解决方案 »
- 图片如何实现分层???
- 请大家帮忙推荐一个安装包制作工具,需要制作一个英语安装包
- 关于vc的初始启动画面,splash的问题
- 记事本查找对话框中有个“全字匹配”,这个是嘛意思啊?
- 公有成员变量为何在同一个类中不公有?
- 我在ondraw里绘图,为什么显示不出来呢?
- 拿分拿到你手软,请问字符有办法转成float,double吗?我只知道可以转int, long
- 有没有这样的算法?关于振型分解的!或者是摸态分析的?谢谢!毕业设计用
- MFC新手上路
- 我响应了SB_VERT控件后,滚动块移动了,但原来的位置上有阴影,为什么?
- 100分寻找一个关于表格的控间
- 如何直接获得基于CRichEditView窗口中的文本?
http://www.gametutorials.com/
Autodesk Ltd.
Document Revision 0.93 - January 1997
3D-Studio File Format (.3ds)
Autodesk Ltd.
Document Revision 0.93 - January 1997 Rewritten by Martin van Velsen (email: [email protected] )
and Robin Fercoq ( 3ds-bin + mli )(email: [email protected])
Based on documentation by Jim Pitts ( email: [email protected] )
Source update provided by:
Albert Szilvasy (email: [email protected] ) A lot of the chunks are still undocumented if you know what they do
please email me Martin van Velsen, Robin Feroq or Jimm Pitts.
As I get more information on the file format, I will document it for
everyone to see. I will post this regurlarly to alt.3d and alt.3d-studio
and I can be contacted there if my email does not work. (Also see the 3d-studio material .mli documentation by Robin Feroq.) Disclaimer.
This document describes the file format of the 3ds files generated by
3d-studio by Autodesk. By using the information contained within, you
agree not to hold any of the authors liable if, from its use, you
f^Hmuck something up. OK? Autodesk has at not yet released the offical specifications of the
3d-studio formats. You will therefor receive NO support from Autodesk
or any company related to Autodesk concerning the nature and contents
of the 3d-studio binary .3ds and .mli formats. A warning beforehand. This docs describes the format of 3ds files
produced by version 3.0 and higher of 3d-studio. You can find this
version information at byte 29 in the binary file. This document can be found on the regular newsgroups:
alt.3d and alt.3d-studio
It can also be found at: "http://www.mediatel.lu" -------------------------------------------------------------------------
1. Introduction
2. Chunks anyone ?
3. 3D Editor chunks
4. Keyframer chunks
5. CODE 1. Introduction
====================== The 3ds file format is made up of chunks. They describe what information
is to follow and what it is made up of, it's ID and the location of the
next block. If you don't understand a chunk you can quite simply skip it.
The next chunk pointer is relative to the start of the current chunk and
in bytes. The binary information in the 3ds file is written in a special
kind of way. Namely the lest significant byte comes first in an int.
For example: 4A 5C (2 bytes in hex) would be 5C high byte and 4A low
byte. In a long it is: 4A 5C 3B 8F where 5C4A is the low word and 8F 3B
is the high word. And now for the chunks. A chunk is defined as: start end size name
0 1 2 Chunk ID
2 5 4 Pointer to next chunk relative to the place where
Chunk ID is, in other words the length of the chunk Chunks have a hierarchy imposed on them that is identified byt it's ID.
