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	Ambiguous because a skeleton can have multiple skinned meshes, with their own bone weights/bind matrix each.
		
			
				
	
	
		
			261 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			261 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "data.hpp"
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#include "node.hpp"
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namespace Nif
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{
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void NiSkinInstance::read(NIFStream *nif)
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{
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    data.read(nif);
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    root.read(nif);
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    bones.read(nif);
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}
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void NiSkinInstance::post(NIFFile *nif)
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{
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    data.post(nif);
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    root.post(nif);
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    bones.post(nif);
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    if(data.empty() || root.empty())
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        nif->fail("NiSkinInstance missing root or data");
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    size_t bnum = bones.length();
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    if(bnum != data->bones.size())
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        nif->fail("Mismatch in NiSkinData bone count");
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    for(size_t i=0; i<bnum; i++)
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    {
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        if(bones[i].empty())
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            nif->fail("Oops: Missing bone! Don't know how to handle this.");
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        bones[i]->setBone();
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    }
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}
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void ShapeData::read(NIFStream *nif)
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{
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    int verts = nif->getUShort();
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    if(nif->getInt())
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        nif->getVector3s(vertices, verts);
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    if(nif->getInt())
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        nif->getVector3s(normals, verts);
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    center = nif->getVector3();
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    radius = nif->getFloat();
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    if(nif->getInt())
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        nif->getVector4s(colors, verts);
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    // Only the first 6 bits are used as a count. I think the rest are
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    // flags of some sort.
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    int uvs = nif->getUShort();
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    uvs &= 0x3f;
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    if(nif->getInt())
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    {
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        uvlist.resize(uvs);
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        for(int i = 0;i < uvs;i++)
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        {
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            nif->getVector2s(uvlist[i], verts);
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            // flip the texture coordinates to convert them to the OpenGL convention of bottom-left image origin
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            for (unsigned int uv=0; uv<uvlist[i].size(); ++uv)
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            {
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                uvlist[i][uv] = osg::Vec2f(uvlist[i][uv].x(), 1.f - uvlist[i][uv].y());
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            }
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        }
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    }
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}
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void NiTriShapeData::read(NIFStream *nif)
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{
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    ShapeData::read(nif);
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    /*int tris =*/ nif->getUShort();
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    // We have three times as many vertices as triangles, so this
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    // is always equal to tris*3.
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    int cnt = nif->getInt();
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    nif->getUShorts(triangles, cnt);
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    // Read the match list, which lists the vertices that are equal to
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    // vertices. We don't actually need need this for anything, so
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    // just skip it.
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    int verts = nif->getUShort();
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    for(int i=0;i < verts;i++)
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    {
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        // Number of vertices matching vertex 'i'
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        int num = nif->getUShort();
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        nif->skip(num * sizeof(short));
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    }
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}
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void NiAutoNormalParticlesData::read(NIFStream *nif)
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{
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    ShapeData::read(nif);
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    // Should always match the number of vertices
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    numParticles = nif->getUShort();
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    particleRadius = nif->getFloat();
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    activeCount = nif->getUShort();
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    if(nif->getInt())
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    {
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        // Particle sizes
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        nif->getFloats(sizes, vertices.size());
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    }
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}
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void NiRotatingParticlesData::read(NIFStream *nif)
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{
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    NiAutoNormalParticlesData::read(nif);
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    if(nif->getInt())
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    {
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        // Rotation quaternions.
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        nif->getQuaternions(rotations, vertices.size());
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    }
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}
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void NiPosData::read(NIFStream *nif)
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{
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    mKeyList.reset(new Vector3KeyMap);
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    mKeyList->read(nif);
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}
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void NiUVData::read(NIFStream *nif)
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{
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    for(int i = 0;i < 4;i++)
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    {
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        mKeyList[i].reset(new FloatKeyMap);
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        mKeyList[i]->read(nif);
