mkjs/code/formats/nsbta.js

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2017-09-08 09:24:16 -07:00
//
// nsbta.js
//--------------------
// Reads NSBTA files (texture uv animation via uv transform matrices within a polygon) for use in combination with an NSBMD (model) file
// by RHY3756547
//
// includes: gl-matrix.js (glMatrix 2.0)
// /formats/nitro.js
//
// man oh man if only there were some documentation on this that weren't shoddily written code in mkds course modifier
// well i guess we can find out how the format works
// together :')
window.nsbta = function(input) {
var mainOff;
var animData;
var mainObj = this;
var prop = [
"scaleS",
"scaleT",
"rotation",
"translateS",
"translateT"
]
if (input != null) {
load(input);
}
this.load = load;
function load(input) {
var view = new DataView(input);
var header = null;
var offset = 0;
var tex;
//nitro 3d header
header = nitro.readHeader(view);
if (header.stamp != "BTA0") throw "NSBTA invalid. Expected BTA0, found "+header.stamp;
if (header.numSections > 1) throw "NSBTA invalid. Too many sections - should have 1 maximum.";
offset = header.sectionOffsets[0];
//end nitro
mainOff = offset;
var stamp = readChar(view, offset+0x0)+readChar(view, offset+0x1)+readChar(view, offset+0x2)+readChar(view, offset+0x3);
if (stamp != "SRT0") throw "NSBTA invalid. Expected SRT0, found "+stamp;
animData = nitro.read3dInfo(view, mainOff+8, animInfoHandler);
mainObj.animData = animData;
}
function animInfoHandler(view, offset) {
var animOff = view.getUint32(offset, true);
var off = mainOff+animOff;
var obj = readAnimData(view, off);
obj.nextoff = offset+4;
return obj;
}
function readAnimData(view, offset) {
var stamp = readChar(view, offset+0x0)+readChar(view, offset+0x1)+readChar(view, offset+0x2)+readChar(view, offset+0x3); //should be M_AT, where _ is a 0 character
var unknown1 = view.getUint16(offset+4, true);
var unknown2 = view.getUint8(offset+6, false);
var unknown3 = view.getUint8(offset+7, false);
var data = nitro.read3dInfo(view, offset+8, matInfoHandler);
return {data: data, nextoff: data.nextoff};
}
function matInfoHandler(view, offset, base) {
// there doesn't seem to be any documentation on this so I'm going to take the first step and maybe explain a few things here:
// each material has 5 sets of 16 bit values of the following type:
//
// frames: determines the number of frames worth of transforms of this type are stored
// flags: if >4096 then multiple frames are used instead of inline data. not much else is known
// offset/data: depending on previous flag, either points to an array of data or provides the data for the sole frame. relative to base of this 3dinfoobject
// data2: used for rotation matrix (second value)
//
// order is as follows:
// scaleS, scaleT, rotation, translateS, translateT (all values are signed fixed point 1.3.12)
//
// note: rotation external data has two 16 bit integers instead of one per frame.
//
// also!! rotation matrices work as follows:
//
// | B A |
// | -A B |
//
// kind of like nsbmd pivot
var obj = {}
obj.flags = []; //for debug
obj.frames = [];
obj.frameStep = {};
for (var i=0; i<5; i++) {
obj[prop[i]] = [];
var frames = view.getUint16(offset, true);
var flags = view.getUint16(offset+2, true);
var value = view.getUint16(offset+4, true);
var data2 = view.getInt16(offset+6, true)/4096;
//flags research so far:
//bit 13 (8196) - set if inline single frame data, unset if multiple frame data at offset
//bit 14-15 - framestep, aka what to shift frame counters by (eg for half framerate this would be 1, frame>>1, essentially dividing the frame speed by 2.)
obj.frameStep[prop[i]] = (flags>>14);
obj.flags[i] = flags;
obj.frames[i] = frames;
if (flags & 8192) {
if (value & 32768) value = 65536-value; //convert to int
obj[prop[i]].push(value/4096);
if (i == 2) obj[prop[i]].push(data2);
} else { //data is found at offset
frames = frames>>obj.frameStep[prop[i]];
//frames -= 1;
var off = base + value-8;
for (var j=0; j<frames*((i==2)?2:1); j++) {
var prevvalue = view.getInt16(off-2, true)/4096;
//debugger;
obj[prop[i]].push(view.getInt16(off, true)/4096);
off += 2;
}
}
offset += 8;
}
obj.nextoff = offset;
return obj;
}
function readChar(view, offset) {
return String.fromCharCode(view.getUint8(offset));
}
}