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https://github.com/moparisthebest/rswiki-book
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124 lines
4.0 KiB
Plaintext
124 lines
4.0 KiB
Plaintext
[[Category RSC]]
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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>public class OB3Model {
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private static final int num_seq = 0xbc614e; // 12345678
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public int vertex_count;
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public int vertices_x[];
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public int vertices_y[];
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public int vertices_z[];
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public int face_count;
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public int face_vertex_count[];
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public int face_vertices[][];
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public int face_fill_back[];
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public int face_fill_front[];
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public int face_gouraud[];
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public OB3Model(byte data[], int offset) {
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int vertex_count = get_uint16(data, offset);
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offset += 2;
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int face_count = get_uint16(data, offset);
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offset += 2;
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vertices_x = new int[vertex_count];
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vertices_y = new int[vertex_count];
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vertices_z = new int[vertex_count];
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face_vertex_count = new int[face_count];
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face_vertices = new int[face_count][];
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face_fill_back = new int[face_count];
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face_fill_front = new int[face_count];
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face_gouraud = new int[face_count];
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for (int v = 0; v < vertex_count; v++) {
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vertices_x[v] = get_int16b(data, offset);
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offset += 2;
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}
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for (int v = 0; v < vertex_count; v++) {
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vertices_y[v] = get_int16b(data, offset);
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offset += 2;
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}
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for (int v = 0; v < vertex_count; v++) {
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vertices_z[v] = get_int16b(data, offset);
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offset += 2;
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}
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this.vertex_count = vertex_count;
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for (int f = 0; f < face_count; f++)
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face_vertex_count[f] = get_ubyte(data[offset++]);
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for (int f = 0; f < face_count; f++) {
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face_fill_back[f] = get_int16b(data, offset);
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offset += 2;
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if (face_fill_back[f] == 32767)
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face_fill_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_fill_front[f] = get_int16b(data, offset);
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offset += 2;
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if (face_fill_front[f] == 32767)
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face_fill_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 = get_ubyte(data[offset++]);
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if (i == 0)
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face_gouraud[f] = 0;
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else
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face_gouraud[f] = num_seq;
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}
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for (int f = 0; f < face_count; f++) {
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face_vertices[f] = new int[face_vertex_count[f]];
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for (int fv = 0; fv < face_vertex_count[f]; fv++) {
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if (vertex_count < 256) {
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face_vertices[f][fv] = get_ubyte(data[offset++]);
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} else {
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face_vertices[f][fv] = get_uint16(data, offset);
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offset += 2;
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}
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}
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}
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this.face_count = face_count;
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}
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private static int get_ubyte(byte b) {
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return (b & 0xff);
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}
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private static int get_uint16(byte b[], int start) {
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return (get_ubyte(b[start]) << 8) + get_ubyte(b[start + 1]);
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}
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private static int get_int16b(byte b[], int start) {
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int i = get_ubyte(b[start]) * 256 + get_ubyte(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_fill_back or face_fill_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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When converting to/from [http://en.wikipedia.org/wiki/Wavefront_.obj_file Wavefront OBJ] format, remember that the OB3 face vertices are one less than the OBJ face vertices.
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<pre>public static int decode_colour(int i) {
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i = -(i + 1);
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int r = i >> 10 & 0x1f;
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int g = i >> 5 & 0x1f;
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int b = i & 0x1f;
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return (r << 19) + (g << 11) + (b << 3);
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}
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</pre>
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<pre>public static int encode_colour(int r, int g, int b) {
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return -1 - (r / 8) * 1024 - (g / 8) * 32 - b / 8;
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}
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</pre> |