锘??xml version="1.0" encoding="utf-8" standalone="yes"?> 涓敮涓璁╂垜鍏呰繃鍊肩殑娓告垙銆? 榪欏皢鏄竴緋誨垪闅忕瑪錛屽嵆鍦ㄨ浠g爜鐨勬椂鍊欙紝欏轟究璁板綍錛屼互鐞嗘竻鎬濊礬鍜屽姞娣辨槧璞°?鍏朵腑浼氭湁寰堝璁╀漢璐? 瑙g殑鍦版柟錛屽鏋滄湁騫歌鏌愪綅鍏勫紵鐪嬭錛岃鍕胯絎戙? 涓婃寮勫埌nAttachLookup灝變笉琛屼簡錛岃繖嬈$戶緇紕銆?br>鏈榪戝洓宸濆湴闇囦簡錛屾墍浠ュ紕寰楁瘮杈冩參銆? 濂藉惂錛屾垜浠帴鐫nAttachLookup璇淬?br>璇誨畬鎸傛帴鏁版嵁鍚庯紝鎴戜滑鎺ョ潃璇諱簡鍫唍AttachLookup涓殑uint16鏁版嵁銆傝繖涓叉暟鎹渶鍚庤瀛樹簡涓嬫潵銆傚湪 WMV涓敤浜嗕竴涓猽int16鐨勬暟緇勬潵瀛樺偍錛屽彨attLookup enum POSITION_SLOTS 涓婇潰榪欎釜鏋氫婦鎴愬憳錛屽畾涔変簡WOW涓竴涓甫鍔ㄧ敾鐨勬ā鍨嬪彲浠ユ寕鎺ョ墿浣撶殑浣嶇疆銆傚張鍙互璇達紝鏄澶碔D銆傚湪 鍏堝墠鎴戜滑鐨凪odelAttachment鎴栬匨odelAttachmentDef緇撴瀯浣撲腑瀹氫箟鐨刬d錛屽氨姝eソ鏄笂闈㈢殑鏋氫婦鍊間腑 鐨勪竴涓? 璇誨畬鎸傛帴淇℃伅浠ュ悗錛屽氨鏄鑹插拰閫忔槑搴︽暟鎹簡錛學OW鐨勬ā鍨嬩腑錛屼竴涓ā鍨嬪彲浠ユ寔鏈夌敱鑻ュ共棰滆壊鍜岄忔槑 搴︾粍鎴愮殑搴忓垪錛屽湪姣忓撫娓叉煋鐨勬椂鍊欙紝鍔ㄦ佹彃鍊艱綆楀嚭褰撳墠鐨勫箋?鍗沖彲浠ュ疄鐜伴鑹查棯鐑佸拰閫忔槑搴﹀彉鍖? 鐨勬晥鏋溿?騫界伒铏庡拰鍑ゅ嚢浠涔堢殑錛屽氨鏄敤鍒頒簡榪欎釜銆? //榪欐槸棰滆壊緇撴瀯浣撶殑瀹氫箟錛屽彲浠ョ湅鍑猴紝瀹冨畾涔変簡涓涓鑹插鹼紝鍜屼竴涓?6浣嶇殑閫忔槑搴﹀?br>struct ModelColorDef { //榪欐槸閫忔槑搴︾粨鏋勪綋鐨勫畾涔夛紝涔熸槸涓涓?6浣嶇殑閫忔槑搴﹀箋?br>struct ModelTransDef { 榪欎袱涓畾涔夛紝瀵艱嚧浜嗘ā鍨嬮忔槑搴︾殑閲嶅銆?鑰屽湪WMV涓殑浠g爜錛屼篃紜疄鏄繖鏍峰啓鐨勩傚厛灝嗛鑹茶繘琛屼簡 鎻掑鹼紝鑰屽悗鍙堢敤閫忔槑闃熷垪鐨勫煎棰滆壊涓殑ALPHA閫氶亾榪涜淇敼銆? 璇誨彇瀹屼簡涓婇潰鐨勬暟鎹悗錛屾帴涓嬫潵鐨勶紝灝辨槸妯″瀷鐨凩OD鏁版嵁銆?LOD涓垯鍖呭惈浜嗗搴旂殑鏉愯川鏁版嵁銆?鍦╓MV 涓紝鍙鍙栦簡LOD0鐨勬ā鍨嬨? 璇誨彇瀹孡OD鍚庯紝WMV瀵規ā鍨嬬殑欏剁偣鏁版嵁寤虹珛浜嗕竴涓儲寮曘? if (nIndices) { 浠婂ぉ鏆傛椂鍐欏埌榪欓噷錛屾敼澶╃戶緇傘傘?/p>
緇忚繃澶氭柟闈㈠垎鏋愶紝榪欎釜attLookup姝e鍏跺悕瀛椾竴鏍鳳紝鏄敤鏉ユ煡璇㈡寕鎺ョ偣鐨勩?br>鑰宎ttLookup鐨勫煎彲浠ユ槸浠ヤ笅鏋氫婦鎴愬憳
{ // wxString Attach_Names[]
ATT_LEFT_WRIST = 0, // Mountpoint
ATT_RIGHT_PALM,
ATT_LEFT_PALM,
ATT_RIGHT_ELBOW,
ATT_LEFT_ELBOW,
ATT_RIGHT_SHOULDER, // 5
ATT_LEFT_SHOULDER,
ATT_RIGHT_KNEE,
ATT_LEFT_KNEE,
ATT_RIGHT_HIP,
