Program.cs 32 KB

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  1. using System;
  2. using System.IO;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using Ionic.Zlib;
  6. using ExIni;
  7. using BepInEx;
  8. using UnityEngine;
  9. using UnityEngine.SceneManagement;
  10. using MyRoomCustom;
  11. namespace COM3D2.MeidoPhotoStudio.Converter
  12. {
  13. [BepInPlugin(pluginGuid, pluginName, pluginVersion)]
  14. public class SceneConverter : BaseUnityPlugin
  15. {
  16. private const string pluginGuid = "com.habeebweeb.com3d2.meidophotostudio.converter";
  17. public const string pluginName = "MeidoPhotoStudio Converter";
  18. public const string pluginVersion = "0.0.0";
  19. private readonly byte[] noThumb = {
  20. 0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A, 0x00, 0x00, 0x00, 0x0D, 0x49, 0x48, 0x44, 0x52, 0x00, 0x00,
  21. 0x00, 0x32, 0x00, 0x00, 0x00, 0x32, 0x08, 0x02, 0x00, 0x00, 0x00, 0x91, 0x5D, 0x1F, 0xE6, 0x00, 0x00, 0x00,
  22. 0x01, 0x73, 0x52, 0x47, 0x42, 0x00, 0xAE, 0xCE, 0x1C, 0xE9, 0x00, 0x00, 0x00, 0x04, 0x67, 0x41, 0x4D, 0x41,
  23. 0x00, 0x00, 0xB1, 0x8F, 0x0B, 0xFC, 0x61, 0x05, 0x00, 0x00, 0x00, 0x09, 0x70, 0x48, 0x59, 0x73, 0x00, 0x00,
  24. 0x0E, 0xC3, 0x00, 0x00, 0x0E, 0xC3, 0x01, 0xC7, 0x6F, 0xA8, 0x64, 0x00, 0x00, 0x01, 0x4E, 0x49, 0x44, 0x41,
  25. 0x54, 0x58, 0x47, 0xDD, 0xD2, 0x5B, 0x8E, 0x83, 0x30, 0x10, 0x44, 0xD1, 0x2C, 0x84, 0x4F, 0xF6, 0xBF, 0xB3,
  26. 0xAC, 0x21, 0xA9, 0xA8, 0x90, 0x01, 0x63, 0xEC, 0x7E, 0xD9, 0x46, 0xB9, 0xCA, 0xCF, 0x44, 0x72, 0xD7, 0x89,
  27. 0x34, 0xAF, 0xF7, 0xB2, 0x3E, 0xF0, 0xB3, 0xB1, 0x3E, 0x8F, 0x69, 0x67, 0xF1, 0x0F, 0x7E, 0x3B, 0xB7, 0x84,
  28. 0xD9, 0x58, 0xE9, 0xAB, 0x89, 0x1D, 0x25, 0x3B, 0x0B, 0x4D, 0x94, 0x65, 0x8C, 0x13, 0x0B, 0x4D, 0x91, 0x5D,
  29. 0x0D, 0x39, 0x0B, 0x0D, 0x96, 0x15, 0x01, 0x05, 0x16, 0x1A, 0x26, 0xBB, 0x5B, 0x2F, 0xB3, 0xD0, 0x00, 0x59,
  30. 0x65, 0xFA, 0x96, 0x85, 0xBA, 0xCA, 0xEA, 0xBB, 0x35, 0x16, 0xEA, 0x24, 0x6B, 0x8E, 0x36, 0x58, 0x28, 0x5C,
  31. 0x26, 0x59, 0x6C, 0xB3, 0x50, 0xA0, 0x4C, 0x38, 0x27, 0x62, 0xA1, 0x10, 0x99, 0x7C, 0x4B, 0xCA, 0x42, 0x4E,
  32. 0x99, 0x6A, 0x48, 0xC1, 0x42, 0x66, 0x99, 0x76, 0x45, 0xC7, 0x42, 0x06, 0x99, 0x61, 0x42, 0xCD, 0x42, 0xAA,
  33. 0x27, 0xB6, 0xFB, 0x16, 0x16, 0x12, 0xBE, 0x32, 0x1F, 0x37, 0xB2, 0x50, 0xF3, 0xA1, 0xE7, 0xB2, 0x9D, 0x85,
  34. 0x2A, 0x6F, 0x9D, 0x67, 0x5D, 0x2C, 0x54, 0x7C, 0xEE, 0xBF, 0xE9, 0x65, 0xA1, 0xEC, 0x42, 0xC8, 0xC1, 0x00,
  35. 0x16, 0x4A, 0x47, 0xA2, 0xAE, 0xC5, 0xB0, 0x10, 0xEE, 0x04, 0x9E, 0xFA, 0x6B, 0x56, 0x3A, 0x12, 0x75, 0xED,
  36. 0x4F, 0xFF, 0xE5, 0x8B, 0xCF, 0xFD, 0x37, 0x5D, 0xAC, 0xCA, 0x5B, 0xE7, 0x59, 0x3B, 0xAB, 0xF9, 0xD0, 0x73,
  37. 0xD9, 0xC8, 0x12, 0xBE, 0x32, 0x1F, 0xB7, 0xB0, 0x54, 0x4F, 0x6C, 0xF7, 0xD5, 0xAC, 0xDE, 0x3F, 0x03, 0xA9,
  38. 0x59, 0x06, 0x13, 0xD3, 0xAE, 0x28, 0x58, 0x66, 0x13, 0x53, 0x0D, 0x49, 0x59, 0x4E, 0x13, 0x93, 0x6F, 0x89,
