diff options
author | Daniel Weipert <git@mail.dweipert.de> | 2025-01-05 16:54:36 +0100 |
---|---|---|
committer | Daniel Weipert <git@mail.dweipert.de> | 2025-01-05 16:54:36 +0100 |
commit | 35b0f811f23f029110373798b19d9d0895d907f0 (patch) | |
tree | 2e4906a992c2569fa0f89dbe0f079010a734cc41 /extractor | |
parent | e08a29e73ea4f7e6d78e8e7f5a6e7033dbc1f542 (diff) |
next commit
Diffstat (limited to 'extractor')
-rw-r--r-- | extractor/action_format.gd | 182 | ||||
-rw-r--r-- | extractor/grf.gd | 225 | ||||
-rw-r--r-- | extractor/map.gd | 34 | ||||
-rw-r--r-- | extractor/rsm_format.gd | 521 | ||||
-rw-r--r-- | extractor/rsw_format.gd | 34 | ||||
-rw-r--r-- | extractor/version.gd | 20 |
6 files changed, 799 insertions, 217 deletions
diff --git a/extractor/action_format.gd b/extractor/action_format.gd index d61c590..25a794e 100644 --- a/extractor/action_format.gd +++ b/extractor/action_format.gd @@ -82,6 +82,188 @@ static func from_bytes(bytes: ByteStream) -> ActionFormat: return action_format +func convert(name: String, sprites_path: String) -> Node2D: + var node := Node2D.new() + node.name = name + node.set_script(load("res://extractor/actions.gd")) + + var animation_player := AnimationPlayer.new() + animation_player.name = "AnimationPlayer" + animation_player.unique_name_in_owner = true + node.add_child(animation_player) + animation_player.owner = node + + var sprite_layers := CanvasGroup.new() + sprite_layers.name = "SpriteLayers" + sprite_layers.unique_name_in_owner = true + + node.add_child(sprite_layers) + sprite_layers.owner = node + + var track_properties = [ + "animation", + "frame", + "speed_scale", + "position", + "self_modulate", + "scale", + "rotation_degrees", + "flip_h", + "visible", + ] + + var sprite_frames := SpriteFrames.new() + #sprite_frames.add_animation("default") + for img_file_path in DirAccess.get_files_at(sprites_path): + if img_file_path.ends_with(".png"): + sprite_frames.add_frame("default", load("%s/%s" % [sprites_path, img_file_path])) + + var animation_library := AnimationLibrary.new() + + # get max number of sprite layers for all actions + var action_sprite_layers_max_count = actions.reduce(func(accum, action: ActionData): + return max(accum, action.motions.reduce(func(accum2, motion: Motion): + return max(accum2, motion.sprite_layer_count) + , 0)) + , 0) + + # add Nodes for each sprite layer + for sprite_layer_idx in action_sprite_layers_max_count: + var sprite = AnimatedSprite2D.new() + sprite.centered = false # 必要!! + sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST + sprite.sprite_frames = sprite_frames + sprite.name = str(sprite_layer_idx).pad_zeros(3) + sprite_layers.add_child(sprite) + sprite.owner = node + + for action_idx in actions.size(): + var action: ActionData = actions[action_idx] + var frame_timing_base := ((frame_times[action_idx] * 24) / 1000) + + # TODO: check why this is necessary + if sprites_path.contains("cursors") and action_idx == 0: + frame_timing_base = ((frame_times[action_idx] * 24 * 2) / 1000) + + # add animation for each action + var animation := Animation.new() + animation.loop_mode = Animation.LOOP_LINEAR + animation.length = frame_timing_base * action.motion_count + animation_library.add_animation(str(action_idx).pad_zeros(3), animation) + + # get max number of sprite layers for current action motions + var motion_sprite_layers_max_count = action.motions.reduce(func(accum, motion: Motion): + return max(accum, motion.sprite_layer_count) + , 0) + + # add animation tracks for each sprite layer + for sprite_layer_idx in motion_sprite_layers_max_count: + var sprite := sprite_layers.get_child(sprite_layer_idx) + for property_idx in track_properties.size(): + var track_idx = (sprite_layer_idx * track_properties.size()) + property_idx + animation.add_track(Animation.TYPE_VALUE, track_idx) + animation.value_track_set_update_mode(track_idx, Animation.UPDATE_DISCRETE) + animation.track_set_path( + track_idx, + "%s:%s" % ["SpriteLayers/" + sprite.name, track_properties[property_idx]] + ) + + for