mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 22:40:27 +00:00
376 lines
12 KiB
C#
376 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Toolbox;
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using System.Windows.Forms;
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using Toolbox.Library;
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using Toolbox.Library.IO;
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namespace FirstPlugin
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{
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//Information on this file from noclip
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//https://github.com/magcius/noclip.website/blob/master/src/oot3d/zsi.ts
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public class ZSI : TreeNodeFile, IFileFormat
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{
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public FileType FileType { get; set; } = FileType.Archive;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Zelda Scene Information (OOT3D/MM3D)" };
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public string[] Extension { get; set; } = new string[] { "*.zsi" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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public IFileInfo IFileInfo { get; set; }
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public bool CanAddFiles { get; set; }
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public bool CanRenameFiles { get; set; }
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public bool CanReplaceFiles { get; set; }
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public bool CanDeleteFiles { get; set; }
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public bool Identify(System.IO.Stream stream)
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{
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using (var reader = new Toolbox.Library.IO.FileReader(stream, true))
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{
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return reader.CheckSignature(4, "ZSI\x01") || reader.CheckSignature(4, "ZSI\x09");
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}
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}
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public Type[] Types
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{
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get
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{
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List<Type> types = new List<Type>();
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return types.ToArray();
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}
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}
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public GameVersion Version;
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public enum GameVersion
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{
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OOT3D,
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MM3D,
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}
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public enum HeaderCommands : uint
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{
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Actor = 0x01,
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Collision = 0x03,
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Rooms = 0x04,
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Mesh = 0x0A,
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DoorActor = 0x0E,
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SkyboxSettings = 0x11,
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End = 0x14,
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MultiSetup = 0x18,
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EnvironmentSettings = 0x0F,
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}
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public void Load(System.IO.Stream stream)
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{
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Text = FileName;
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using (var reader = new FileReader(stream))
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{
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reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian;
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string Signature = reader.ReadString(4, Encoding.ASCII);
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switch (Signature)
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{
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case "ZSI\x01":
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Version = GameVersion.OOT3D;
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break;
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default:
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Version = GameVersion.MM3D;
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break;
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}
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string CodeName = reader.ReadString(0x0C);
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Console.WriteLine("Version " + Version);
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var Rooms = ReadRoomHeaders(reader, Version);
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foreach (var room in Rooms)
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LoadRooms(room, this);
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// ReadSceneHeaders(reader, Version);
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}
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}
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private void LoadRooms(RoomSetup roomSetup, TreeNode parentNode)
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{
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TreeNode RoomNode = new TreeNode("Room");
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parentNode.Nodes.Add(RoomNode);
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foreach (var mesh in roomSetup.Meshes)
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RoomNode.Nodes.Add(mesh);
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foreach (var room in roomSetup.SubSetups)
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LoadRooms(room, parentNode);
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}
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public class Scene
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{
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public List<RoomSetup> RoomSetups = new List<RoomSetup>();
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public List<EnvironmentSettings> EnvironmentSettings = new List<EnvironmentSettings>();
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public List<Actor> Doors = new List<Actor>();
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public List<string> Rooms = new List<string>();
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}
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private Scene ReadSceneHeaders(FileReader reader, GameVersion version)
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{
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Scene scene = new Scene();
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int offset = 0;
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long pos = reader.Position;
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while (true)
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{
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reader.SeekBegin(pos + offset);
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offset += 8;
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reader.SetByteOrder(true);
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uint cmd1 = reader.ReadUInt32();
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reader.SetByteOrder(false);
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uint cmd2 = reader.ReadUInt32();
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var cmdType = cmd1 >> 24;
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if (cmdType == (uint)HeaderCommands.End)
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break;
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reader.SeekBegin(pos + cmd2);
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switch (cmdType)
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{
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case (uint)HeaderCommands.EnvironmentSettings:
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int numEnvironmentSettings = ((int)cmd1 >> 16) & 0xFF;
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scene.EnvironmentSettings = ReadEnvironmentSettings(reader, version, numEnvironmentSettings);
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break;
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case (uint)HeaderCommands.DoorActor:
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int numDoorActors = ((int)cmd1 >> 16) & 0xFF;
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scene.Doors = ReadDoorActors(reader, version, numDoorActors);
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break;
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case (uint)HeaderCommands.Rooms:
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int numRooms = ((int)cmd1 >> 16) & 0xFF;
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scene.Rooms = ReadRooms(reader, version, numRooms);
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break;
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case (uint)HeaderCommands.SkyboxSettings:
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break;
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}
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}
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return scene;
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}
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public List<EnvironmentSettings> ReadEnvironmentSettings(FileReader reader, GameVersion version, int numSettings)
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{
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List<EnvironmentSettings> settings = new List<EnvironmentSettings>();
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for (int i = 0; i < numSettings; i++)
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{
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EnvironmentSettings setting = new EnvironmentSettings();
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settings.Add(setting);
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}
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return settings;
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}
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public List<Actor> ReadDoorActors(FileReader reader, GameVersion version, int numActors)
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{
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List<Actor> actors = new List<Actor>();
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for (int i = 0; i < numActors; i++)
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{
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Actor actor = new Actor();
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actor.RoomFront = reader.ReadByte();
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actor.TransitionEffectFront = reader.ReadByte();
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actor.RoomBack = reader.ReadByte();
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actor.TransitionEffectBack = reader.ReadByte();