A 3ds file has the Primary chunk ID 4D4Dh. This is always the first
chunk of the file. Within the primary chunk are the main chunks. to give you a preview and a reference to the hierarchy of chunks,
below is a diagram to show the diffrent chunk ID's and their place
in the file. The chunks are given a name because below the diagram is
a list which defines the names to the actual chunk id's. This makes it
easier to put it in some source code ( how convenient that some sample
code is included )
MAIN3DS (0x4D4D)
|
+--EDIT3DS (0x3D3D)
| |
| +--EDIT_MATERIAL (0xAFFF)
| | |
| | +--MAT_NAME01 (0xA000) (See mli Doc)
| |
| +--EDIT_CONFIG1 (0x0100)
| +--EDIT_CONFIG2 (0x3E3D)
| +--EDIT_VIEW_P1 (0x7012)
| | |
| | +--TOP (0x0001)
| | +--BOTTOM (0x0002)
| | +--LEFT (0x0003)
| | +--RIGHT (0x0004)
| | +--FRONT (0x0005)
| | +--BACK (0x0006)
| | +--USER (0x0007)
| | +--CAMERA (0xFFFF)
| | +--LIGHT (0x0009)
| | +--DISABLED (0x0010)
| | +--BOGUS (0x0011)
| |
| +--EDIT_VIEW_P2 (0x7011)
| | |
| | +--TOP (0x0001)
| | +--BOTTOM (0x0002)
| | +--LEFT (0x0003)
| | +--RIGHT (0x0004)
| | +--FRONT (0x0005)
| | +--BACK (0x0006)
| | +--USER (0x0007)
| | +--CAMERA (0xFFFF)
| | +--LIGHT (0x0009)
| | +--DISABLED (0x0010)
| | +--BOGUS (0x0011)
| |
| +--EDIT_VIEW_P3 (0x7020)
| +--EDIT_VIEW1 (0x7001)
| +--EDIT_BACKGR (0x1200)
| +--EDIT_AMBIENT (0x2100)
| +--EDIT_OBJECT (0x4000)
| | |
| | +--OBJ_TRIMESH (0x4100)
| | | |
| | | +--TRI_VERTEXL (0x4110)
| | | +--TRI_VERTEXOPTIONS (0x4111)
| | | +--TRI_MAPPINGCOORS (0x4140)
| | | +--TRI_MAPPINGSTANDARD (0x4170)
| | | +--TRI_FACEL1 (0x4120)
| | | | |
| | | | +--TRI_SMOOTH (0x4150)
| | | | +--TRI_MATERIAL (0x4130)
| | | |
| | | +--TRI_LOCAL (0x4160)
| | | +--TRI_VISIBLE (0x4165)
| | |
| | +--OBJ_LIGHT (0x4600)
| | | |
| | | +--LIT_OFF (0x4620)
| | | +--LIT_SPOT (0x4610)
| | | +--LIT_UNKNWN01 (0x465A)
| | |
| | +--OBJ_CAMERA (0x4700)
| | | |
| | | +--CAM_UNKNWN01 (0x4710)
| | | +--CAM_UNKNWN02 (0x4720)
| | |
| | +--OBJ_UNKNWN01 (0x4710)
| | +--OBJ_UNKNWN02 (0x4720)
| |
| +--EDIT_UNKNW01 (0x1100)
| +--EDIT_UNKNW02 (0x1201)
| +--EDIT_UNKNW03 (0x1300)
| +--EDIT_UNKNW04 (0x1400)
| +--EDIT_UNKNW05 (0x1420)
| +--EDIT_UNKNW06 (0x1450)
| +--EDIT_UNKNW07 (0x1500)
| +--EDIT_UNKNW08 (0x2200)
| +--EDIT_UNKNW09 (0x2201)
| +--EDIT_UNKNW10 (0x2210)
| +--EDIT_UNKNW11 (0x2300)
| +--EDIT_UNKNW12 (0x2302)
| +--EDIT_UNKNW13 (0x2000)
| +--EDIT_UNKNW14 (0xAFFF)
|
+--KEYF3DS (0xB000)
|
+--KEYF_UNKNWN01 (0xB00A)
+--............. (0x7001) ( viewport, same as editor )
+--KEYF_FRAMES (0xB008)
+--KEYF_UNKNWN02 (0xB009)
+--KEYF_OBJDES (0xB002)
|
+--KEYF_OBJHIERARCH (0xB010)
+--KEYF_OBJDUMMYNAME (0xB011)
