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https://github.com/moparisthebest/rswiki-book
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120 lines
3.1 KiB
Plaintext
120 lines
3.1 KiB
Plaintext
[[Category RSC]]
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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>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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public int vert_count;
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public int vert_x[];
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public int vert_y[];
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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_v[][];
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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 = get_u_short(data, offset);
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offset += 2;
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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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vert_y = new int[vert_count];
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vert_z = new int[vert_count];
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face_v_count = new int[face_count];
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faces = new int[face_count][];
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face_back = new int[face_count];
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face_front = new int[face_count];
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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] = 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] = 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] = 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] = get_u_byte(data[offset++]);
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for (int f = 0; f < face_count; f++) {
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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] = 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 = 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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gouraud_shade[f] = num_seq;
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}
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for (int f = 0; f < face_count; f++) {
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face_v[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_v[f][fv] = get_u_byte(data[offset++]);
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} else {
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face_v[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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}
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this.face_count = face_count;
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}
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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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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.
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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> |