246 lines
6.8 KiB
JavaScript
246 lines
6.8 KiB
JavaScript
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//
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// nsbca.js
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//--------------------
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// Reads NSBCA files (bone animations) for use in combination with an NSBMD (model) file
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// by RHY3756547
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//
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// includes: gl-matrix.js (glMatrix 2.0)
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// /formats/nitro.js
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//
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// most investigation done by florian for the mkds course modifier.
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// I've tried to keep things much simpler than they were in his code.
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window.nsbca = function(input) {
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var mainOff;
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var animData;
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var speeds = [1.0, 0.5, 1/3];
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var mainObj = this;
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if (input != null) {
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load(input);
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}
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this.load = load;
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function load(input) {
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var view = new DataView(input);
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var header = null;
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var offset = 0;
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var tex;
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//nitro 3d header
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header = nitro.readHeader(view);
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if (header.stamp != "BCA0") throw "NSBCA invalid. Expected BCA0, found "+header.stamp;
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if (header.numSections > 1) throw "NSBCA invalid. Too many sections - should have 1 maximum.";
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offset = header.sectionOffsets[0];
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//end nitro
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mainOff = offset;
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var stamp = readChar(view, offset+0x0)+readChar(view, offset+0x1)+readChar(view, offset+0x2)+readChar(view, offset+0x3);
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if (stamp != "JNT0") throw "NSBCA invalid. Expected JNT0, found "+stamp;
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animData = nitro.read3dInfo(view, mainOff+8, animInfoHandler);
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mainObj.animData = animData;
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}
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function animInfoHandler(view, off, base) {
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var offset = mainOff + view.getUint32(off, true);
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var obj = {nextoff: off + 4}
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readAnim(view, offset, obj);
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return obj;
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}
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function readAnim(view, off, obj) {
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obj.baseOff = off;
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obj.stamp = readChar(view, off+0x0)+readChar(view, off+0x2)+readChar(view, off+0x3);
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obj.frames = view.getUint16(off+0x4, true);
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obj.numObj = view.getUint16(off+0x6, true);
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obj.unknown = view.getUint32(off+0x8, true); //NOTE: this may be a flag. used later to specify extra frames if not = 3
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obj.off1 = view.getUint32(off+0xC, true);
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obj.off2 = view.getUint32(off+0x10, true); //offset to rotation data
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off += 0x14;
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var transforms = [];
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for (var i=0; i<obj.numObj; i++) {
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var off2 = view.getUint16(off, true)+obj.baseOff;
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transforms.push(readTrans(view, off2, obj));
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off += 2;
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}
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obj.trans = transforms;
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}
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function readTrans(view, off, obj) {
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var flag = view.getUint16(off, true); //--zyx-Sr-RZYX-T-
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off += 4;
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var transform = {};
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if (!((flag>>1) & 1)) { //T: translation
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var translate = [[], [], []]; //store translations in x,y,z arrays
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var tlExtra = [];
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for (var i=0; i<3; i++) { //iterate over x y z (for translation)
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var f = (flag>>(3+i))&1;
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if (f) { //one value
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translate[i].push(view.getInt32(off, true)/4096);
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off += 4;
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} else { //credit to florian for cracking this.
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var inf = {};
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inf.startFrame = view.getUint16(off, true)
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var dat = view.getUint16(off+2, true)
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inf.endFrame = dat&0x0FFF;
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inf.halfSize = ((dat>>12)&3);
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inf.speed = speeds[((dat>>14)&3)];
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inf.off = view.getUint32(off+4, true);
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var extra = (obj.unknown != 3)?0:(obj.frames-inf.endFrame);
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var length = Math.floor((obj.frames+extra)*inf.speed);
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var w = (inf.halfSize)?2:4;
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var off2 = obj.baseOff+inf.off;
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for (var j=0; j<length; j++) {
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translate[i].push(((inf.halfSize)?view.getInt16(off2, true):view.getInt32(off2, true))/4096);
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off2 += w;
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}
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tlExtra[i] = inf;
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off += 8;
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}
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}
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transform.translate = translate;
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transform.tlExtra = tlExtra;
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}
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if (!((flag>>6) & 1)) { //R: rotation, which is both fun and exciting.
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var rotate = [];
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var rotExtra;
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var f = (flag>>8)&1;
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if (f) { //one value
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rotate.push(readRotation(view, off, obj));
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off += 4;
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} else { //credit to florian for cracking this.