  39. 0x58, 0x21, 0x26, 0x26, 0x9C, 0x6B, 0xB3, 0x02, 0x4D, 0x4C, 0xB2, 0xD8, 0x60, 0x85, 0x9B, 0x58, 0x73, 0xB4,
  40. 0xC6, 0xEA, 0x64, 0x62, 0xF5, 0xDD, 0x5B, 0x56, 0x57, 0x13, 0xAB, 0x4C, 0x97, 0x59, 0x03, 0x4C, 0xEC, 0x6E,
  41. 0xBD, 0xC0, 0x1A, 0x66, 0x62, 0x45, 0x40, 0xCE, 0x1A, 0x6C, 0x62, 0x57, 0xC3, 0x89, 0x35, 0xC5, 0xC4, 0x32,
  42. 0xC6, 0xCE, 0x9A, 0x68, 0x62, 0x47, 0xC9, 0xC6, 0x9A, 0x6E, 0x62, 0x09, 0xF3, 0x63, 0x3D, 0xC4, 0xC4, 0xE8,
  43. 0xD9, 0x58, 0xCF, 0xFA, 0x2C, 0xEB, 0x17, 0xC3, 0x4F, 0x1F, 0x0A, 0xB7, 0x49, 0x8A, 0x9E, 0x00, 0x00, 0x00,
  44. 0x00, 0x49, 0x45, 0x4E, 0x44, 0xAE, 0x42, 0x60, 0x82
  45. };
  46. private const string converterDirectoryName = "Converter";
  47. private static Dictionary<string, PlacementData.Data> myrAssetNameToData
  48. = new Dictionary<string, PlacementData.Data>(StringComparer.InvariantCultureIgnoreCase);
  49. private static readonly string[] faceKeys = {
  50. "eyeclose", "eyeclose2", "eyeclose3", "eyeclose6", "hitomih", "hitomis", "mayuha",
  51. "mayuup", "mayuv", "mayuvhalf", "moutha", "mouths", "mouthdw", "mouthup", "tangout",
  52. "tangup", "eyebig", "eyeclose5", "mayuw", "mouthhe", "mouthc", "mouthi", "mouthuphalf",
  53. "tangopen",
  54. "namida", "tear1", "tear2", "tear3", "shock", "yodare", "hoho", "hoho2", "hohos", "hohol",
  55. "toothoff", "nosefook"
  56. };
  57. private static readonly int[] bodyRotations =
  58. {
  59. 71, 44, 40, 41, 42, 43, 57, 68, 69, 46, 49, 47, 50, 52, 55, 53, 56, 45, 48, 51, 54
  60. };
  61. public const int sceneVersion = 1000;
  62. public const int kankyoMagic = -765;
  63. private static BepInEx.Logging.ManualLogSource Log;
  64. private static readonly int faceToggleIndex = Array.IndexOf(faceKeys, "tangopen") + 1;
  65. private static string configPath = Path.Combine(Paths.ConfigPath, converterDirectoryName);
  66. private bool active = false;
  67. private Rect windowRect = new Rect(30f, 30f, 300f, 200f);
  68. private void Awake()
  69. {
  70. DontDestroyOnLoad(this);
  71. if (!Directory.Exists(configPath)) Directory.CreateDirectory(configPath);
  72. Log = Logger;
  73. }
  74. private void Start()
  75. {
  76. UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
  77. List<PlacementData.Data> dataList = PlacementData.GetAllDatas(false);
  78. foreach (var data in dataList)
  79. {
  80. string assetName = string.IsNullOrEmpty(data.assetName) ? data.resourceName : data.assetName;
  81. myrAssetNameToData[assetName] = data;
  82. }
  83. }
  84. private void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
  85. {
  86. int index = scene.buildIndex;
  87. active = index == 9 || index == 3;
  88. }
  89. private void OnGUI()
  90. {
  91. if (active)
  92. {
  93. windowRect.width = 300f;
  94. windowRect.height = 200f;