ATT_LEFT_HIP, // 10
ATT_HELMET,
ATT_BACK,
ATT_RIGHT_SHOULDER_HORIZONTAL,
ATT_LEFT_SHOULDER_HORIZONTAL,
ATT_BUST, // 15
ATT_BUST2,
ATT_FACE,
ATT_ABOVE_CHARACTER,
ATT_GROUND,
ATT_TOP_OF_HEAD, // 20
ATT_LEFT_PALM2,
ATT_RIGHT_PALM2,
ATT_PRE_CAST_2L,
ATT_PRE_CAST_2R,
ATT_PRE_CAST_3, // 25
ATT_RIGHT_BACK_SHEATH,
ATT_LEFT_BACK_SHEATH,
ATT_MIDDLE_BACK_SHEATH,
ATT_BELLY,
ATT_LEFT_BACK, // 30
ATT_RIGHT_BACK,
ATT_LEFT_HIP_SHEATH,
ATT_RIGHT_HIP_SHEATH,
ATT_BUST3, // Spell Impact
ATT_PALM3, // 35
ATT_RIGHT_PALM_UNK2,
ATT_DEMOLISHERVEHICLE,
ATT_DEMOLISHERVEHICLE2,
ATT_VEHICLE_SEAT1,
ATT_VEHICLE_SEAT2, // 40
ATT_VEHICLE_SEAT3,
ATT_VEHICLE_SEAT4
};
AnimationBlock color; // (Vec3D) Three floats. One for each color.
AnimationBlock opacity; // (UInt16) 0 - transparent, 0x7FFF - opaque.
};
AnimationBlock trans; // (UInt16)
};
IndiceToVerts = new size_t[nIndices+2];
for (size_t i=0;i<nIndices;i++){
size_t a = indices[i];
for (size_t j=0;j<header.nVertices;j++){
if (a < header.nVertices && origVertices[a].pos == origVertices[j].pos){
IndiceToVerts[i] = j;
break;
}
}
}
}
榪欏皢鏄竴緋誨垪闅忕瑪錛屽嵆鍦ㄨ浠g爜鐨勬椂鍊欙紝欏轟究璁板綍錛屼互鐞嗘竻鎬濊礬鍜屽姞娣辨槧璞°?鍏朵腑浼氭湁寰堝璁╀漢璐硅В鐨勫湴鏂癸紝濡傛灉鏈夊垢琚煇浣嶅厔寮熺湅瑙侊紝璇峰嬁瑙佺瑧銆?
鎴戜滑浠庤鍙栨ā鍨嬫暟鎹紑濮嬨傘傘?
涓嬮潰鏄繖鏄《鐐圭粨鏋勪綋 榪欐槸wow model viewer涓殑瀹氫箟
struct ModelVertex
{
Vec3D pos; //欏剁偣浣嶇疆
uint8 weights[4];//楠ㄩ鏉冮噸
uint8 bones[4];//鍙楀獎鍝嶇殑楠ㄩ绱㈠紩
Vec3D normal;//娉曠嚎
Vec2D texcoords;//綰圭悊鍧愭爣錛屽彧鏈変竴灞?