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actor.ActorID = reader.ReadUInt16();
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actor.PositionX = reader.ReadUInt16();
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actor.PositionY = reader.ReadUInt16();
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actor.PositionZ = reader.ReadUInt16();
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actor.RotationY = reader.ReadUInt16();
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actor.Variable = reader.ReadUInt16();
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actors.Add(actor);
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}
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return actors;
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}
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private List<string> ReadRooms(FileReader reader, GameVersion version, int numRooms)
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{
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List<string> rooms = new List<string>();
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var roomSize = version == GameVersion.OOT3D ? 0x44 : 0x34;
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long pos = reader.Position;
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for (int i = 0; i < numRooms; i++)
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{
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reader.SeekBegin(pos + (i * roomSize));
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rooms.Add(reader.ReadZeroTerminatedString());
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}
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return rooms;
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}
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/* private List<RoomSetup> ReadRooms(FileReader reader, GameVersion version, int numRooms)
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{
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List<RoomSetup> rooms = new List<RoomSetup>();
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var roomSize = version == GameVersion.OOT3D ? 0x44 : 0x34;
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long pos = reader.Position;
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for (int i = 0; i < numRooms; i++)
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{
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reader.SeekBegin(pos + (i * roomSize));
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rooms.AddRange(ReadRoomHeaders(reader, version));
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}
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return rooms;
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}*/
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private List<RoomSetup> ReadRoomHeaders(FileReader reader, GameVersion version)
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{
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List<RoomSetup> roomSetups = new List<RoomSetup>();
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int offset = 0;
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long pos = reader.Position;
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while (true)
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{
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reader.SeekBegin(pos + offset);
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offset += 8;
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reader.SetByteOrder(true);
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uint cmd1 = reader.ReadUInt32();
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reader.SetByteOrder(false);
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uint cmd2 = reader.ReadUInt32();
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var cmdType = cmd1 >> 24;
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if (cmdType == (uint)HeaderCommands.End)
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break;
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RoomSetup setup = new RoomSetup();
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roomSetups.Add(setup);
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Console.WriteLine((HeaderCommands)cmdType);
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Console.WriteLine("cmd2 " + cmd2 + " start " + pos);
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switch (cmdType)
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{
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case (uint)HeaderCommands.MultiSetup:
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{
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int numSetups = ((int)cmd1 >> 16) & 0xFF;
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reader.SeekBegin(pos + cmd2);
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for (int i = 0; i < numSetups; i++)
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{
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uint setupOffset = reader.ReadUInt32();
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if (setupOffset == 0)
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continue;
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using (reader.TemporarySeek(pos + setupOffset, System.IO.SeekOrigin.Begin))
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{
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var subsetups = ReadRoomHeaders(reader, version);
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setup.SubSetups.AddRange(subsetups);
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}
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}
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}
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break;
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case (uint)HeaderCommands.Actor:
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{
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int numActors = ((int)cmd1 >> 16) & 0xFF;
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reader.SeekBegin(pos + cmd2);
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setup.Actors = ReadActors(reader, version, numActors);
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}
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break;
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case (uint)HeaderCommands.Mesh:
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{
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reader.SeekBegin(pos + cmd2);
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setup.Meshes = ReadMesh(reader);
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}
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break;
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}
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}
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return roomSetups;
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}
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private List<Actor> ReadActors(FileReader reader, GameVersion verion, int numActors)
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{
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List<Actor> actors = new List<Actor>();
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return actors;
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}
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private List<CMB> ReadMesh(FileReader reader )
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{
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List<CMB> Models = new List<CMB>();
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reader.SetByteOrder(true);
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uint flags = reader.ReadUInt32();
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reader.SetByteOrder(false);
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int meshType = ((int)flags >> 24);
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int numMeshes = ((int)flags >> 16) & 0xFF;
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int meshOffset = reader.ReadInt32();
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if (numMeshes == 0x00)
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return Models;
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//There should be 1 or 2 meshes, (opaque and transparent)
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if (numMeshes != 2 && numMeshes != 1)
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throw new Exception($"Unexpected mesh count {numMeshes}. Expected 1 or 2");
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if (meshType != 2)
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throw new Exception($"Unexpected mesh tye {meshType}. Expected 2");
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reader.SeekBegin(meshOffset + 32); //Relative to end of header
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uint magic = reader.ReadUInt32();
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uint fileSize = reader.ReadUInt32();
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CMB cmb = new CMB();
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cmb.IFileInfo = new IFileInfo();
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cmb.Load(new System.IO.MemoryStream(reader.getSection((uint)meshOffset + 32, fileSize)));
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Models.Add(cmb);
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return Models;
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}
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public void Unload()
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{
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}
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public void Save(System.IO.Stream stream)
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{
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}
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public class RoomSetup
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{
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public List<Actor> Actors = new List<Actor>();
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public List<RoomSetup> SubSetups = new List<RoomSetup>();
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public List<CMB> Meshes = new List<CMB>();
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}
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public class EnvironmentSettings
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{
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}
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public class Actor
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{
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public byte RoomFront { get; set; }
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public byte TransitionEffectFront { get; set; }
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public byte RoomBack { get; set; }
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public byte TransitionEffectBack { get; set; }
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public ushort ActorID { get; set; }
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public ushort PositionX;
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public ushort PositionY;
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public ushort PositionZ;
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public ushort RotationY;
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public ushort Variable;
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}
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}
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}
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