  95. windowRect.x = UnityEngine.Mathf.Clamp(windowRect.x, 0, Screen.width - windowRect.width);
  96. windowRect.y = UnityEngine.Mathf.Clamp(windowRect.y, 0, Screen.height - windowRect.height);
  97. windowRect = GUI.Window(0xEA4040, windowRect, GUIFunc, "MeidoPhotoStudio Converter");
  98. }
  99. }
  100. private void GUIFunc(int id)
  101. {
  102. if (GUILayout.Button("Convert ModifiedMM")) ProcessModifedMM();
  103. if (GUILayout.Button("Convert ModifiedMM (Scene Manager)")) ProcessModifiedMMPng();
  104. GUILayout.Space(30f);
  105. if (GUILayout.Button("Convert modifedMM quickSave")) ProcessQuickSave();
  106. // GUILayout.Button("Convert MultipleMaids");
  107. }
  108. private void ProcessModifiedMMPng()
  109. {
  110. string modPath = Path.Combine(Paths.GameRootPath, "Mod");
  111. string scenePath = Path.Combine(modPath, "MultipleMaidsScene");
  112. string kankyoPath = Path.Combine(modPath, "MultipleMaidsScene");
  113. }
  114. private string GetModifiedMMSceneData(string pngPath)
  115. {
  116. return String.Empty;
  117. }
  118. private void ProcessQuickSave()
  119. {
  120. string sybarisPath = Path.Combine(Paths.GameRootPath, "Sybaris");
  121. string iniPath = BepInEx.Utility.CombinePaths(sybarisPath, "UnityInjector", "Config", "MultipleMaids.ini");
  122. IniFile mmIniFile = IniFile.FromFile(iniPath);
  123. IniSection sceneSection = mmIniFile.GetSection("scene");
  124. if (sceneSection != null)
  125. {
  126. if (sceneSection.HasKey("s9999"))
  127. {
  128. string sceneData = sceneSection["s9999"].Value;
  129. if (!string.IsNullOrEmpty(sceneData))
  130. {
  131. byte[] convertedSceneData = ProcessScene(sceneData, false);
  132. string path = Path.Combine(configPath, $"mmtempscene{GetMMDateString(sceneData)}.png");
  133. SaveSceneToFile(path, convertedSceneData, noThumb);
  134. }
  135. }
  136. }
  137. }
  138. private void ProcessModifedMM()
  139. {
  140. string sybarisPath = Path.Combine(Paths.GameRootPath, "Sybaris");
  141. string iniPath = BepInEx.Utility.CombinePaths(sybarisPath, "UnityInjector", "Config", "MultipleMaids.ini");
  142. IniFile mmIniFile = IniFile.FromFile(iniPath);
  143. IniSection sceneSection = mmIniFile.GetSection("scene");
  144. if (sceneSection != null)
  145. {
  146. foreach (IniKey key in sceneSection.Keys)
  147. {
  148. if (key.Key.StartsWith("ss")) continue;
  149. bool kankyo = int.Parse(key.Key.Substring(1)) >= 10000;
  150. string sceneData = key.Value;
  151. if (!string.IsNullOrEmpty(sceneData))
  152. {
  153. byte[] convertedSceneData = ProcessScene(sceneData, kankyo);
  154. string prefix = kankyo ? "mmkankyo" : "mmscene";
  155. string path = Path.Combine(configPath, $"{prefix}_{key.Key}{GetMMDateString(sceneData)}.png");
  156. byte[] thumbnail = noThumb;
  157. string screenshotKey = $"s{key.Key}";
  158. if (sceneSection.HasKey(screenshotKey))
  159. {
  160. string screenshotBase64 = sceneSection[screenshotKey].Value;
