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📁 J2ME Mobile3D API,高性能手机3D开发的api
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<td ALIGN=RIGHT VALIGN=TOP ROWSPAN="3"><b><i>Nov 19, 2003</i></b></td>
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<h1>
File Format for Mobile 3D Graphics API</h1></center>

<hr>
<h2 class="SectionTitle">
Abstract</h2>
This specification defines a 3D Graphics File Format that complements the
Mobile 3D Graphics API (M3G). The file format is provided as a compact
and standardised way of populating a scene graph.
<br>
<hr>
<h2 class="SectionTitle">
Table of Contents</h2>

<ul type="disc">
<li>
<a href="#ImportantNote">1 Important Note</a></li>

<li>
<a href="#MimeType">2 MIME Type and File Extension</a></li>

<li>
<a href="#DataTypes">3 Data Types</a></li>

<ul type="disc">
<li>
<a href="#FundamentalDataTypes">3.1 Fundamental Data Types</a></li>

<li>
<a href="#CompoundDataTypes">3.2 Compound Data Types</a></li>
</ul>

<li>
<a href="#FileStructure">4 File Structure</a></li>

<li>
<a href="#FileIdentifier">5 File Identifier</a></li>

<li>
<a href="#Section">6 Section</a></li>

<ul type="disc">
<li>
<a href="#CompressionScheme">6.1 CompressionScheme</a></li>

<li>
<a href="#TotalSectionLength">6.2 TotalSectionLength</a></li>

<li>
<a href="#UncompressedLength">6.3 UncompressedLength</a></li>

<li>
<a href="#Objects">6.4 Objects</a></li>

<li>
<a href="#Checksum">6.5 Checksum</a></li>
</ul>

<li>
<a href="#ObjectStructure">7 Object Structure</a></li>

<ul type="disc">
<li>
<a href="#ObjectType">7.1 ObjectType</a></li>

<li>
<a href="#ObjectLength">7.2 Length</a></li>

<li>
<a href="#ObjectData">7.3 Data</a></li>
</ul>

<li>
<a href="#ObjectOrdering">8 Object Ordering</a></li>

<ul type="disc">
<li>
<a href="#ObjectReferences">8.1 Object References</a></li>

<li>
<a href="#SharedObjects">8.2 Shared Objects</a></li>

<li>
<a href="#SubtreeLoading">8.3 Subtree Loading</a></li>
</ul>

<li>
<a href="#ErrorHandling">9 Error Handling</a></li>

<li>
<a href="#SpecialObjectData">10 Special Object Data</a></li>

<ul type="disc">
<li>
<a href="#Header">10.1 Header Object</a></li>

<li>
<a href="#ExternalReference">10.2 External Reference</a></li>
</ul>

<li>
<a href="#PerClassData">11 Per-Class Data</a></li>

<ul type="disc">
<li>
<a href="#AnimationController">11.1 AnimationController</a></li>