i in range(motion_sprite_layers_max_count, action_sprite_layers_max_count): + var sprite := sprite_layers.get_child(i) + var track_idx = animation.add_track(Animation.TYPE_VALUE) + animation.track_set_path( + track_idx, + "%s:visible" % ["SpriteLayers/" + sprite.name] + ) + animation.track_insert_key(track_idx, 0.0, false) + + # add animation tracks + for motion_idx in action.motions.size(): + var motion: Motion = action.motions[motion_idx] + + # TODO: no animations to speak of available ? sprite_index = -1 + #if motion.event_id == -1: + #continue + + var timing = motion_idx * frame_timing_base + var visible_key = 0 + + # add visible = false animation tracks to other sprite_layers + for i in motion_sprite_layers_max_count: + var track_idx = i * track_properties.size() + track_properties.find("visible") + visible_key = animation.track_insert_key(track_idx, timing, false) + + for sprite_layer_idx in motion.sprite_layers.size(): + var layer: SpriteLayer = motion.sprite_layers[sprite_layer_idx] + + if layer.sprite_index == -1: + continue + + var track_base_idx = sprite_layer_idx * track_properties.size() + + animation.track_insert_key( + track_base_idx + track_properties.find("animation"), + timing, + "default" + ) + + animation.track_insert_key( + track_base_idx + track_properties.find("frame"), + timing, + layer.sprite_index + ) + + animation.track_insert_key( + track_base_idx + track_properties.find("speed_scale"), + timing, + 1.0 + ) + + var layer_image := sprite_frames.get_frame_texture("default", layer.sprite_index) + var position: Vector2 = layer.get_position() - ceil(layer_image.get_size() / 2) # for fixing half pixel drawing + var rotated = layer_image.get_size().rotated(deg_to_rad(layer.rotation_degrees)) + var distance = layer_image.get_size() - rotated + animation.track_insert_key( + track_base_idx + track_properties.find("position"), + timing, + position + (distance / 2) + ) + + animation.track_insert_key( + track_base_idx + track_properties.find("self_modulate"), + timing, + layer.get_color() + ) + + animation.track_insert_key( + track_base_idx + track_properties.find("scale"), + timing, + layer.get_scale() + ) + + animation.track_insert_key( + track_base_idx + track_properties.find("rotation_degrees"), + timing, + layer.rotation_degrees + ) + + animation.track_insert_key( + track_base_idx + track_properties.find("flip_h"), + timing, + layer.flip_h + ) + + animation.track_set_key_value( + track_base_idx + track_properties.find("visible"), + visible_key, + true + ) + + animation_player.add_animation_library("", animation_library) + + return node + + class ActionData: ## Byte Type: u32 [br] ## Byte Length: 4 diff --git a/extractor/grf.gd b/extractor/grf.gd index 1d19046..a723fdc 100644 --- a/extractor/grf.gd +++ b/extractor/grf.gd @@ -230,186 +230,15 @@ func convert(destination: String = "res://client_data"): var sprite = SpriteFormat.from_bytes(file_entry.get_contents(file_access)) sprite.save_to_file(base_file_directory_path) - elif file_path.ends_with(".act") and file_path.contains(player_head_path_part): - continue + elif file_path.ends_with(".act") and file_path.contains(player_head_path_part): #or file_path.contains(player_body_path_part): + #continue if not FileAccess.file_exists("%s/000.png.import" % base_file_directory_path): continue - var scene := PackedScene.new() - var scene_root := Node2D.new() - scene_root.name = "Actions" - scene_root.set_script(load("res://extractor/actions.gd")) - - var animation_player := AnimationPlayer.new() - animation_player.name = "AnimationPlayer" - animation_player.unique_name_in_owner = true - scene_root.add_child(animation_player) - animation_player.owner = scene_root - - var sprite_layers := CanvasGroup.new() - sprite_layers.name = "SpriteLayers" - sprite_layers.unique_name_in_owner = true - - scene_root.add_child(sprite_layers) - sprite_layers.owner = scene_root - - var track_properties = [ - "animation", - "frame", - "speed_scale", - "position", - "self_modulate", - "scale", - "rotation_degrees", - "flip_h", - "visible", - ] - - var