  161. if (!string.IsNullOrEmpty(screenshotBase64))
  162. {
  163. thumbnail = Convert.FromBase64String(screenshotBase64);
  164. }
  165. }
  166. SaveSceneToFile(path, convertedSceneData, thumbnail);
  167. }
  168. }
  169. }
  170. }
  171. public static void SaveSceneToFile(string path, byte[] sceneData, byte[] thumbnailData)
  172. {
  173. using (FileStream fileStream = File.Create(path))
  174. {
  175. fileStream.Write(thumbnailData, 0, thumbnailData.Length);
  176. fileStream.Write(sceneData, 0, sceneData.Length);
  177. }
  178. }
  179. public static string GetMMDateString(string sceneData)
  180. {
  181. string dateString = sceneData.Split('_')[0].Split(',')[0];
  182. DateTime date = DateTime.Parse(dateString);
  183. return $"{date:yyyyMMddHHmm}";
  184. }
  185. public static byte[] ProcessScene(string sceneData, bool kankyo)
  186. {
  187. string[] strArray1 = sceneData.Split('_');
  188. string[] strArray2 = strArray1[1].Split(';');
  189. string[] strArray3 = strArray1[0].Split(',');
  190. string[] strArray4 = null;
  191. string[] strArray5 = null;
  192. string[] strArray6 = null;
  193. string[] strArray7 = null;
  194. if (strArray1.Length >= 5)
  195. {
  196. strArray4 = strArray1[2].Split(',');
  197. strArray5 = strArray1[3].Split(';');
  198. strArray6 = strArray1[4].Split(';');
  199. }
  200. if (strArray1.Length >= 6)
  201. {
  202. strArray7 = strArray1[5].Split(';');
  203. }
  204. using (MemoryStream memoryStream = new MemoryStream())
  205. using (DeflateStream deflateStream = new DeflateStream(memoryStream, CompressionMode.Compress))
  206. using (BinaryWriter binaryWriter = new BinaryWriter(deflateStream, System.Text.Encoding.UTF8))
  207. {
  208. binaryWriter.Write("MPS_SCENE");
  209. binaryWriter.Write(sceneVersion);
  210. binaryWriter.Write(kankyo ? kankyoMagic : int.Parse(strArray3[1]));
  211. SerializeEnvironment(strArray3, binaryWriter, kankyo);
  212. SerializeLights(strArray3, strArray4, strArray5, strArray7, binaryWriter);
  213. SerializeMessage(strArray3, binaryWriter);
  214. SerializeEffect(strArray4, binaryWriter);
  215. SerializeProp(strArray3, strArray6, binaryWriter);
  216. SerializeMaid(strArray2, binaryWriter);
  217. binaryWriter.Write("END");
  218. deflateStream.Close();
  219. return memoryStream.ToArray();
  220. }
  221. }
  222. private static void SerializeMaid(string[] strArray2, BinaryWriter binaryWriter)
  223. {
  224. binaryWriter.Write("MEIDO");
  225. // MM scene converted to MPS
  226. binaryWriter.Write(true);
  227. int numberOfMaids = strArray2.Length;
  228. binaryWriter.Write(numberOfMaids);
  229. /*
  230. TODO: Investigate why serialized maid data may only have 64 items.
  231. https://git.coder.horse/meidomustard/modifiedMM/src/master/MultipleMaids/CM3D2/MultipleMaids/Plugin/MultipleMaids.Update.cs#L3745