<li>
<a href="#AnimationTrack">11.2 AnimationTrack</a></li>

<li>
<a href="#Appearance">11.3 Appearance</a></li>

<li>
<a href="#Background">11.4 Background</a></li>

<li>
<a href="#Camera">11.5 Camera</a></li>

<li>
<a href="#CompositingMode">11.6 CompositingMode</a></li>

<li>
<a href="#Fog">11.7 Fog</a></li>

<li>
<a href="#Graphics3D">11.8 Graphics3D</a></li>

<li>
<a href="#Group">11.9 Group</a></li>

<li>
<a href="#Image2D">11.10 Image2D</a></li>

<li>
<a href="#IndexBuffer">11.11 IndexBuffer</a></li>

<li>
<a href="#KeyframeSequence">11.12 KeyframeSequence</a></li>

<li>
<a href="#Light">11.13 Light</a></li>

<li>
<a href="#Loader">11.14 Loader</a></li>

<li>
<a href="#Material">11.15 Material</a></li>

<li>
<a href="#Mesh">11.16 Mesh</a></li>

<li>
<a href="#MorphingMesh">11.17 MorphingMesh</a></li>

<li>
<a href="#Node">11.18 Node</a></li>

<li>
<a href="#Object3D">11.19 Object3D</a></li>

<li>
<a href="#PolygonMode">11.20 PolygonMode</a></li>

<li>
<a href="#RayIntersection">11.21 RayIntersection</a></li>

<li>
<a href="#SkinnedMesh">11.22 SkinnedMesh</a></li>

<li>
<a href="#Sprite">11.23 Sprite</a></li>

<li>
<a href="#Texture2D">11.24 Texture2D</a></li>

<li>
<a href="#Transform">11.25 Transform</a></li>

<li>
<a href="#Transformable">11.26 Transformable</a></li>

<li>
<a href="#TriangleStripArray">11.27 TriangleStripArray</a></li>

<li>
<a href="#VertexArray">11.28 VertexArray</a></li>

<li>
<a href="#VertexBuffer">11.29 VertexBuffer</a></li>

<li>
<a href="#World">11.30 World</a></li>
</ul>

<li>
<a href="#ObjectTypeValues">12 ObjectType Values</a></li>
</ul>

<hr>
<h2 class="SectionTitle">
<a NAME="ImportantNote"></a>1 Important Notes</h2>
The data here are <i>not</i> serialized by Java's own serialization mechanism.
They are serialized by the M3G serialization mechanism, which produces
and loads data streams conforming to the M3G file format specification.
<p>For more details of the mechanisms for loading a M3G compliant file,
please refer to the documentation for the
<a href="javax/microedition/m3g/Loader.html">Loader</a>
class.
<h2 class="SectionTitle">
<a NAME="MimeType"></a>2 MIME Type and File Extension</h2>
The MIME type for this file format is <tt>application/m3g</tt>. The file
extension (for systems that do not support MIME type queries) is <tt>.m3g</tt>,
to match the lowest level name in the package hierarchy.
<h2 class="SectionTitle">
<a NAME="DataTypes"></a>3 Data Types</h2>

<h3>
<a NAME="FundamentalDataTypes"></a>3.1 Fundamental Data Types</h3>
There are several data types which are regarded as fundamental. These are
as follows:
<blockquote>&nbsp;
<table BORDER CELLSPACING=0 CELLPADDING=3 WIDTH="90%" class="Table" >
<caption><!-- <caption align=top>&nbsp;</caption> --></caption>

<tr>
<th WIDTH="20%">
<div class="TableHead">Type Name</div>
</th>

<th WIDTH="80%">
<div class="TableHead">Description</div>
</th>
</tr>

<tr>
<td>
<div class="TableText"><tt>Byte</tt></div>
</td>

<td>
<div class="TableText">A single, unsigned 8-bit byte.</div>
</td>
</tr>

<tr>
<td>
<div class="TableText"><tt>Int16</tt></div>
</td>

<td>
<div class="TableText">A signed 16 bit value, stored as two bytes, lower
byte first.</div>
</td>
</tr>

<tr>
<td>
<div class="TableText"><tt>UInt16</tt></div>
</td>

<td>
<div class="TableText">An unsigned 16 bit value, stored as two bytes, lower
byte first.</div>
</td>
</tr>

<tr>
<td>
<div class="TableText"><tt>Int32</tt></div>
</td>

<td>
<div class="TableText">A signed 32 bit value, stored as four bytes, lowest
byte first.</div>
</td>
</tr>

<tr>
<td>
<div class="TableText"><tt>UInt32</tt></div>
</td>

<td>
<div class="TableText">An unsigned 32 bit value, stored as four bytes,
lowest byte first.</div>
</td>
</tr>

<tr>
<td>
<div class="TableText"><tt>Float32</tt></div>
</td>

<td>
<div class="TableText">A single precision floating point value, in 32-bit
format as defined by IEEE-754. This is stored as four bytes, with the least
significant byte of the mantissa first, and the exponent byte last.
<br>Note that only normal numeric values and positive 0 can be stored.
Special values such as denormals, infinities, NaNs, negative 0, and indefinite
values are disallowed and must be treated as errors.</div>
</td>
</tr>

<tr>
<td>
<div class="TableText"><tt>String</tt></div>
</td>

<td>
<div class="TableText">A null-terminated Unicode string, coded as UTF-8.</div>
</td>
</tr>

<tr>
<td>
<div class="TableText"><tt>Boolean</tt></div>
</td>

<td>
<div class="TableText">A single byte with the value 0 (false) or 1 (true).
Other values are disallowed and must be treated as errors.</div>
</td>
</tr>
</table>
</blockquote>

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