sprite_frames := SpriteFrames.new() - #sprite_frames.add_animation("default") - for img_file_path in DirAccess.get_files_at(base_file_directory_path): - if img_file_path.ends_with(".png"): - sprite_frames.add_frame("default", load("%s/%s" % [base_file_directory_path, img_file_path])) - - var animation_library := AnimationLibrary.new() - var action_data := ActionFormat.from_bytes(ByteStream.from_bytes(file_entry.get_contents(file_access))) - - # get max number of sprite layers for all actions - var action_sprite_layers_max_count = action_data.actions.reduce(func(accum, action: ActionFormat.ActionData): - return max(accum, action.motions.reduce(func(accum2, motion: ActionFormat.Motion): - return max(accum2, motion.sprite_layer_count) - , 0)) - , 0) + var action := ActionFormat.from_bytes(ByteStream.from_bytes(file_entry.get_contents(file_access))) + var scene_root := action.convert(file_name, base_file_directory_path) - # add Nodes for each sprite layer - for sprite_layer_idx in action_sprite_layers_max_count: - var sprite = AnimatedSprite2D.new() - sprite.centered = false # 必要!! - sprite.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST - sprite.sprite_frames = sprite_frames - sprite.name = str(sprite_layer_idx).pad_zeros(3) - sprite_layers.add_child(sprite) - sprite.owner = scene_root - - for action_idx in action_data.actions.size(): - var action: ActionFormat.ActionData = action_data.actions[action_idx] - var frame_timing_base := ((action_data.frame_times[action_idx] * 24) / 1000) - - if file_path.contains("cursors") and action_idx == 0: - frame_timing_base = ((action_data.frame_times[action_idx] * 24 * 2) / 1000) - - # add animation for each action - var animation := Animation.new() - animation.loop_mode = Animation.LOOP_LINEAR - animation.length = frame_timing_base * action.motion_count - animation_library.add_animation(str(action_idx).pad_zeros(3), animation) - - # get max number of sprite layers for current action motions - var motion_sprite_layers_max_count = action.motions.reduce(func(accum, motion: ActionFormat.Motion): - return max(accum, motion.sprite_layer_count) - , 0) - - # add animation tracks for each sprite layer - for sprite_layer_idx in motion_sprite_layers_max_count: - var sprite := sprite_layers.get_child(sprite_layer_idx) - for property_idx in track_properties.size(): - var track_idx = (sprite_layer_idx * track_properties.size()) + property_idx - animation.add_track(Animation.TYPE_VALUE, track_idx) - animation.value_track_set_update_mode(track_idx, Animation.UPDATE_DISCRETE) - animation.track_set_path( - track_idx, - "%s:%s" % ["SpriteLayers/" + sprite.name, track_properties[property_idx]] - ) - - for i in range(motion_sprite_layers_max_count, action_sprite_layers_max_count): - var sprite := sprite_layers.get_child(i) - var track_idx = animation.add_track(Animation.TYPE_VALUE) - animation.track_set_path( - track_idx, - "%s:visible" % ["SpriteLayers/" + sprite.name] - ) - animation.track_insert_key(track_idx, 0.0, false) - - # add animation tracks - for motion_idx in action.motions.size(): - var motion: ActionFormat.Motion = action.motions[motion_idx] - - # TODO: no animations to speak of available ? - if motion.event_id == -1: - continue - - var timing = motion_idx * frame_timing_base - var visible_key = 0 - - # add visible = false animation tracks to other sprite_layers - for i in motion_sprite_layers_max_count: - var track_idx = i * track_properties.size() + track_properties.find("visible") - visible_key = animation.track_insert_key(track_idx, timing, false) - - for sprite_layer_idx in motion.sprite_layers.size(): - var layer: ActionFormat.SpriteLayer = motion.sprite_layers[sprite_layer_idx] - - var track_base_idx = sprite_layer_idx * track_properties.size() - - animation.track_insert_key( - track_base_idx + track_properties.find("animation"), - timing, - "default" - ) - - animation.track_insert_key( - track_base_idx + track_properties.find("frame"), - timing, - layer.sprite_index - ) - - animation.track_insert_key( - track_base_idx + track_properties.find("speed_scale"), - timing, - 1.0 - ) - - var layer_image := sprite_frames.get_frame_texture("default", layer.sprite_index) - var position: Vector2 = layer.get_position() - ceil(layer_image.get_size() / 2) # for fixing half pixel drawing - var rotated = layer_image.get_size().rotated(deg_to_rad(layer.rotation_degrees)) - var distance = layer_image.get_size() - rotated - animation.track_insert_key( - track_base_idx + track_properties.find("position"), - timing, - position + (distance / 2) - ) - - animation.track_insert_key( - track_base_idx + track_properties.find("self_modulate"), - timing, - layer.get_color() - ) - - animation.track_insert_key( - track_base_idx + track_properties.find("scale"), - timing, - layer.get_scale() - ) - - animation.track_insert_key( - track_base_idx + track_properties.find("rotation_degrees"), - timing, - layer.rotation_degrees - ) - - animation.track_insert_key( - track_base_idx + track_properties.find("flip_h"), - timing, - layer.flip_h - ) - - animation.track_set_key_value( - track_base_idx + track_properties.find("visible"), - visible_key, - true - ) - - animation_player.add_animation_library("", animation_library) + var scene := PackedScene.new() scene.pack(scene_root) # TODO: doesn't work if png is not imported via editor focus => run game twice @@ -418,53 +247,15 @@ func convert(destination: String = "res://client_data"): # Map.rsw and .gnd and .gat - if file_path.ends_with(".rsw") and file_path.contains("pay_dun"): + if file_path.ends_with(".rsw") and (file_path.contains("pay_dun") or file_path.contains("iz_int") or file_path.contains("int_land")): var rsw = RSWFormat.from_bytes(ByteStream.from_bytes(file_entry.get_contents(file_access))) - - var gnd_file_path = "res://client_data/data/%s" % rsw.gnd_file - var gnd = GNDFormat.from_bytes(ByteStream.from_bytes(FileAccess.get_file_as_bytes(gnd_file_path))) - - var gat_file_path = "res://client_data/data/%s" % rsw.gat_file - var gat = GATFormat.from_bytes(ByteStream.from_bytes(FileAccess.get_file_as_bytes(gat_file_path))) + var scene_root := rsw.convert(file_name, "res://client_data") var scene := PackedScene.new() - var scene_root := Node3D.new() - scene_root.name = file_name - - for resource in rsw.map_resources: - if resource is RSWFormat.SpatialAudioSource: - var audio_file_path := "res://client_data/data/wav/%s" % resource.audio_file - if not FileAccess.file_exists(audio_file_path): - continue - - var audio = AudioStreamPlayer3D.new() - audio.stream = load(audio_file_path) - audio.name = resource.audio_file - audio.position = resource.get_position() - audio.volume_linear = resource.volume_gain - audio.max_distance = resource.audio_range - scene_root.add_child(audio, true) - audio.owner = scene_root - - var surfrace_tool := SurfaceTool.new() - for surface: GNDFormat.Surface in gnd.surfaces: - pass - #surfrace_tool.add_vertex() - scene.pack(scene_root) ResourceSaver.save(scene, "%s/%s/%s.tscn" % [destination, base_directory_path, file_name]) static func decode_string(bytes: PackedByteArray): + # TODO: use iconv to decode EUC-KR return bytes.get_string_from_ascii() - @warning_ignore("unreachable_code") - # TODO: check unicode codepoints and parse accordingly - var string = bytes.get_string_from_utf32() - if string == "": - string = bytes.get_string_from_utf16() - if string == "": - string = bytes.get_string_from_utf8() - if string == "": - string = bytes.get_string_from_ascii() - - return string diff --git a/extractor/map.gd b/extractor/map.gd new file mode 100644 index 0000000..c3a9713 --- /dev/null +++ b/extractor/map.gd @@ -0,0 +1,34 @@ +extends Node3D + + +func _ready() -> void: + # add player + var map_server_login_success_packet: MapServerLoginSuccessPacket = Network.map_server.received_packets[MapServerLoginSuccessPacket.HEADER][0] + var initial_player_position: Vector2 = map_server_login_success_packet.get_position() + + var player = preload("res://entities/player.tscn").instantiate() + player.position = Vector3(initial_player_position.x, 0, initial_player_position.y) + add_child(player) + + # listen to packets + Network.map_server.received_packet.connect(func(packet: Packet): + if packet is ChangeMapPacket: + player.position.x = packet.get_position().x + player.position.z = packet.get_position().y + ) + + # play audio + for node: AudioStreamPlayer3D in find_children("se_*"): + node.play() + + # add HUD TODO: add all HUD as HUD scene + var chat_window = preload("res://ui/chat_window.tscn").instantiate() + add_child(chat_window) + + # TODO: load map. + # TODO: whatever else needs to be loaded after converting from rsw + + var map_loaded_packet := MapLoadedPacket.new() + Network.map_server.send(map_loaded_packet) + + # TODO: check which map server packets to send next diff --git a/extractor/rsm_format.gd b/extractor/rsm_format.gd index d3dabb0..cf83af9 100644 --- a/extractor/rsm_format.gd +++ b/extractor/rsm_format.gd @@ -73,10 +73,56 @@ static func from_bytes(bytes: ByteStream) -> RSMFormat: version.minor = bytes.decode_u8() rsm_format.version = version + rsm_format.animation_length = bytes.decode_u32() + rsm_format.shade_type = bytes.decode_u32() + + if version.higher_than(1, 3): # >= 1.4 + rsm_format.alpha = bytes.decode_u8() + + if version.lower_than(2, 2): # < 2.2 + rsm_format.reserved = bytes.get_buffer(16).bytes + + if version.higher_than(2, 1): # >= 2.2 + rsm_format.frames_per_second = bytes.decode_float() + + if version.lower_than(2, 3): # < 2.3 + rsm_format.texture_count = bytes.decode_u32() + + rsm_format.texture_names = [] as Array[String] + for _n in rsm_format.texture_count: + rsm_format.texture_names.append(bytes.get_string_from_utf8(40)) + + rsm_format.root_node_name = bytes.get_string_from_utf8(40) + + if version.higher_than(2, 1): # >= 2.2 + rsm_format.root_node_count = bytes.decode_u32() + + rsm_format.root_node_names = [] as Array[String] + for _n in rsm_format.root_node_count: + rsm_format.root_node_names.append(bytes.get_string_from_utf8(40)) + + rsm_format.node_count = bytes.decode_u32() + rsm_format.nodes = [] as Array[ModelNode] + for _n in rsm_format.node_count: + rsm_format.nodes.append(ModelNode.from_bytes(bytes, version)) + print(inst_to_dict(rsm_format)) + #print(inst_to_dict(rsm_format.nodes[0].texture_coordinates[0])) + #rsm_format.nodes[0].texture_coordinates.clear() + #print(inst_to_dict(rsm_format.nodes[0].faces[0])) + #rsm_format.nodes[0].faces.clear() + #print(inst_to_dict(rsm_format.nodes[0])) return rsm_format +func convert() -> Node3D: + var node := Node3D.new() + node.name = root_node_name + #node.set_script(load("res://extractor/model.gd")) + + return node + + class ModelNode: ## Byte Type: u8 [br] ## Byte Length: 40 @@ -85,3 +131,478 @@ class ModelNode: ## Byte Type: u8 [br] ## Byte Length: 40 var parent_node_name: String + + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + ## Versions: [<2.3] + var texture_count: int + + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + ## Length: [member texture_count] [br] + ## Versions: [<2.3] + var texture_indices: Array[int] + + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + ## Versions: [>=2.3] + var texture_name_count: int + + ## Byte Length: 40 [br] + ## Length: [member texture_name_count] [br] + ## Versions: [>=2.3] + var texture_names: Array[String] + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 9 [br] + ## Length: 9 [br] + ## 3 x 3 Matrix. Each element represents a column. + var offset_matrix: Array[Vector3] + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 3 [br] + ## Versions: [<2.2] + var translation_1: Vector3 + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 3 [br] + var translation_2: Vector3 + + ## Byte Type: f32 [br] + ## Byte Length: 4 [br] + ## Versions: [<2.2] + var rotation_angle: float + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 3 [br] + ## Versions: [<2.2] + var rotation_axis: Vector3 + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 3 [br] + ## Versions: [<2.2] + var scale: Vector3 + + ## Byte Type: u32 [br] + ## Byte Length: 4 + var vertex_position_count: int + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 3 * [member vertex_position_count] [br] + ## Length: [member vertex_position_count] + var vertex_positions: Array[Vector3] + + ## Byte Type: u32 [br] + ## Byte Length: 4 + var texture_coordinate_count: int + + ## Length: [member texture_coordinate_count] + var texture_coordinates: Array[TextureCoordinate] + + ## Byte Type: u32 [br] + ## Byte Length: 4 + var face_count: int + + ## Length: [member face_count] + var faces: Array[Face] + + ## Byte Type: u32 [br] + ## Byte Length: 4 + ## Versions: [>=1.6] + var scale_keyframe_count: int + + ## Length: [member scale_keyframe_count] + ## Versions: [>=1.6] + var scale_keyframes: Array[ScaleKeyframe] + + ## Byte Type: u32 [br] + ## Byte Length: 4 + var rotation_keyframe_count: int + + ## Length: [member scale_keyframe_count] + var rotation_keyframes: Array[RotationKeyframe] + + ## Byte Type: u32 [br] + ## Byte Length: 4 + ## Versions: [>=2.2] + var translation_keyframe_count: int + + ## Length: [member scale_keyframe_count] + ## Versions: [>=2.2] + var translation_keyframes: Array[TranslationKeyframe] + + ## Byte Type: u32 [br] + ## Byte Length: 4 + ## Versions: [>=2.3] + var textures_keyframe_count: int + + ## Length: [member scale_keyframe_count] + ## Versions: [>=2.3] + var textures_keyframes: Array[TexturesKeyframe] + + + static func from_bytes(bytes: ByteStream, version: Version) -> ModelNode: + var node = ModelNode.new() + + node.node_name = bytes.get_string_from_utf8(40) + node.parent_node_name = bytes.get_string_from_utf8(40) + + if version.lower_than(2, 3): # < 2.3 + node.texture_count = bytes.decode_u32() + + node.texture_indices = [] as Array[int] + for _n in node.texture_count: + node.texture_indices.append(bytes.decode_u32()) + + if version.higher_than(2, 2): # >= 2.3 + node.texture_name_count = bytes.decode_u32() + + node.texture_names = [] as Array[String] + for _n in node.texture_name_count: + node.texture_names.append(bytes.get_string_from_utf8(40)) + + node.offset_matrix = [] as Array[Vector3] + for _in in 3: + node.offset_matrix.append(Vector3( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + )) + + if version.lower_than(2, 2): + node.translation_1 = Vector3( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + ) + + node.translation_2 = Vector3( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + ) + + if version.lower_than(2, 2): + node.rotation_angle = bytes.decode_float() + node.rotation_axis = Vector3( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + ) + node.scale = Vector3( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + ) + + node.vertex_position_count = bytes.decode_u32() + node.vertex_positions = [] as Array[Vector3] + + for _n in node.vertex_position_count: + node.vertex_positions.append(Vector3( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + )) + + node.texture_coordinate_count = bytes.decode_u32() + node.texture_coordinates = [] as Array[TextureCoordinate] + + for _n in node.texture_coordinate_count: + node.texture_coordinates.append(TextureCoordinate.from_bytes(bytes, version)) + + node.face_count = bytes.decode_u32() + node.faces = [] as Array[Face] + + for _n in node.face_count: + node.faces.append(Face.from_bytes(bytes, version)) + + if version.higher_than(1, 5): # >= 1.6 + node.scale_keyframe_count = bytes.decode_u32() + node.scale_keyframes = [] as Array[ScaleKeyframe] + + for _n in node.scale_keyframe_count: + node.scale_keyframes.append(ScaleKeyframe.from_bytes(bytes)) + + node.rotation_keyframe_count = bytes.decode_u32() + node.rotation_keyframes = [] as Array[RotationKeyframe] + + for _n in node.rotation_keyframe_count: + node.rotation_keyframes.append(RotationKeyframe.from_bytes(bytes)) + + if version.higher_than(2, 1): # >= 2.2 + node.translation_keyframe_count = bytes.decode_u32() + node.translation_keyframes = [] as Array[ScaleKeyframe] + + for _n in node.translation_keyframe_count: + node.translation_keyframes.append(TranslationKeyframe.from_bytes(bytes)) + + if version.higher_than(2, 2): # >= 2.3 + node.textures_keyframe_count = bytes.decode_u32() + node.textures_keyframes = [] as Array[TexturesKeyframe] + + for _n in node.textures_keyframe_count: + node.textures_keyframes.append(TexturesKeyframe.from_bytes(bytes)) + + return node + + +class TextureCoordinate: + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + ## Versions: [>=1.2] + var color: int + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 2 [br] + ## Note: possibly wrong if version < 1.2 + var coordinates: Vector2 + + + static func from_bytes(bytes: ByteStream, version: Version) -> TextureCoordinate: + var data = TextureCoordinate.new() + + if version.higher_than(1, 1): + data.color = bytes.decode_u32() + + data.coordinates = Vector2( + bytes.decode_float(), + bytes.decode_float() + ) + + return data + + +class Face: + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + ## Versions: [>=2.2] + var length: int + + ## Byte Type: u16 [br] + ## Byte Length: 2 * 3 + ## Length: 3 + var vertex_position_indices: Array[int] + + ## Byte Type: u16 [br] + ## Byte Length: 2 * 3 + ## Length: 3 + var texture_coordinate_indices: Array[int] + + ## Byte Type: u16 [br] + ## Byte Length: 2 + var texture_index: int + + ## Byte Type: u16 [br] + ## Byte Length: 2 + var padding: int + + ## Byte Type: i32 [br] + ## Byte Length: 4 + var two_sided: int + + ## Byte Type: i32 [br] + ## Byte Length: 4 + var smooth_group: int + + ## Byte Type: i32 [br] + ## Length: ([member length] - 24) / 4 [br] + ## Versions: [>=2.2] + # TODO: saturating_sub? + var smooth_group_extra: Array[int] + + + static func from_bytes(bytes: ByteStream, version: Version) -> Face: + var data = Face.new() + + if version.higher_than(2, 1): + data.length = bytes.decode_u32() + + data.vertex_position_indices = [] as Array[int] + for _in in 3: + data.vertex_position_indices.append(bytes.decode_u16()) + + data.texture_coordinate_indices = [] as Array[int] + for _in in 3: + data.texture_coordinate_indices.append(bytes.decode_u16()) + + data.texture_index = bytes.decode_u16() + data.padding = bytes.decode_u16() + data.two_sided = bytes.decode_s32() + data.smooth_group = bytes.decode_s32() + + if version.higher_than(2, 1): + data.smooth_group_extra = [] as Array[int] + + for _n in ((data.length - 24) / 4): + data.smooth_group_extra.append(bytes.decode_s32()) + + return data + + +class ScaleKeyframe: + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + var frame: int + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 3 [br] + var scale: Vector3 + + ## Byte Type: f32 [br] + ## Byte Length: 4 [br] + var reserved: float + + + static func from_bytes(bytes: ByteStream) -> ScaleKeyframe: + var data = ScaleKeyframe.new() + + data.frame = bytes.decode_u32() + data.scale = Vector3( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + ) + data.reserved = bytes.decode_float() + + return data + + +class RotationKeyframe: + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + var frame: int + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 3 [br] + var rotation: Vector4 + + + static func from_bytes(bytes: ByteStream) -> RotationKeyframe: + var data = RotationKeyframe.new() + + data.frame = bytes.decode_u32() + data.rotation = Vector4( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + ) + + return data + + +class TranslationKeyframe: + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + var frame: int + + ## Byte Type: f32 [br] + ## Byte Length: 4 * 3 [br] + var translation: Vector3 + + ## Byte Type: f32 [br] + ## Byte Length: 4 [br] + var reserved: float + + + static func from_bytes(bytes: ByteStream) -> ScaleKeyframe: + var data = ScaleKeyframe.new() + + data.frame = bytes.decode_u32() + data.translation = Vector3( + bytes.decode_float(), + bytes.decode_float(), + bytes.decode_float() + ) + data.reserved = bytes.decode_float() + + return data + + +enum TextureOperation { + ## Texture translation on the X axis. The texture is