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var inf = {};
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inf.startFrame = view.getUint16(off, true)
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var dat = view.getUint16(off+2, true) //low 12 bits are end frame, high 4 are size flag and speed
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inf.endFrame = dat&0x0FFF;
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inf.halfSize = ((dat>>12)&3); //not used by rotation?
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inf.speed = speeds[((dat>>14)&3)];
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inf.off = view.getUint32(off+4, true);
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var extra = (obj.unknown != 3)?0:(obj.frames-inf.endFrame);
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//florian's rotate code seems to ignore this extra value. I'll need more examples of nsbca to test this more thoroughly.
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var length = Math.floor((obj.frames+extra)*inf.speed);
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var off2 = obj.baseOff+inf.off;
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try {
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for (var j=0; j<length; j++) {
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rotate.push(readRotation(view, off2, obj));
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off2 += 2;
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}
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} catch (e) {
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}
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rotExtra = inf;
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off += 8;
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}
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transform.rotate = rotate;
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transform.rotExtra = rotExtra;
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}
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if (!((flag>>9) & 1)) { //S: scale
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var scale = [[], [], []]; //store scales in x,y,z arrays
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var scExtra = [];
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for (var i=0; i<3; i++) { //iterate over x y z (for scale)
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var f = (flag>>(11+i))&1;
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if (f) { //one value
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scale[i].push({
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s1: view.getInt32(off, true)/4096,
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s2: view.getInt32(off, true)/4096
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});
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off += 8;
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} else { //credit to florian for cracking this.
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var inf = {};
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inf.startFrame = view.getUint16(off, true)
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var dat = view.getUint16(off+2, true)
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inf.endFrame = dat&0x0FFF;
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inf.halfSize = ((dat>>12)&3);
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inf.speed = speeds[((dat>>14)&3)];
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inf.off = view.getUint32(off+4, true);
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var extra = (obj.unknown != 3)?0:(obj.frames-inf.endFrame);
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var length = Math.ceil((obj.frames+extra)*inf.speed);
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var w = ((inf.halfSize)?2:4);
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var off2 = obj.baseOff+inf.off;
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for (var j=0; j<length; j++) {
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scale[i].push({
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s1: ((inf.halfSize)?view.getInt16(off2, true):view.getInt32(off2, true))/4096,
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s2: ((inf.halfSize)?view.getInt16(off2+w, true):view.getInt32(off2+w, true))/4096
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});
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off2 += w*2;
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}
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scExtra[i] = inf;
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off += 8;
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}
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}
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transform.scale = scale;
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transform.scExtra = scExtra;
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}
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return transform;
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}
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function readRotation(view, off, obj) {
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var dat = view.getInt16(off, true);
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var ind = (dat&0x7FFF);
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var mode = (dat>>15);
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if (mode) { //rotation is pivot
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var off2 = obj.baseOff+obj.off1+ind*6; //jump to rotation data
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return {
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pivot: true,
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param: view.getUint16(off2, true),
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a: view.getInt16(off2+2, true)/4096,
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b: view.getInt16(off2+4, true)/4096
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};
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} else {
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var off2 = obj.baseOff+obj.off2+ind*10; //jump to rotation data
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var d1 = view.getInt16(off2, true);
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var d2 = view.getInt16(off2+2, true);
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var d3 = view.getInt16(off2+4, true);
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var d4 = view.getInt16(off2+6, true);
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var d5 = view.getInt16(off2+8, true);
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var i6 = ((d5&7)<<12) | ((d1&7)<<9) | ((d2&7)<<6) | ((d3&7)<<3) | ((d4&7));
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if (i6&4096) i6 = (-8192)+i6;
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var v1 = [d1>>3, d2>>3, d3>>3]
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var v2 = [d4>>3, d5>>3, i6]
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vec3.scale(v1, v1, 1/4096);
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vec3.scale(v2, v2, 1/4096);
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var v3 = vec3.cross([], v1, v2)
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var mat = [
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v1[0], v1[1], v1[2],
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v2[0], v2[1], v2[2],
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v3[0], v3[1], v3[2]
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]
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return {
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pivot: false,
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mat: mat
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};
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}
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}
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function readChar(view, offset) {
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return String.fromCharCode(view.getUint8(offset));
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}
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}
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