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
- 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)
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: