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魔獸世界客戶端數據研究(四):M2文件頭分析

終于決定,還是通過wow model viewer起手,研究一下WOW的數據類型,從另一個角度,體驗一把這個唯一讓我充過值的游戲。

這將是一系列隨筆,即在讀代碼的時候,順便記錄,以理清思路和加深映象。 其中會有很多讓人費解的地方,如果有幸被某位兄弟看見

,請勿見笑。

這都是第四篇關于M2文件格式的文章了,但是,對MD2文件格式的理解卻還是九牛一毛,冰山一角。 仔細思考了一下,發現是不是自己一

開始走的路不對,因為是從半腰上分析的。 今天決定把文件頭補上。 因為文件頭可以大概看出一個文件是如何組織數據,以及包含哪些

數據的。

在此,給出WotLK的頭文件定義
    char id[4];
    uint8 version[4];
    uint32 nameLength;
    uint32 nameOfs;
    uint32 GlobalModelFlags; // 1: tilt x, 2: tilt y, 4:, 8: add another field in header, 16: ; (no other flags as

of 3.1.1);

    uint32 nGlobalSequences; // AnimationRelated
    uint32 ofsGlobalSequences; // A list of timestamps.
    uint32 nAnimations; // AnimationRelated
    uint32 ofsAnimations; // Information about the animations in the model.
    uint32 nAnimationLookup; // AnimationRelated
    uint32 ofsAnimationLookup; // Mapping of global IDs to the entries in the Animation sequences block.
    //uint32 nD;
    //uint32 ofsD;
    uint32 nBones; // BonesAndLookups
    uint32 ofsBones; // Information about the bones in this model.
    uint32 nKeyBoneLookup; // BonesAndLookups
    uint32 ofsKeyBoneLookup; // Lookup table for key skeletal bones.

    uint32 nVertices; // GeometryAndRendering
    uint32 ofsVertices; // Vertices of the model.
    uint32 nViews; // GeometryAndRendering
    //uint32 ofsViews; // Views (LOD) are now in .skins.

    uint32 nColors; // ColorsAndTransparency
    uint32 ofsColors; // Color definitions.

    uint32 nTextures; // TextureAndTheifAnimation
    uint32 ofsTextures; // Textures of this model.

    uint32 nTransparency; // H,  ColorsAndTransparency
    uint32 ofsTransparency; // Transparency of textures.
    //uint32 nI;   // always unused ?
    //uint32 ofsI;
    uint32 nTexAnims;    // J, TextureAndTheifAnimation
    uint32 ofsTexAnims;
    uint32 nTexReplace; // TextureAndTheifAnimation
    uint32 ofsTexReplace; // Replaceable Textures.

    uint32 nTexFlags; // Render Flags
    uint32 ofsTexFlags; // Blending modes / render flags.
    uint32 nBoneLookup; // BonesAndLookups
    uint32 ofsBoneLookup; // A bone lookup table.

    uint32 nTexLookup; // TextureAndTheifAnimation
    uint32 ofsTexLookup; // The same for textures.

    uint32 nTexUnitLookup;        // L, TextureAndTheifAnimation, seems gone after Cataclysm
    uint32 ofsTexUnitLookup; // And texture units. Somewhere they have to be too.
    uint32 nTransparencyLookup; // M, ColorsAndTransparency
    uint32 ofsTransparencyLookup; // Everything needs its lookup. Here are the transparencies.
    uint32 nTexAnimLookup; // TextureAndTheifAnimation
    uint32 ofsTexAnimLookup; // Wait. Do we have animated Textures? Wasn't ofsTexAnims deleted? oO

    Sphere collisionSphere;
    Sphere boundSphere;

    uint32 nBoundingTriangles; // Miscellaneous
    uint32 ofsBoundingTriangles;
    uint32 nBoundingVertices; // Miscellaneous
    uint32 ofsBoundingVertices;
    uint32 nBoundingNormals; // Miscellaneous
    uint32 ofsBoundingNormals;

    uint32 nAttachments; // O, Miscellaneous
    uint32 ofsAttachments; // Attachments are for weapons etc.
    uint32 nAttachLookup; // P, Miscellaneous
    uint32 ofsAttachLookup; // Of course with a lookup.
    uint32 nEvents; //
    uint32 ofsEvents; // Used for playing sounds when dying and a lot else.
    uint32 nLights; // R
    uint32 ofsLights; // Lights are mainly used in loginscreens but in wands and some doodads too.
    uint32 nCameras; // S, Miscellaneous
    uint32 ofsCameras; // The cameras are present in most models for having a model in the Character-Tab.
    uint32 nCameraLookup; // Miscellaneous
    uint32 ofsCameraLookup; // And lookup-time again, unit16
    uint32 nRibbonEmitters; // U, Effects
    uint32 ofsRibbonEmitters; // Things swirling around. See the CoT-entrance for light-trails.
    uint32 nParticleEmitters; // V, Effects
    uint32 ofsParticleEmitters; // Spells and weapons, doodads and loginscreens use them. Blood dripping of a blade?

