M2文件头

M2文件中的信息大体是这样的

全局纹理列表 全局顶点列表
  • Position
  • Blend weights
  • Blend indices
  • Normal
  • Texture coordinates
LOD (每个模型共4级?)
  • Vertex indices (这级LOD用到的顶点 为全局顶点列表的索引)
  • Face indices (每个三角形有三个, 同样是全局顶点列表中的索引)
  • Vertex properties (每个顶点索引有一个, 未知)
  • Submeshes (一般每种材质一个)
  • Texture units (引用Subemesh, 全局纹理列表的索引, 绑定纹理单元的数目)
全局包围体 (用来碰撞检测?) 动画(Animations, global sequences) 骨骼(Skeleton) 额外的渲染信息: 颜色, 透明度, 纹理动画, 模型混合等. 特效: 条带, 粒子 灯光 摄像机

struct ModelHeader { char id[4]; //"MD20" uint8 version[4]; uint32 nameLength; //model name length (including \0) uint32 nameOfs; //model name offset uint32 type; //Model type? always 0, 1 or 3 (mostly 0) uint32 nGlobalSequences; //number of global sequences uint32 ofsGlobalSequences; //offset to global sequences uint32 nAnimations; //number of animation sequences uint32 ofsAnimations; //offset to animation sequences uint32 nC; uint32 ofsC; uint32 nD; //always 201 or 203 depending on WoW client version uint32 ofsD; uint32 nBones; //number of bones uint32 ofsBones; //offset to bones uint32 nF; //bone lookup table uint32 ofsF; uint32 nVertices; //number of vertices uint32 ofsVertices; //offset to vertices uint32 nViews; //number of views (LOD versions?) 4 for every model uint32 ofsViews; //offset to views uint32 nColors; //number of color definitions uint32 ofsColors; //offset to color definitions uint32 nTextures; //number of textures uint32 ofsTextures; //offset to texture definitions uint32 nTransparency; //number of transparency definitions uint32 ofsTransparency; //offset to transparency definitions uint32 nI; // always unused ? uint32 ofsI; uint32 nTexAnims; //number of texture animations uint32 ofsTexAnims; //offset to texture animations uint32 nTexReplace; uint32 ofsTexReplace; uint32 nTexFlags; //number of blending mode definitions uint32 ofsTexFlags; //offset to blending mode definitions uint32 nY; //bone lookup table uint32 ofsY; uint32 nTexLookup; //number of texture lookup table entries uint32 ofsTexLookup; //offset to texture lookup table uint32 nTexUnitLookup; //texture unit definitions? uint32 ofsTexUnitLookup; uint32 nTransparencyLookup; //number of transparency lookup table entries uint32 ofsTransparencyLookup;//offset to transparency lookup table uint32 nTexAnimLookup; //number of texture animation lookup table entries uint32 ofsTexAnimLookup; float floats[14]; uint32 nBoundingTriangles; uint32 ofsBoundingTriangles; uint32 nBoundingVertices; uint32 ofsBoundingVertices; uint32 nBoundingNormals; uint32 ofsBoundingNormals; uint32 nAttachments; uint32 ofsAttachments; uint32 nAttachLookup; uint32 ofsAttachLookup; uint32 nQ; uint32 ofsQ; uint32 nLights; //number of lights uint32 ofsLights; //offset to lights uint32 nCameras; //number of cameras uint32 ofsCameras; //offset to cameras uint32 nT; uint32 ofsT; uint32 nRibbonEmitters; //number of ribbon emitters uint32 ofsRibbonEmitters; //offset to ribbon emitters uint32 nParticleEmitters; //number of particle emitters uint32 ofsParticleEmitters; //offset to particle emitters };

这把刀看起来挺漂亮, 就拿它开刀了:

16进制文件分析:

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