  232. The difference affects whether or not rotations are local or world.
  233. Certain body rotations would be missing as well particularly the toes.
  234. Other data like free look and attached items like hand/vag/anl would be missing.
  235. */
  236. for (int i = 0; i < numberOfMaids; i++)
  237. {
  238. using (MemoryStream memoryStream = new MemoryStream())
  239. using (BinaryWriter tempWriter = new BinaryWriter(memoryStream))
  240. {
  241. string[] maidData = strArray2[i].Split(':');
  242. tempWriter.WriteVector3(Utility.Vector3String(maidData[59])); // position
  243. tempWriter.WriteQuaternion(Utility.EulerString(maidData[58])); // rotation
  244. tempWriter.WriteVector3(Utility.Vector3String(maidData[60])); // scale
  245. // fingers
  246. for (int j = 0; j < 40; j++)
  247. {
  248. tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
  249. }
  250. // toes
  251. for (int k = 0; k < 2; k++)
  252. {
  253. for (int j = 72 + k; j < 90; j += 2)
  254. {
  255. tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
  256. }
  257. }
  258. // the rest of the limbs
  259. foreach (int j in bodyRotations)
  260. {
  261. tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
  262. }
  263. tempWriter.WriteVector3(Utility.Vector3String(maidData[96])); // hip position
  264. // cached pose stuff
  265. tempWriter.Write("normal");
  266. tempWriter.Write("pose_taiki_f");
  267. tempWriter.Write(false);
  268. // eye rotation delta
  269. // MM saves the rotations directly so just save the identity
  270. tempWriter.WriteQuaternion(Quaternion.identity);
  271. tempWriter.WriteQuaternion(Quaternion.identity);
  272. string[] freeLookData = maidData[64].Split(',');
  273. tempWriter.Write(int.Parse(freeLookData[0]) == 1);
  274. tempWriter.WriteVector3(new Vector3(
  275. float.Parse(freeLookData[2]), 1f, float.Parse(freeLookData[1])
  276. ));
  277. string[] faceValues = maidData[63].Split(',');
  278. tempWriter.Write("MPS_FACE");
  279. for (int j = 0; j < faceKeys.Length - 2; j++)
  280. {
  281. tempWriter.Write(faceKeys[j]);
  282. if (j >= faceToggleIndex) tempWriter.Write(float.Parse(faceValues[j]) > 0f);
  283. else tempWriter.Write(float.Parse(faceValues[j]));
  284. }
  285. if (faceValues.Length > 65)
  286. {
  287. tempWriter.Write(faceKeys[faceKeys.Length - 1]);
  288. tempWriter.Write(float.Parse(faceValues[faceValues.Length - 1]) > 0f);
  289. }
  290. tempWriter.Write("END_FACE");
  291. tempWriter.Write(true); // body visible
  292. // MM does not serialize clothing
  293. for (int j = 0; j < 29; j++) tempWriter.Write(true);
  294. // MM does not serialize curling
  295. tempWriter.Write(false);
  296. tempWriter.Write(false);
  297. tempWriter.Write(false);
  298. binaryWriter.Write(memoryStream.Length);
  299. binaryWriter.Write(memoryStream.ToArray());
  300. }
  301. }
  302. }
  303. private static void SerializeProp(string[] strArray3, string[] strArray6, BinaryWriter binaryWriter)
  304. {
  305. binaryWriter.Write("PROP");
  306. bool hasWProp = strArray3.Length > 37 && !string.IsNullOrEmpty(strArray3[37]);
  307. int numberOfProps = hasWProp ? 1 : 0;
  308. numberOfProps += strArray6 == null ? 0 : strArray6.Length - 1;
  309. binaryWriter.Write(numberOfProps);
  310. if (hasWProp)
  311. {
  312. // For the prop that spawns when you push (shift +) W
  313. binaryWriter.Write(strArray3[37].Replace(' ', '_'));
  314. SerializeAttachPoint(binaryWriter);
  315. binaryWriter.WriteVector3(new Vector3(
  316. float.Parse(strArray3[41]), float.Parse(strArray3[42]), float.Parse(strArray3[43])
  317. ));
  318. binaryWriter.WriteQuaternion(Quaternion.Euler(
  319. float.Parse(strArray3[38]), float.Parse(strArray3[39]), float.Parse(strArray3[40])
  320. ));
  321. binaryWriter.WriteVector3(new Vector3(
  322. float.Parse(strArray3[44]), float.Parse(strArray3[45]), float.Parse(strArray3[46])
  323. ));
  324. }
  325. if (strArray6 != null)
  326. {
  327. for (int i = 0; i < strArray6.Length - 1; i++)
  328. {
  329. string[] assetParts = strArray6[i].Split(',');
  330. string assetName = assetParts[0].Replace(' ', '_');
  331. if (assetName.StartsWith("creative_"))
  332. {
  333. // modifiedMM my room creative prop
  334. // modifiedMM serializes the prefabName rather than the ID.
