_v_count[f]];
|
|
for (int fv = 0; fv < face_v_count[f]; fv++) {
|
|
if (vert_count < 256) {
|
|
faces[f][fv] = get_u_byte(data[offset++]);
|
|
} else {
|
|
faces[f][fv] = get_u_short(data, offset);
|
|
offset += 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
this.face_count = face_count;
|
|
}
|
|
|
|
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.
|
|
|
|
When converting to/from [http://en.wikipedia.org/wiki/Wavefront_.obj_file Wavefront OBJ] format, remember that the OB3 face values are one less than the OBJ face values. |