Particles.
};

在說明之前,有幾個約定需要講解一下,以便簡單。 結構體中的 nXXXXX表示,有多少個這樣的數據單元
而ofsXXXXXX表示,在哪里讀取這個數據。  而每一個數據單元具體的大小和信息,則需要由額外的地方來定義。
在解釋的時候,就不對nXXXXX和ofsXXXX多作解釋了。

下面逐一說明各變量的作用的含意
id:  必然是 'M' 'D' '2' '0'
version:  用來檢查文件版本的。 可以是以下值
     // 10 1 0 0 = WoW 5.0 models (as of 15464)
    // 10 1 0 0 = WoW 4.0.0.12319 models
    // 9 1 0 0 = WoW 4.0 models
    // 8 1 0 0 = WoW 3.0 models
    // 4 1 0 0 = WoW 2.0 models
    // 0 1 0 0 = WoW 1.0 models
nameLength和nameOfs 在WMV中,除了看到拿來檢測數據合法性外,沒有看到拿來讀取數據的地方

GlobalModelFlags 模型的全局標志位,在WMV中除了看到用于輸出外,沒有看到有其它地方使用

nGlobalSequences和ofsGlobalSequences 一個全局數據序列,數據單元類型為UINT32

nAnimations和ofsAnimations 動畫數據信息,數據單元類型由ModelAnimation定義,此定義在WMV中如下。
struct ModelAnimation
{
    uint32 animID; // AnimationDataDB.ID
    uint32 timeStart;
    uint32 timeEnd;

    float moveSpeed;

    uint32 flags;
    uint16 probability;
    uint16 unused;
    uint32 d1;
    uint32 d2;
    uint32 playSpeed;  // note: this can't be play speed because it's 0 for some models

    Sphere boundSphere;

    int16 NextAnimation;
    int16 Index;
};
它主要是定義一個動畫的相關參數,比如ID,開始結束時間等等。

nAnimationLookup,動畫數據查看表,主要是給外部提供一個查詢的便利性,數據單元類型為UINT16

nBones,ofsBones 骨骼數據,數據單元類型為ModelBoneDef 其定義大致如下

struct ModelBoneDef {
    int32 keyboneid; // Back-reference to the key bone lookup table. -1 if this is no key bone.
    int32 flags; // Only known flags: 8 - billboarded and 512 - transformed
    int16 parent; // parent bone index
    int16 geoid; // A geoset for this bone.
    int32 unknown; // new int added to the bone definitions.  Added in WoW 2.0
    AnimationBlock translation; // (Vec3D)
    AnimationBlock rotation; // (QuatS)
    AnimationBlock scaling; // (Vec3D)
    Vec3D pivot;
};
可以看出,每個骨頭都有一個ID,以及一些標志位,同時記錄了其父骨骼的索引。 而骨骼本身,則有平移,旋轉,縮放和錨點等數據。

nKeyBoneLookup也是一個提供快速查詢的數據。 M2中很多對應的信息,都提供了這樣的LOOK UP TABLE。 典型的以空間換時間的做法。

nVertices,ofsVertices 頂點信息,其數據單元定義如下
struct ModelVertex
{
    Vec3D pos;
    uint8 weights[4];
    uint8 bones[4];
    Vec3D normal;
    Vec2D texcoords;
    int unk1, unk2; // always 0,0 so this is probably unused
};
每一個頂點數據,有一個位置信息,4個骨骼索引和對應的權重 (其實貌似權重存3個就可以了。) 法線(法線貌似也只存兩個FLOAT就

可以了。) 紋理坐標 以及兩個沒有摸索出用途的INT。  值得注意的是,WOW中的坐標用的是Z向上,Y向里的坐標。 如果要將WOW中的坐

標轉換到左手坐標系(D3D默認)中。  則 X0,Y0,Z0 = X,Z,Y  若轉換成右手坐標系(OPENGL默認) 則 X0,Y0,Z0 = X,Z,-Y.  這個在

