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-rw-r--r--extractor/action_format.gd182
-rw-r--r--extractor/grf.gd225
-rw-r--r--extractor/map.gd34
-rw-r--r--extractor/rsm_format.gd521
-rw-r--r--extractor/rsw_format.gd34
-rw-r--r--extractor/version.gd20
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]