tiled. + Translation_X, + + ## Texture translation on the Y axis. The texture is tiled. + Translation_Y, + + ## Texture multiplication on the X axis. The texture is tiled. + Scale_X, + + ## Texture multiplication on the Y axis. The texture is tiled. + Scale_Y, + + ## Texture rotation around (0, 0). The texture is not tiled. + Rotation, +} + + +class TexturesKeyframe: + ## Byte Type: u32 [br] + ## Byte Length: 4 + var texture_index: int + + ## Byte Type: u32 [br] + ## Byte Length: 4 + var texture_keyframe_count: int + + ## Length: [member texture_keyframe_count] + var texture_keyframes: Array[TextureKeyframe] + + + static func from_bytes(bytes: ByteStream) -> TexturesKeyframe: + var data = TexturesKeyframe.new() + + data.texture_index = bytes.decode_u32() + data.texture_keyframe_count = bytes.decode_u32() + + data.texture_keyframes = [] as Array[TextureKeyframe] + for _n in data.texture_keyframe_count: + data.texture_keyframes.append(TextureKeyframe.from_bytes(bytes)) + + return data + + +class TextureKeyframe: + ## Byte Type: u8 + var operation_type: TextureOperation + + ## Byte Type: u32 [br] + ## Byte Length: 4 + var frame_count: int + + ## Length: [member frame_count] + var texture_frames: Array[TextureFrame] + + + static func from_bytes(bytes: ByteStream) -> TextureKeyframe: + var data = TextureKeyframe.new() + + data.operation_type = bytes.decode_u8() + data.frame_count = bytes.decode_u32() + + data.texture_frames = [] as Array[TextureFrame] + for _n in data.frame_count: + data.texture_frames.append(TextureFrame.from_bytes(bytes)) + + return data + + +class TextureFrame: + ## Byte Type: u32 [br] + ## Byte Length: 4 [br] + var frame: int + + ## Byte Type: f32 [br] + ## Byte Length: 4 [br] + var translation: float + + + static func from_bytes(bytes: ByteStream) -> TextureFrame: + var data = TextureFrame.new() + + data.frame = bytes.decode_u32() + data.translation = bytes.decode_float() + + return data diff --git a/extractor/rsw_format.gd b/extractor/rsw_format.gd index ea1bf26..831a1cb 100644 --- a/extractor/rsw_format.gd +++ b/extractor/rsw_format.gd @@ -105,6 +105,40 @@ static func from_bytes(bytes: ByteStream) -> RSWFormat: return rsw_format +func convert(name: String, data_path: String) -> Node3D: + var gnd_file_path = "%s/data/%s" % [data_path, gnd_file] + var gnd = GNDFormat.from_bytes(ByteStream.from_bytes(FileAccess.get_file_as_bytes(gnd_file_path))) + + var gat_file_path = "%s/data/%s" % [data_path, gat_file] + var gat = GATFormat.from_bytes(ByteStream.from_bytes(FileAccess.get_file_as_bytes(gat_file_path))) + + var node := Node3D.new() + node.name = name + node.set_script(load("res://extractor/map.gd")) + + for resource in map_resources: + if resource is RSWFormat.SpatialAudioSource: + var audio_file_path := "%s/data/wav/%s" % [data_path, resource.audio_file] + if not FileAccess.file_exists(audio_file_path): + continue + + var audio = AudioStreamPlayer3D.new() + audio.stream = load(audio_file_path) + audio.name = resource.audio_file + audio.position = resource.get_position() + audio.volume_linear = resource.volume_gain + audio.max_distance = resource.audio_range + node.add_child(audio, true) + audio.owner = node + + var surface_tool := SurfaceTool.new() + for surface: GNDFormat.Surface in gnd.surfaces: + pass + #surface_tool.add_vertex() + + return node + + class WaterConfiguration: ## Byte Type: f32 [br] ## Byte Length: 4 diff --git a/extractor/version.gd b/extractor/version.gd index 679a8f0..ae97a10 100644 --- a/extractor/version.gd +++ b/extractor/version.gd @@ -11,5 +11,25 @@ var major: int var minor: int +func lower_than(compare_major: int, compare_minor: int) -> bool: + if (major > compare_major): + return false + + if (major == compare_major): + return minor < compare_minor + + return true + + +func higher_than(compare_major: int, compare_minor: int) -> bool: + if (major > compare_major): + return true + + if (major == compare_major): + return minor > compare_minor + + return false + + func _to_string() -> String: return "%s.%s" % [major, minor] |