// // 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