  335. assetName = assetName.Replace("creative_", String.Empty);
  336. assetName = $"MYR_{myrAssetNameToData[assetName].ID}#{assetName}";
  337. }
  338. else if (assetName.StartsWith("MYR_"))
  339. {
  340. // MM 23.0+ my room creative prop
  341. PlacementData.Data data = myrAssetNameToData[assetName];
  342. string asset = string.IsNullOrEmpty(data.assetName) ? data.resourceName : data.assetName;
  343. assetName = $"{assetName}#{asset}";
  344. }
  345. else if (assetName.Contains('#'))
  346. {
  347. if (assetName.Contains(".menu"))
  348. {
  349. // modifiedMM official mod prop
  350. string[] modComponents = assetParts[0].Split('#');
  351. string baseMenuFile = modComponents[0].Replace(' ', '_');
  352. string modItem = modComponents[1].Replace(' ', '_');
  353. assetName = $"{modItem}#{baseMenuFile}";
  354. }
  355. else
  356. {
  357. assetName = assetName.Split('#')[1].Replace(' ', '_');
  358. }
  359. }
  360. binaryWriter.Write(assetName);
  361. SerializeAttachPoint(binaryWriter);
  362. binaryWriter.WriteVector3(new Vector3(
  363. float.Parse(assetParts[4]), float.Parse(assetParts[5]), float.Parse(assetParts[6])
  364. ));
  365. binaryWriter.WriteQuaternion(Quaternion.Euler(
  366. float.Parse(assetParts[1]), float.Parse(assetParts[2]), float.Parse(assetParts[3])
  367. ));
  368. binaryWriter.WriteVector3(new Vector3(
  369. float.Parse(assetParts[7]), float.Parse(assetParts[8]), float.Parse(assetParts[9])
  370. ));
  371. }
  372. }
  373. }
  374. private static void SerializeEffect(string[] strArray4, BinaryWriter binaryWriter)
  375. {
  376. binaryWriter.Write("EFFECT");
  377. if (strArray4 != null)
  378. {
  379. // bloom
  380. binaryWriter.Write("EFFECT_BLOOM");
  381. binaryWriter.Write(float.Parse(strArray4[2])); // intensity
  382. binaryWriter.Write((int)float.Parse(strArray4[3])); // blur iterations
  383. binaryWriter.WriteColour(new Color( // bloom threshold colour
  384. float.Parse(strArray4[4]), float.Parse(strArray4[5]), float.Parse(strArray4[6]), 1f
  385. ));
  386. binaryWriter.Write(int.Parse(strArray4[7]) == 1); // hdr
  387. binaryWriter.Write(int.Parse(strArray4[1]) == 1); // active
  388. // vignetting
  389. binaryWriter.Write("EFFECT_VIGNETTE");
  390. binaryWriter.Write(float.Parse(strArray4[9])); // intensity
  391. binaryWriter.Write(float.Parse(strArray4[10])); // blur
  392. binaryWriter.Write(float.Parse(strArray4[11])); // blur spread
  393. binaryWriter.Write(float.Parse(strArray4[12])); // chromatic aberration
  394. binaryWriter.Write(int.Parse(strArray4[8]) == 1); // active
  395. // bokashi
  396. // TODO: implement bokashi in MPS
  397. float bokashi = float.Parse(strArray4[13]);
  398. // TODO: implement sepia in MPS too
  399. if (strArray4.Length > 15)
  400. {
  401. binaryWriter.Write("EFFECT_DOF");
  402. binaryWriter.Write(float.Parse(strArray4[16])); // focal length
  403. binaryWriter.Write(float.Parse(strArray4[17])); // focal size
  404. binaryWriter.Write(float.Parse(strArray4[18])); // aperture
  405. binaryWriter.Write(float.Parse(strArray4[19])); // max blur size
  406. binaryWriter.Write(int.Parse(strArray4[20]) == 1); // visualize focus
  407. binaryWriter.Write(int.Parse(strArray4[15]) == 1); // active
  408. binaryWriter.Write("EFFECT_FOG");
  409. binaryWriter.Write(float.Parse(strArray4[22])); // fog distance
  410. binaryWriter.Write(float.Parse(strArray4[23])); // density
  411. binaryWriter.Write(float.Parse(strArray4[24])); // height scale
  412. binaryWriter.Write(float.Parse(strArray4[25])); // height
  413. binaryWriter.WriteColour(new Color( // fog colour
  414. float.Parse(strArray4[26]), float.Parse(strArray4[27]), float.Parse(strArray4[28]), 1f
  415. ));
  416. binaryWriter.Write(int.Parse(strArray4[21]) == 1); // active
  417. }
  418. }
  419. binaryWriter.Write("END_EFFECT");
  420. }
