M2文件头

本文详细介绍了M2模型文件的结构和内容,包括全局纹理列表、顶点列表、动画、骨骼等关键信息,并通过具体实例展示了如何进行16进制文件分析。

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:

内容概要:本文详细介绍了“秒杀商城”微服务架构的设计与实战全过程,涵盖系统从需求分析、服务拆分、技术选型到核心功能开发、分布式事务处理、容器化部署及监控链路追踪的完整流程。重点解决了高并发场景下的超卖问题,采用Redis预减库存、消息队列削峰、数据库乐观锁等手段保障数据一致性,并通过Nacos实现服务注册发现与配置管理,利用Seata处理跨服务分布式事务,结合RabbitMQ实现异步下单,提升系统吞吐能力。同时,项目支持Docker Compose快速部署和Kubernetes生产级编排,集成Sleuth+Zipkin链路追踪与Prometheus+Grafana监控体系,构建可观测性强的微服务系统。; 适合人群:具备Java基础和Spring Boot开发经验,熟悉微服务基本概念的中高级研发人员,尤其是希望深入理解高并发系统设计、分布式事务、服务治理等核心技术的开发者;适合工作2-5年、有志于转型微服务或提升架构能力的工程师; 使用场景及目标:①学习如何基于Spring Cloud Alibaba构建完整的微服务项目;②掌握秒杀场景下高并发、超卖控制、异步化、削峰填谷等关键技术方案;③实践分布式事务(Seata)、服务熔断降级、链路追踪、统一配置中心等企业级中间件的应用;④完成从本地开发到容器化部署的全流程落地; 阅读建议:建议按照文档提供的七个阶段循序渐进地动手实践,重点关注秒杀流程设计、服务间通信机制、分布式事务实现和系统性能优化部分,结合代码调试与监控工具深入理解各组件协作原理,真正掌握高并发微服务系统的构建能力。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值