int unk1, unk2; // 鎬繪槸0錛? 鍙兘娌℃湁琚嬌鐢ㄥ埌
};
璇誨畬欏剁偣鏁版嵁鍚庯紝鎴戜滑闇瑕佸鍧愭爣緋誨仛涓鐐逛慨姝o紝鍥犱負WOW鐢ㄧ殑鏄痁杞村悜涓婏紝 Y杞村悜閲岋紙渚濈█璁板緱torque涔熸槸榪欐牱瀛愶級
寰堝浜虹敤寰椾笉鏄お涔犳儻
鑻ヨ杞崲涓篏L涓殑鍧愭爣錛圸鍚戝錛夛紝鍒?pos = vec3D(pos.x,pos.z,-pos.y);
鑻ヨ杞崲涓篋3D涓殑鍧愭爣錛圸鍚戦噷錛夛紝鍒檖os = vec3D(pos.x,pos.z,pos.y);
娉曠嚎杞崲鏂瑰紡鍜屽潗鏍囦竴鏍?
杞崲涓轟簡鎴戜滑鎯寵鐨勫潗鏍囨暟鎹互鍚庛傛垜浠繕瑕佸己鍒跺娉曠嚎榪涜鍗曚綅鍖栥傚湪榪欓噷錛屼負浜嗗娉曠嚎榪涜鍘嬬緝錛屽叾瀹炴垜浠彲浠ヤ粎瀛樺偍X,Y鍒嗛噺灝卞彲浠ヤ簡銆?
涓嶇煡WOW涓轟粈涔堟病鏈夎繖鏍峰瓙銆?
鍚屾椂錛屽湪榪涜妯″瀷欏剁偣鏁版嵁璇誨彇鐨勬椂鍊欙紝鐢變簬鎴戜滑鏈潵灝辮榪涜欏剁偣鏁版嵁閬嶅巻錛屾墍浠ユ垜浠彲浠ラ『渚垮緱鍑鴻繖涓ā鍨嬬殑鍗婂緞錛岀敤鏉ュ仛鐞冨艦媯嫻?
妯″瀷鏁版嵁璇誨畬浜嗭紝绱ф帴鐫鏄疊oundingMesh(鎯寵鏄寘鍥寸綉鏍鹼紝鍙堜笉澶錛屽張鎴栬咃紝鍙鎾炵綉鏍鹼紝榪欐槸涓涓畝鍖栫殑緗戞牸錛岀敤浜庣鎾炴嫻嬪拰鎷懼彇涔嬬被鐨?鏁版嵁
瀹冪敱涓や釜閮ㄥ垎緇勬垚BoundingVertices & BoundingTriangles (鎴戝張璇嶇┓浜嗭紝閮芥噦鐨勩傦級
BoundingVertices鐢變竴涓瞗loat3緇勬垚錛岄『搴忚鍙栧嵆鍙紝璇誨彇瀹屼簡鍚庯紝濡傛灉涓婇潰鐨凪ESH鍋氫簡鍧愭爣緋葷粺杞崲錛岄偅榪欓噷涔熷緱鍋氥?
BoundingTriangles鐢變竴涓瞮int16绱㈠紩緇勬垚錛岄『搴忚鍙栧嵆鍙?
璇誨彇瀹屼笂闈㈢殑妯″瀷鏁版嵁鍚庯紝鎺ヤ笅鏉ュ氨鏄汗鐞嗘暟鎹?
鍦╓MV涓殑瀹氫箟濡備笅
#define TEXTURE_MAX 32 //鏈澶х汗鐞嗘暟
struct ModelTextureDef
{
uint32 type; //綰圭悊綾誨瀷
uint32 flags; //綰圭悊鏍囪
uint32 nameLen; //鍚嶅瓧闀垮害
uint32 nameOfs; //鍚嶅瓧鍦―BC涓殑鍋忕Щ
};
鎼炵瑧寰楀緢鍟婏紝鍦ㄧ粨鏋勪綋瀹氫箟鐨勬椂鍊欙紝娌℃湁瀵逛笂闈㈠瓧孌佃鏄庯紝鍦ㄤ嬌鐢ㄧ殑鍦版柟錛屽嵈鏈変竴孌墊弿榪般備笉榪囨兂鎯充篃鏄紝鐢ㄧ殑鏃跺欐柟渚挎煡鐪嬪槢銆?
/*
Texture Types
Texture type is 0 for regular textures, nonzero for skinned textures (filename not referenced in the M2 file!)
For instance, in the NightElfFemale model, her eye glow is a type 0 texture and has a file name,
the other 3 textures have types of 1, 2 and 6. The texture filenames for these come from client database files:
DBFilesClient\CharSections.dbc
DBFilesClient\CreatureDisplayInfo.dbc
DBFilesClient\ItemDisplayInfo.dbc
(possibly more)
0 Texture given in filename
1 Body + clothes 韜綋鍜屽竷鏂?
2 Cape 鑲╄唨
6 Hair, beard 澶村彂錛岃儭瀛?
8 Tauren fur 鐗涘ご浜虹殑鐨瘺
11 Skin for creatures #1
12 Skin for creatures #2
13 Skin for creatures #3
Texture Flags
Value Meaning
1 Texture wrap X X鏂瑰悜鐜粫
2 Texture wrap Y Y鏂瑰悜鐜粫
*/
涓嬮潰鏄垜瀵硅繖孌佃鏄庣殑鐞嗚В
0 琛ㄧず鏄櫘閫氱汗鐞?騫朵笖錛屽彲浠ョ洿鎺ヨ幏鍙栧畠鐨勭汗鐞嗗悕瀛?
闈?琛ㄧず鏄毊鑲?鍊煎緱璇存槑鐨勬槸錛岀汗鐞嗗悕瀛椾笉鍖呭惈鍦∕2鏂囦歡涓?
姣斿璇達紝鍦ㄦ殫澶滅敺妯″瀷涓紝浠栫殑鐪肩潧鍙戝厜灝辨槸涓涓被鍨嬩負0鐨勭汗鐞嗭紝騫朵笖錛屾湁涓涓枃浠跺悕錛堣繖涓枃浠跺悕灝卞瓨鍦ㄦ湰鏂囦歡涓級銆傚叾瀹?涓汗鐞嗙被鍨嬫槸1錛?鍜?. 綰圭悊鍚嶅瓧鏄粠瀹㈡埛绔暟鎹簱鏂囦歡涓彁鍙栥俷ameOfs灝辨槸琛ㄧず鍏朵綅緗?
棰濓紝鍐欏埌榪欓噷鐨勬椂鍊欙紝紿佺劧鍙戠幇錛屽叾瀹炴槸鏈夊畯瀹氫箟鐨?
/*
Texture Types
Texture type is 0 for regular textures, nonzero for skinned textures (filename not referenced in the M2 file!) For instance, in the NightElfFemale model, her eye glow is a type 0 texture and has a file name, the other 3 textures have types of 1, 2 and 6. The texture filenames for these come from client database files:
DBFilesClient\CharSections.dbc
DBFilesClient\CreatureDisplayInfo.dbc
DBFilesClient\ItemDisplayInfo.dbc
(possibly more)
*/
enum TextureTypes
{
TEXTURE_FILENAME=0, // Texture given in filename
TEXTURE_BODY, // Body + clothes
TEXTURE_CAPE, // Item, Capes ("Item\ObjectComponents\Cape\*.blp")
TEXTURE_ITEM=TEXTURE_CAPE,
TEXTURE_ARMORREFLECT, //
TEXTURE_HAIR=6, // Hair, bear
TEXTURE_FUR=8, // Tauren fur
TEXTURE_INVENTORY_ART1, // Used on inventory art M2s (1): inventoryartgeometry.m2 and inventoryartgeometryold.m2
TEXTURE_QUILL, // Only used in quillboarpinata.m2. I can't even find something referencing that file. Oo Is it used?
TEXTURE_GAMEOBJECT1, // Skin for creatures or gameobjects #1
TEXTURE_GAMEOBJECT2, // Skin for creatures or gameobjects #2
TEXTURE_GAMEOBJECT3, // Skin for creatures or gameobjects #3
TEXTURE_INVENTORY_ART2, // Used on inventory art M2s (2): ui-buffon.m2 and forcedbackpackitem.m2 (LUA::Model:ReplaceIconTexture("texture"))
TEXTURE_15, // Patch 12857, Unknown
TEXTURE_16, //
TEXTURE_17, //
};
enum TextureFlags
{
TEXTURE_WRAPX=1,
TEXTURE_WRAPY
};
鎬諱箣錛屽氨鏄鏋滈亣涓婃槸0鍙風被鍨嬶紝鍒欑洿鎺ヨ鏂囦歡鍚嶏紝鍚﹀垯灝卞幓DBC涓彇鍏叡綰圭悊鏁版嵁銆?