+--KEYF_OBJUNKNWN01 (0xB013)
+--KEYF_OBJUNKNWN02 (0xB014)
+--KEYF_OBJUNKNWN03 (0xB015)
+--KEYF_OBJPIVOT (0xB020)
+--KEYF_OBJUNKNWN04 (0xB021)
+--KEYF_OBJUNKNWN05 (0xB022)
A chunk type which you can find all through the file are the color chunks
which are called: COL_RGB
COL_TRU
COL_UNK
========================= Now for the actual numbers, as you will see I used the define, because I
ripped that part right out of my code. Be carefull however because there
are a lot of new chunk types which were not documented in the original
paper by Jim Pitts. //------ Primary chunk #define MAIN3DS 0x4D4D //------ Main Chunks #define EDIT3DS 0x3D3D // this is the start of the editor config
#define KEYF3DS 0xB000 // this is the start of the keyframer config //------ sub defines of EDIT3DS #define EDIT_MATERIAL 0xAFFF
#define EDIT_CONFIG1 0x0100
#define EDIT_CONFIG2 0x3E3D
#define EDIT_VIEW_P1 0x7012
#define EDIT_VIEW_P2 0x7011
#define EDIT_VIEW_P3 0x7020
#define EDIT_VIEW1 0x7001
#define EDIT_BACKGR 0x1200
#define EDIT_AMBIENT 0x2100
#define EDIT_OBJECT 0x4000 #define EDIT_UNKNW01 0x1100
#define EDIT_UNKNW02 0x1201
#define EDIT_UNKNW03 0x1300
#define EDIT_UNKNW04 0x1400
#define EDIT_UNKNW05 0x1420
#define EDIT_UNKNW06 0x1450
#define EDIT_UNKNW07 0x1500
#define EDIT_UNKNW08 0x2200
#define EDIT_UNKNW09 0x2201
#define EDIT_UNKNW10 0x2210
#define EDIT_UNKNW11 0x2300
#define EDIT_UNKNW12 0x2302
#define EDIT_UNKNW13 0x3000
#define EDIT_UNKNW14 0xAFFF //------ sub defines of EDIT_OBJECT
#define OBJ_TRIMESH 0x4100
#define OBJ_LIGHT 0x4600
#define OBJ_CAMERA 0x4700 #define OBJ_UNKNWN01 0x4010
#define OBJ_UNKNWN02 0x4012 //---- Could be shadow //------ sub defines of OBJ_CAMERA
#define CAM_UNKNWN01 0x4710
#define CAM_UNKNWN02 0x4720 //------ sub defines of OBJ_LIGHT
#define LIT_OFF 0x4620
#define LIT_SPOT 0x4610
#define LIT_UNKNWN01 0x465A //------ sub defines of OBJ_TRIMESH
#define TRI_VERTEXL 0x4110
#define TRI_FACEL2 0x4111
#define TRI_FACEL1 0x4120
#define TRI_SMOOTH 0x4150
#define TRI_LOCAL 0x4160
#define TRI_VISIBLE 0x4165 //------ sub defs of KEYF3DS #define KEYF_UNKNWN01 0xB009
#define KEYF_UNKNWN02 0xB00A
#define KEYF_FRAMES 0xB008
#define KEYF_OBJDES 0xB002 //------ these define the different color chunk types
#define COL_RGB 0x0010
#define COL_TRU 0x0011
#define COL_UNK 0x0013 //------ defines for viewport chunks #define TOP 0x0001
#define BOTTOM 0x0002
#define LEFT 0x0003
#define RIGHT 0x0004
#define FRONT 0x0005
#define BACK 0x0006
#define USER 0x0007
#define CAMERA 0x0008 // 0xFFFF is the actual code read from file
#define LIGHT 0x0009
#define DISABLED 0x0010
#define BOGUS 0x0011
另,PioneerMan能不能给我一份完整的文档,,
谢谢!