化州市建设局网站,建设网站步骤是,设计师证书报考条件,绿色食品网站源码Urho3D尽可能使用现有文件格式#xff0c;仅在绝对必要时才定义自定义文件格式。当前使用的自定义文件格式有#xff1a;
二进制模型格式#xff08;.mdl#xff09; Model geometry and vertex morph data byte[4] Identifier UMDL or UMD2
…Urho3D尽可能使用现有文件格式仅在绝对必要时才定义自定义文件格式。当前使用的自定义文件格式有
二进制模型格式.mdl Model geometry and vertex morph data byte[4] Identifier UMDL or UMD2
uint Number of vertex buffers For each vertex buffer: uint Vertex count uint Legacy vertex element mask (determines vertex size) uint Morphable vertex range start index uint Morphable vertex count byte[] Vertex data (vertex count * vertex size) In UMD2 format, the legacy vertex element mask is replaced with the following: uint Vertex element count uint[] Descriptions for each vertex element, where bits 0-7 element data type, bits 8-15 semantic, bits 16-23 semantic index uint Number of index buffers For each index buffer: uint Index count uint Index size (2 for 16-bit indices, 4 for 32-bit indices) byte[] Index data (index count * index size) uint Number of geometries For each geometry: uint Number of bone mapping entries uint[] Bone mapping data, Maps geometry bone indices to global bone indices for HW skinning. May be empty, in this case identity mapping will be used. uint Number of LOD levels For each LOD level: float LOD distance uint Primitive type (0 triangle list, 1 line list) uint Vertex buffer index, starting from 0 uint Index buffer index, starting from 0 uint Draw range: index start uint Draw range: index count uint Number of vertex morphs (may be 0) For each vertex morph: cstring Name of morph uint Number of affected vertex buffers For each affected vertex buffer: uint Vertex buffer index, starting from 0 uint Vertex element mask for morph data. Only positions, normals tangents are supported. uint Vertex count For each vertex: uint Vertex index Vector3 Position (if included in the mask) Vector3 Normal (if included in the mask) Vector3 Tangent (if included in the mask) Skeleton data uint Number of bones (may be 0) For each bone: cstring Bone name uint Parent bone index starting from 0. Same as own bone index for the root bone Vector3 Initial position Quaternion Initial rotation Vector3 Initial scale float[12] 4x3 offset matrix for skinning byte Bone collision info bitmask. 1 bounding sphere 2 bounding box If bounding sphere data included: float Bone radius If bounding box data included: Vector3 Bone bounding box minimum Vector3 Bone bounding box maximum Bounding box data Vector3 Model bounding box minimum
Vector3 Model bounding box maximum Geometry center data For each geometry: Vector3 Geometry center 二进制动画格式.ani byte[4] Identifier UANI
cstring Animation name
float Length in seconds
uint Number of tracks For each track: cstring Track name (practically same as the bone name that should be driven) byte Mask of included animation data. 1 bone positions 2 bone rotations 4 bone scaling uint Number of keyframes For each keyframe: float Time position in seconds Vector3 Position (if included in data) Quaternion Rotation (if included in data) Vector3 Scale (if included in data) 注意动画是使用绝对骨骼变换存储的。因此仅支持动画之间的lerp混合附加姿势修改不是。
Direct3D9二进制着色器格式.vs3.ps3 byte[4] Identifier USHD short Shader type (0 vertex, 1 pixel)
short Shader model (3) uint Number of constant parameters For each constant parameter: cstring Parameter name byte Register index byte Number of registers uint Number of texture units For each texture unit: cstring Texture unit name byte Sampler index uint Bytecode size
byte[] Bytecode Direct3D11二进制着色器格式.vs4、.ps4 byte[4] Identifier USHD short Shader type (0 vertex, 1 pixel)
short Shader model (4)
uint Vertex element hash code (0 for pixel shaders) uint Number of constant parameters For each constant parameter: cstring Parameter name byte CBuffer index uint Start byte offset in CBuffer uint Byte size uint Number of texture units For each texture unit: cstring Texture unit name byte Sampler index uint Bytecode size
byte[] Bytecode 包文件.pak
byte[4] Identifier UPAK or ULZ4 if compressed
uint Number of file entries
uint Whole package checksum For each file entry: cstring Name uint Start offset uint Size uint Checksum The compressed data for each file is the following, repeated until the file is done: ushort Uncompressed length of block ushort Compressed length of block byte[] Compressed data 编译的AngelScript.asc
byte[4] Identifier ASBC
byte[] Bytecode, produced by AngelScript serializer