前面分析數據的時候有說過。  因為在WMV中,就有轉換坐標系相關的操作。

nViews, 此值表示模型有多少個LOD數據。 在WotLK版本以后,LOD數據全部被放入了 *.skin文件中。 不再在M2文件中讀取。
假設一個模型為 ooxx.m2  那其對應的LOD文件信息可以為 ooxx00.skin  ooxx01.skin ooxx02.skin ooxx03.skin,而此M2模型的具體子

模型劃分等細節,都在skin文件中了。

nColors,ofsColors 此模型用到的顏色序列,用于實現模型動態變色效果 其數據單元定義為

struct ModelColorDef {
    AnimationBlock color; // (Vec3D) Three floats. One for each color.
    AnimationBlock opacity; // (UInt16) 0 - transparent, 0x7FFF - opaque.
};

struct AnimationBlock {
    int16 type;        // interpolation type (0=none, 1=linear, 2=hermite)
    int16 seq;        // global sequence id or -1
    uint32 nRanges;
    uint32 ofsRanges;
    uint32 nTimes;
    uint32 ofsTimes;
    uint32 nKeys;
    uint32 ofsKeys;
};

nTextures,ofsTextures定義了此模型用到的紋理序列,其結構定義如下
#define    TEXTURE_MAX    32
struct ModelTextureDef
{
    uint32 type;
    uint32 flags;
    uint32 nameLen;
    uint32 nameOfs;
};
關于紋理相關的內容,得專門有一篇文章講解一下才行。這個內容有點多,但是思路卻很清楚清晰

nTransparency,ofsTransparency用于實現透明變化效果,其讀取結構定義如下
struct ModelTransDef
{
    AnimationBlock trans; // (UInt16)
};
AnimationBlock的定義上面已經給出

nTexAnims 紋理動畫,結構體定義如下
struct ModelTexAnimDef {
    AnimationBlock trans; // (Vec3D)
    AnimationBlock rot; // (QuatS)
    AnimationBlock scale; // (Vec3D)
};
這個表示在不同的情況下,紋理矩陣作用的效果,一些爆布,火盆上的火焰或者流動的巖漿就是通過這個實現的。

nTexReplace 字面上是可替換的紋理,在WMV中沒有發現具體的用法。

nTexFlags 紋理標記位,在WMV中沒有發現具體用法

nBoneLookup 骨骼查詢表,在WMV中,除了拿來顯示以外,沒有看到特別的作用。

nTexLookup 紋理查詢表,用于快速定位一個nTextures中讀出來的紋理。

nTexUnitLookup 紋理單元查詢表,和上面的功能類似,貌似CTM版本就沒有使用到了。

nTransparencyLookup 透明信息查詢表

nTexAnimLookup 紋理信息查詢表

collisionSphere 碰撞球

boundSphere 包圍球

nBoundingTriangles 構成包圍網格的三角形數據 每個數據單元是UINT16

nBoundingVertices 構成包圍網格的頂點數據 每個數據單元是Vec3D,即三個FLOAT

nBoundingNormals 構成包圍網格的法線數據 數據同上

nAttachments掛接點的信息  每個掛接點的信息定義如下
struct ModelAttachmentDef
{
    uint32 id; // Just an id. Is referenced in the enum POSITION_SLOTS.
    uint32 bone; // Somewhere it has to be attached.
    Vec3D pos; // Relative to that bone of course.
    AnimationBlock unk; // (Int32) Its an integer in the data. It has been 1 on all models I saw. Whatever.
};

nAttachLookup 掛接點查詢表,用于快速定位某個掛接點

nEvents 動畫播放時的事件觸發,用于完成一些特殊的,比如音效的播放,攻擊方與受擊方的動畫吻合等。 定義如下
struct ModelEventDef
{
    char id[4]; // This is a (actually 3 character) name for the event with a $ in front.
    int32 dbid; // This data is passed when the event is fired.
    int32 bone; // Somewhere it has to be attached.
    Vec3D pos; // Relative to that bone of course.
    int16 type; // This is some fake-AnimationBlock.
    int16 seq; // Built up like a real one but without timestamps(?). What the fuck?
    uint32 nTimes; // See the documentation on AnimationBlocks at this topic.
    uint32 ofsTimes; // This points to a list of timestamps for each animation given.
};

關于ID的值,WMV中列出了一些摸索到的。
/*
There are a lot more of them. I did not list all up to now.
ID     Data     Description
DEST         exploding ballista, that one has a really fucked up block. Oo
POIN     unk     something alliance gunship related (flying in icecrown)
WHEE     601+     Used on wheels at vehicles.
$tsp         p is {0 to 3} (position); t is {W, S, B, F (feet) or R} (type); s is {R or L} (right or left); this is

used when running through snow for example.
$AHx         UnitCombat_C, x is {0 to 3}
$BRT         Plays some sound.
$BTH         Used for bubbles or breath. ("In front of head")
$BWP         UnitCombat_C
$BWR         Something with bow and rifle. Used in AttackRifle, AttackBow etc. "shoot now"?
$CAH         UnitCombat_C
$Cxx         UnitCombat_C, x is {P or S}
$CSD    SoundEntries.dbc     Emote sounds?
$CVS    SoundEntriesAdvanced.dbc     Sound
$DSE       
$DSL    SoundEntries.dbc     Sound with something special. Use another one if you always want to have it playing..
$DSO    SoundEntries.dbc     Sound
$DTH         UnitCombat_C, death, this plays death sounds and more.
$EMV         MapLoad.cpp
$ESD         Plays some emote sound.
$EWT         MapLoad.cpp
$FDx         x is {1 to 5}. Calls some function in the Object VMT. Also plays some sound.
$FDx         x is {6 to 9}. Calls some function in the Object VMT.
$FDX         Should do nothing. But is existant.
$FSD         Plays some sound.
$GCx         Play gameobject custom sound referenced in GameObjectDisplayInfo.dbc. x can be from {0 to 3}: {Custom0,

Custom1, Custom2, Custom3}
$GOx         Play gameobject sound referenced in GameObjectDisplayInfo.dbc. x can be from {0 to 5}: {Stand, Open,

Loop, Close, Destroy, Opened}
$HIT         Get hit?
$KVS         MapLoad.cpp
$SCD         Plays some sound.
$SHK    SpellEffectCameraShakes.dbc     Add a camera shake
$SHx         x is {L or R}, fired on Sheath and SheathHip. "Left/right shoulder" was in the old list.
$SMD         Plays some sound.
$SMG         Plays some sound.
$SND    SoundEntries.dbc     Sound
$TRD         Does something with a spell, a sound and a spellvisual.
$VGx         UnitVehicle_C, x is {0 to 8}
$VTx         UnitVehicle_C, x is {0 to 8}
$WxG         x is {W or N}. Calls some function in the Object VMT.
-------     ----------------------------------     - Old documentation (?) ----------------------------------------------
$CSx         x is {L or R} ("Left/right hand") (?)
$CFM       
$CHD         ("Head") (?)
$CCH         ("Bust") (?)
$TRD         ("Crotch") (?)
$CCH         ("Bust") (?)
$BWR         ("Right hand") (?)
$CAH       
$CST
*/

nLights 光照信息,標記了,模型的哪個骨骼上,掛接了燈光。 結構定義如下
struct ModelLightDef {
    int16 type; // 0: Directional, 1: Point light
    int16 bone; // If its attached to a bone, this is the bone. Else here is a nice -1.
    Vec3D pos; // Position, Where is this light?
    AnimationBlock ambientColor; // (Vec3D) The ambient color. Three floats for RGB.
    AnimationBlock ambientIntensity; // (Float) A float for the intensity.
    AnimationBlock diffuseColor; // (Vec3D) The diffuse color. Three floats for RGB.
    AnimationBlock diffuseIntensity; // (Float) A float for the intensity again.
    AnimationBlock attenuationStart; // (Float) This defines, where the light starts to be.
    AnimationBlock attenuationEnd; // (Float) And where it stops.
    AnimationBlock useAttenuation; // (Uint32) Its an integer and usually 1.
};

nCameras 真的不是太懂這個。 結構體定義如下

struct ModelCameraDef {
    int32 id; // 0 is potrait camera, 1 characterinfo camera; -1 if none; referenced in CamLookup_Table
    float fov; // No radians, no degrees. Multiply by 35 to get degrees.
    float farclip; // Where it stops to be drawn.
    float nearclip; // Far and near. Both of them.
    AnimationBlock transPos; // (Vec3D) How the cameras position moves. Should be 3*3 floats. (? WoW parses 36 bytes