  421. private static void SerializeMessage(string[] strArray3, BinaryWriter binaryWriter)
  422. {
  423. binaryWriter.Write("TEXTBOX");
  424. bool showingMessage = false;
  425. string name = "Maid";
  426. string message = "Hello world";
  427. if (strArray3.Length > 16)
  428. {
  429. showingMessage = int.Parse(strArray3[34]) == 1;
  430. name = strArray3[35];
  431. message = strArray3[36].Replace("&kaigyo", "\n");
  432. // MM does not serialize message font size
  433. }
  434. binaryWriter.Write(showingMessage);
  435. binaryWriter.Write(25);
  436. binaryWriter.WriteNullableString(name);
  437. binaryWriter.WriteNullableString(message);
  438. }
  439. private static void SerializeLights(string[] strArray3, string[] strArray4, string[] strArray5, string[] strArray7, BinaryWriter binaryWriter)
  440. {
  441. // Lights
  442. binaryWriter.Write("LIGHT");
  443. int numberOfLights = 1;
  444. numberOfLights += strArray5 == null ? 0 : strArray5.Length - 1;
  445. binaryWriter.Write(numberOfLights);
  446. if (strArray3.Length > 16)
  447. {
  448. // Main Light
  449. /*
  450. 0 = Directional
  451. 1 = Spot
  452. 2 = Point
  453. 3 = Directional (Colour Mode)
  454. */
  455. int lightType = int.Parse(strArray3[17]);
  456. Color lightColour = new Color(
  457. float.Parse(strArray3[18]), float.Parse(strArray3[19]), float.Parse(strArray3[20]), 1f
  458. );
  459. Quaternion lightRotation = Quaternion.Euler(
  460. float.Parse(strArray3[21]), float.Parse(strArray3[22]), float.Parse(strArray3[23])
  461. );
  462. // MM uses spotAngle for both range and spotAngle based on which light type is used
  463. float intensity = float.Parse(strArray3[24]);
  464. float spotAngle = float.Parse(strArray3[25]);
  465. float range = lightType == 2 ? spotAngle / 5f : spotAngle; ;
  466. float shadowStrength = 0.098f;
  467. if (strArray4 != null) shadowStrength = float.Parse(strArray4[0]);
  468. for (int i = 0; i < 3; i++)
  469. {
  470. if (i == lightType || (i == 0 && lightType == 3))
  471. {
  472. SerializeLightProperty(
  473. binaryWriter, lightRotation, lightColour, intensity, spotAngle, range, shadowStrength
  474. );
  475. }
  476. else SerializeDefaultLight(binaryWriter);
  477. }
  478. if (strArray7 != null)
  479. {
  480. binaryWriter.WriteVector3(Utility.Vector3String(strArray7[0]));
  481. }
  482. else binaryWriter.WriteVector3(new Vector3(0f, 1.9f, 0.4f));
  483. binaryWriter.Write(lightType == 3 ? 0 : lightType);
  484. binaryWriter.Write(lightType == 3);
  485. binaryWriter.Write(false);
  486. // lightKage[0] is the only value that's serialized
  487. }
  488. if (strArray5 != null)
  489. {
  490. int otherLights = strArray5.Length - 1;
  491. for (int i = 0; i < otherLights; i++)
  492. {
  493. string[] lightProperties = strArray5[i].Split(',');
  494. int lightType = int.Parse(lightProperties[0]);
  495. Color lightColour = new Color(
  496. float.Parse(lightProperties[1]), float.Parse(lightProperties[2]),
  497. float.Parse(lightProperties[3]), 1f
  498. );
  499. Quaternion lightRotation = Quaternion.Euler(
  500. float.Parse(lightProperties[4]), float.Parse(lightProperties[5]), 18f
  501. );
  502. float intensity = float.Parse(lightProperties[6]);
  503. float spotAngle = float.Parse(lightProperties[7]);
  504. float range = lightType == 2 ? spotAngle / 5f : spotAngle;
  505. float shadowStrength = 0.098f;
  506. for (int j = 0; j < 3; j++)
  507. {
  508. if (j == lightType)
  509. {
  510. SerializeLightProperty(
  511. binaryWriter, lightRotation, lightColour, intensity, spotAngle, range, shadowStrength
  512. );
  513. }
  514. else SerializeDefaultLight(binaryWriter);
  515. }
  516. if (strArray7 != null)
  517. {
  518. binaryWriter.WriteVector3(Utility.Vector3String(strArray7[i + 1]));
  519. }
  520. else binaryWriter.WriteVector3(new Vector3(0f, 1.9f, 0.4f));
  521. binaryWriter.Write(lightType == 3 ? 0 : lightType);
  522. binaryWriter.Write(false);