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    }
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}
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void NiFloatData::read(NIFStream *nif)
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{
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    mKeyList.reset(new FloatKeyMap);
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    mKeyList->read(nif);
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}
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void NiPixelData::read(NIFStream *nif)
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{
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    fmt = (Format)nif->getUInt();
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    rmask = nif->getInt(); // usually 0xff
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    gmask = nif->getInt(); // usually 0xff00
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    bmask = nif->getInt(); // usually 0xff0000
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    amask = nif->getInt(); // usually 0xff000000 or zero
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    bpp = nif->getInt();
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    // Unknown
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    nif->skip(12);
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    mips = nif->getInt();
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    // Bytes per pixel, should be bpp * 8
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    /* int bytes = */ nif->getInt();
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    for(int i=0; i<mips; i++)
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    {
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        // Image size and offset in the following data field
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        Mipmap m;
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        m.width = nif->getUInt();
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        m.height = nif->getUInt();
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        m.dataOffset = nif->getUInt();
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        mipmaps.push_back(m);
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    }
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    // Read the data
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    unsigned int dataSize = nif->getInt();
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    data.reserve(dataSize);
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    for (unsigned i=0; i<dataSize; ++i)
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        data.push_back((unsigned char)nif->getChar());
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}
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void NiColorData::read(NIFStream *nif)
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{
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    mKeyMap.reset(new Vector4KeyMap);
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    mKeyMap->read(nif);
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}
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void NiVisData::read(NIFStream *nif)
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{
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    int count = nif->getInt();
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    mVis.resize(count);
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    for(size_t i = 0;i < mVis.size();i++)
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    {
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        mVis[i].time = nif->getFloat();
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        mVis[i].isSet = (nif->getChar() != 0);
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    }
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}
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void NiSkinData::read(NIFStream *nif)
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{
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    trafo.rotation = nif->getMatrix3();
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    trafo.pos = nif->getVector3();
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    trafo.scale = nif->getFloat();
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    int boneNum = nif->getInt();
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    nif->getInt(); // -1
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    bones.resize(boneNum);
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    for(int i=0;i<boneNum;i++)
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    {
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        BoneInfo &bi = bones[i];
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        bi.trafo.rotation = nif->getMatrix3();
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        bi.trafo.pos = nif->getVector3();
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        bi.trafo.scale = nif->getFloat();
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        bi.boundSphereCenter = nif->getVector3();
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        bi.boundSphereRadius = nif->getFloat();
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        // Number of vertex weights
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        bi.weights.resize(nif->getUShort());
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        for(size_t j = 0;j < bi.weights.size();j++)
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        {
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            bi.weights[j].vertex = nif->getUShort();
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            bi.weights[j].weight = nif->getFloat();
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        }
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    }
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}
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void NiMorphData::read(NIFStream *nif)
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{
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    int morphCount = nif->getInt();
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    int vertCount  = nif->getInt();
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    /*relative targets?*/nif->getChar();
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    mMorphs.resize(morphCount);
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    for(int i = 0;i < morphCount;i++)
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    {
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        mMorphs[i].mKeyFrames.reset(new FloatKeyMap);
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        mMorphs[i].mKeyFrames->read(nif, true);
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        nif->getVector3s(mMorphs[i].mVertices, vertCount);
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    }
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}
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void NiKeyframeData::read(NIFStream *nif)
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{
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    mRotations.reset(new QuaternionKeyMap);
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    mRotations->read(nif);
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    if(mRotations->mInterpolationType == Vector3KeyMap::sXYZInterpolation)
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    {
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        //Chomp unused float
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        nif->getFloat();
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        mXRotations.reset(new FloatKeyMap);
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        mYRotations.reset(new FloatKeyMap);
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        mZRotations.reset(new FloatKeyMap);
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        mXRotations->read(nif, true);
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        mYRotations->read(nif, true);
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        mZRotations->read(nif, true);
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    }
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    mTranslations.reset(new Vector3KeyMap);
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    mTranslations->read(nif);
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    mScales.reset(new FloatKeyMap);
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    mScales->read(nif);
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}
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} // Namespace
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