= 3*3*sizeof(float))
    Vec3D pos; // float, Where the camera is located.
    AnimationBlock transTarget; // (Vec3D) How the target moves. Should be 3*3 floats. (?)
    Vec3D target; // float, Where the camera points to.
    AnimationBlock rot; // (Quat) The camera can have some roll-effect. Its 0 to 2*Pi.
};

nCameraLookup 攝相機信息查詢表

nRibbonEmitters 此模型身上的多邊形軌跡(緞帶)效果數目。 結構體定義如下
struct ModelRibbonEmitterDef {
    int32 id;
    int32 bone;
    Vec3D pos;
    int32 nTextures;
    int32 ofsTextures;
    int32 nUnknown;
    int32 ofsUnknown;
    AnimationBlock color; // (Vec3D)
    AnimationBlock opacity; // (UInt16) And an alpha value in a short, where: 0 - transparent, 0x7FFF - opaque.
    AnimationBlock above; // (Float) The height above.
    AnimationBlock below; // (Float) The height below. Do not set these to the same!
    float res; // This defines how smooth the ribbon is. A low value may produce a lot of edges.
    float length; // The length aka Lifespan.
    float Emissionangle; // use arcsin(val) to get the angle in degree
    int16 s1, s2;
    AnimationBlock unk1; // (short)
    AnimationBlock unk2; // (boolean)
    int32 unknown; // This looks much like just some Padding to the fill up the 0x10 Bytes, always 0
};

最后一個值unknown是WotLK版本后新增的,不知道拿來干什么。 但可以肯定,WLK版本,加強了這個效果類型的表現力。

nParticleEmitters 粒子系統,結構體定義如下。
struct ModelParticleEmitterDefV10
{
    int32 id;
    int32 flags;
    Vec3D pos; // The position. Relative to the following bone.
    int16 bone; // The bone its attached to.
    int16 texture; // And the texture that is used.
    int32 nModelFileName;
    int32 ofsModelFileName;
    int32 nParticleFileName;
    int32 ofsParticleFileName; // TODO
    int8 blend;
    int8 EmitterType; // EmitterType     1 - Plane (rectangle), 2 - Sphere, 3 - Spline? (can't be bothered to find one)
    int16 ParticleColor; // This one is used so you can assign a color to specific particles. They loop over all
                         // particles and compare +0x2A to 11, 12 and 13. If that matches, the colors from the dbc get applied.
    int8 ParticleType; // 0 "normal" particle,
                       // 1 large quad from the particle's origin to its position (used in Moonwell water effects)
                       // 2 seems to be the same as 0 (found some in the Deeprun Tram blinky-lights-sign thing)
    int8 HeaderTail; // 0 - Head, 1 - Tail, 2 - Both
    int16 TextureTileRotation; // TODO, Rotation for the texture tile. (Values: -1,0,1)
    int16 cols; // How many different frames are on that texture? People should learn what rows and cols are.
    int16 rows; // (2, 2) means slice texture to 2*2 pieces
    AnimationBlock EmissionSpeed; // (Float) All of the following blocks should be floats.
    AnimationBlock SpeedVariation; // (Float) Variation in the flying-speed. (range: 0 to 1)
    AnimationBlock VerticalRange; // (Float) Drifting away vertically. (range: 0 to pi)
    AnimationBlock HorizontalRange; // (Float) They can do it horizontally too! (range: 0 to 2*pi)
    AnimationBlock Gravity; // (Float) Fall down, apple!
    AnimationBlock Lifespan; // (Float) Everyone has to die.
    int32 unknown;
    AnimationBlock EmissionRate; // (Float) Stread your particles, emitter.
    int32 unknown2;
    AnimationBlock EmissionAreaLength; // (Float) Well, you can do that in this area.
    AnimationBlock EmissionAreaWidth; // (Float)
    AnimationBlock Gravity2; // (Float) A second gravity? Its strong.
    ModelParticleParams p;
    AnimationBlock en; // (UInt16), seems unused in cataclysm
    int32 unknown3; // 12319, cataclysm
    int32 unknown4; // 12319, cataclysm
    int32 unknown5; // 12319, cataclysm
    int32 unknown6; // 12319, cataclysm
};

可見WOW在粒子這塊的處理還是比較用心的,畢竟很多裝備上都是這種效果,特別是武器,肩膀,頭盔,盾牌等裝備上的效果。
后面CTM中新增的4個INT,可能是為了加強效果用的。 說明WOW還在繼續增強粒子系統的表現力。 也就是說,WOW中裝備的表現力還是將會通過粒子系統來實現。

哇靠,又一點了。 發貼睡覺。。。。。

posted on 2013-04-27 01:03 麒麟子 閱讀(865) 評論(0)  編輯 收藏 引用 所屬分類: BLIZZARD

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
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