  523. binaryWriter.Write(lightType == 3);
  524. }
  525. }
  526. }
  527. private static void SerializeEnvironment(string[] data, BinaryWriter binaryWriter, bool kankyo)
  528. {
  529. binaryWriter.Write("ENVIRONMENT");
  530. int bgIndex;
  531. string bgAsset = "Theater";
  532. if (!int.TryParse(data[2], out bgIndex))
  533. {
  534. bgAsset = data[2].Replace(" ", "_");
  535. }
  536. binaryWriter.Write(bgAsset);
  537. binaryWriter.WriteVector3(new Vector3(
  538. float.Parse(data[6]), float.Parse(data[7]), float.Parse(data[8])
  539. ));
  540. binaryWriter.WriteQuaternion(Quaternion.Euler(
  541. float.Parse(data[3]), float.Parse(data[4]), float.Parse(data[5])
  542. ));
  543. binaryWriter.WriteVector3(new Vector3(
  544. float.Parse(data[9]), float.Parse(data[10]), float.Parse(data[11])
  545. ));
  546. binaryWriter.Write(kankyo);
  547. Vector3 cameraTargetPos = new Vector3(0f, 0.9f, 0f);
  548. float cameraDistance = 3f;
  549. Quaternion cameraRotation = Quaternion.identity;
  550. if (data.Length > 16)
  551. {
  552. cameraTargetPos = new Vector3(
  553. float.Parse(data[27]), float.Parse(data[28]), float.Parse(data[29])
  554. );
  555. cameraDistance = float.Parse(data[30]);
  556. cameraRotation = Quaternion.Euler(
  557. float.Parse(data[31]), float.Parse(data[32]), float.Parse(data[33])
  558. );
  559. }
  560. binaryWriter.WriteVector3(cameraTargetPos);
  561. binaryWriter.Write(cameraDistance);
  562. binaryWriter.WriteQuaternion(cameraRotation);
  563. }
  564. public static void SerializeAttachPoint(BinaryWriter binaryWriter)
  565. {
  566. binaryWriter.Write(0);
  567. binaryWriter.Write(-1);
  568. }
  569. public static void SerializeDefaultLight(BinaryWriter binaryWriter)
  570. {
  571. SerializeLightProperty(binaryWriter, Quaternion.Euler(40f, 180f, 0f), Color.white);
  572. }
  573. public static void SerializeLightProperty(
  574. BinaryWriter binaryWriter,
  575. Quaternion rotation, Color colour, float intensity = 0.95f, float range = 50f,
  576. float spotAngle = 50f, float shadowStrength = 0.1f
  577. )
  578. {
  579. binaryWriter.WriteQuaternion(rotation);
  580. binaryWriter.Write(intensity);
  581. binaryWriter.Write(range);
  582. binaryWriter.Write(spotAngle);
  583. binaryWriter.Write(shadowStrength);
  584. binaryWriter.WriteColour(colour);
  585. }
  586. }
  587. public static class BinaryExtensions
  588. {
  589. public static void WriteVector3(this BinaryWriter binaryWriter, Vector3 vector3)
  590. {
  591. binaryWriter.Write(vector3.x);
  592. binaryWriter.Write(vector3.y);
  593. binaryWriter.Write(vector3.z);
  594. }
  595. public static void WriteQuaternion(this BinaryWriter binaryWriter, Quaternion quaternion)
  596. {
  597. binaryWriter.Write(quaternion.x);
  598. binaryWriter.Write(quaternion.y);
  599. binaryWriter.Write(quaternion.z);
  600. binaryWriter.Write(quaternion.w);
  601. }
  602. public static void WriteColour(this BinaryWriter binaryWriter, UnityEngine.Color colour)
  603. {
  604. binaryWriter.Write(colour.r);
  605. binaryWriter.Write(colour.g);
  606. binaryWriter.Write(colour.b);
  607. binaryWriter.Write(colour.a);
  608. }
  609. public static void WriteNullableString(this BinaryWriter binaryWriter, string str)
  610. {
  611. binaryWriter.Write(str != null);
  612. if (str != null) binaryWriter.Write(str);
  613. }
  614. }
  615. public static class Utility
  616. {
  617. public static Quaternion EulerString(string euler)
  618. {
  619. string[] data = euler.Split(',');
  620. return Quaternion.Euler(
  621. float.Parse(data[0]), float.Parse(data[1]), float.Parse(data[2])
  622. );
  623. }
  624. public static Vector3 Vector3String(string vector3)
  625. {
  626. string[] data = vector3.Split(',');
  627. return new Vector3(
  628. float.Parse(data[0]), float.Parse(data[1]), float.Parse(data[2])
  629. );
  630. }
  631. }
  632. }