姣斿澶村彂浠涔堢殑錛岃屼笂闈㈢墰澶翠漢鐨勬瘺鍙戝崟鐙畾涔夛紝鍙兘鏄洜涓烘瘺鍙戝拰涓鑸漢鍨嬬敓鐗╀笉涓鏍峰惂銆?
鍙﹀錛屼粠TEXTURE_ARMORREFLECT涓彲浠ョ湅鍑猴紝WOW涓殑姝﹀櫒鍜岀洈鐢叉槸鍔犱笂浜嗗弽灝勭汗鐞嗙殑錛岃繖鏍鋒墠鐪嬭搗鏉ユ湁楂樺厜鐨勬劅瑙夈?
錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞
錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞錛嶏紞
璇誨畬妯″瀷錛岀鎾炵綉鏍鹼紝綰圭悊鏁版嵁錛屾帴涓嬫潵錛屽氨瑕佽鍙栨寕鎺ョ墿浜嗭紝鏈甯歌鐨勬寕鎺ョ墿錛屽氨鏄疻OW涓殑鑲╄唨錛屽ご鐩旀垨鑰呮鍣ㄤ笂鐨勪竴浜涚矑瀛愭晥鏋溿?
WMV涓紝鎸傛帴鐗╃殑瀹氫箟濡備笅
/*
* This block specifies a bunch of locations on the body - hands, shoulders, head, back,
* knees etc. It is used to put items on a character. This seems very likely as this block
* also contains positions for sheathed weapons, a shield, etc.
*/
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.
};
鏃犻潪灝辨槸瀹氫箟浜嗘寕鎺ョ殑楠ㄩ绱㈠紩錛屽亸縐諱綅緗瓑銆?nbsp; 鏈鍚庝竴涓弬鏁幫紝鏄姩鐢誨潡鏁版嵁銆傚畾涔夊涓?
// sub-block in block E - animation data, size 28 bytes, WotLK 20 bytes
struct AnimationBlock
{
int16 type; // 鎻掑肩被鍨?(0=none, 1=linear, 2=hermite)
int16 seq; // 鍏ㄥ眬闃熷垪ID錛岋紞1琛ㄧず鏃?
//涓嬮潰鐨勫氨鏄暟鎹釜鏁?鏁版嵁鍦ㄧ紦鍐插尯涓殑鍋忕Щ
#ifndef WotLK
uint32 nRanges;
uint32 ofsRanges;
#endif
uint32 nTimes; //
uint32 ofsTimes;
uint32 nKeys;
uint32 ofsKeys;
};
涓婇潰鐨勫畾涔夊彲浠ョ湅涓紝WLK鐗堟湰涓紝BLZ瀵規枃浠惰繘琛屼簡鏀瑰姩錛屽姞鍏ヤ簡涓涓寖鍥存暟鎹?
璇誨彇瀹屼笂闈㈢殑鎸傛帴澶翠俊鎭互鍚庯紝灝卞彲浠ユ牴鎹繖涓俊鎭紝瀹炰緥鍖栦竴涓寕鎺ョ墿錛屾坊鍔犲埌妯″瀷韜笂銆?
涓嬮潰鏄竴涓ā鍨嬫寕鎺ョ墿鐨勪俊鎭?
struct ModelAttachment
{
int id; //ID
Vec3D pos; 浣嶇疆
int bone; //鎾炴帴鐨勯楠?
Model *model; //鎸傛帴鐨勬ā鍨?
void init(MPQFile &f, ModelAttachmentDef &mad, uint32 *global);
void setup();
void setupParticle();
};
璇誨畬涓婇潰鐨勪俊鎭悗錛屾垜鍙戠幇錛岃繕鏈変竴涓寮傜殑attLookup鏁版嵁錛?鍗曠湅瀛楅潰涓婃剰鎬濓紝搴旇鏄嬁鏉ヨ涓涓緵鎸傛帴鐗㊣D鏌ヨ鐨勬暟鎹殑銆?
灝辨槸ModelAttachment涓殑ID浣滀負涓嬫爣錛岃繘琛屾煡璇€?鐩墠榪樻病鏈夋悶鏄庣櫧銆?
鏈潵鎯崇戶緇啓涓嬪幓錛屼絾鍙戠幇瀵告闅捐浜嗭紝鍚庨潰鐨勬暟鎹兘娌$湅鏄庣櫧鏄粈涔堟剰鎬濓紝鍙ソ鐣欏埌涓嬫浜嗐?
鐫¤浜嗭紝鏅氬畨錛侊紒錛侊紒錛?/p>