Program.cs 35 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828
  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 string[] mpnAttachProps = {
  58. /* "", "", "", "", "", "", "", "", "", */
  59. "kousokuu_tekaseone_i_.menu", "kousokuu_tekasetwo_i_.menu", "kousokul_ashikaseup_i_.menu",
  60. "kousokuu_tekasetwo_i_.menu", "kousokul_ashikasedown_i_.menu", "kousokuu_tekasetwodown_i_.menu",
  61. "kousokuu_ushirode_i_.menu", "kousokuu_smroom_haritsuke_i_.menu"
  62. };
  63. private static readonly int[] bodyRotations =
  64. {
  65. 71, 44, 40, 41, 42, 43, 57, 68, 69, 46, 49, 47, 50, 52, 55, 53, 56, 92, 94, 93, 95, 45, 48, 51, 54
  66. };
  67. public const int sceneVersion = 1000;
  68. public const int meidoDataVersion = 1000;
  69. public const int propDataVersion = 1000;
  70. public const int kankyoMagic = -765;
  71. private static BepInEx.Logging.ManualLogSource Log;
  72. private static readonly int faceToggleIndex = Array.IndexOf(faceKeys, "tangopen") + 1;
  73. private static string configPath = Path.Combine(Paths.ConfigPath, converterDirectoryName);
  74. private bool active = false;
  75. private Rect windowRect = new Rect(30f, 30f, 300f, 200f);
  76. private void Awake()
  77. {
  78. DontDestroyOnLoad(this);
  79. if (!Directory.Exists(configPath)) Directory.CreateDirectory(configPath);
  80. Log = Logger;
  81. }
  82. private void Start()
  83. {
  84. UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
  85. List<PlacementData.Data> dataList = PlacementData.GetAllDatas(false);
  86. foreach (var data in dataList)
  87. {
  88. string assetName = string.IsNullOrEmpty(data.assetName) ? data.resourceName : data.assetName;
  89. myrAssetNameToData[assetName] = data;
  90. }
  91. }
  92. private void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
  93. {
  94. int index = scene.buildIndex;
  95. active = index == 9 || index == 3;
  96. }
  97. private void OnGUI()
  98. {
  99. if (active)
  100. {
  101. windowRect.width = 300f;
  102. windowRect.height = 200f;
  103. windowRect.x = UnityEngine.Mathf.Clamp(windowRect.x, 0, Screen.width - windowRect.width);
  104. windowRect.y = UnityEngine.Mathf.Clamp(windowRect.y, 0, Screen.height - windowRect.height);
  105. windowRect = GUI.Window(0xEA4040, windowRect, GUIFunc, "MeidoPhotoStudio Converter");
  106. }
  107. }
  108. private void GUIFunc(int id)
  109. {
  110. if (GUILayout.Button("Convert ModifiedMM")) ProcessModifedMM();
  111. if (GUILayout.Button("Convert ModifiedMM (Scene Manager)")) ProcessModifiedMMPng();
  112. GUILayout.Space(30f);
  113. if (GUILayout.Button("Convert modifedMM quickSave")) ProcessQuickSave();
  114. // GUILayout.Button("Convert MultipleMaids");
  115. }
  116. private void ProcessModifiedMMPng()
  117. {
  118. string modPath = Path.Combine(Paths.GameRootPath, "Mod");
  119. string scenePath = Path.Combine(modPath, "MultipleMaidsScene");
  120. string kankyoPath = Path.Combine(modPath, "MultipleMaidsScene");
  121. }
  122. private string GetModifiedMMSceneData(string pngPath)
  123. {
  124. return String.Empty;
  125. }
  126. private void ProcessQuickSave()
  127. {
  128. string sybarisPath = Path.Combine(Paths.GameRootPath, "Sybaris");
  129. string iniPath = BepInEx.Utility.CombinePaths(sybarisPath, "UnityInjector", "Config", "MultipleMaids.ini");
  130. IniFile mmIniFile = IniFile.FromFile(iniPath);
  131. IniSection sceneSection = mmIniFile.GetSection("scene");
  132. if (sceneSection != null)
  133. {
  134. if (sceneSection.HasKey("s9999"))
  135. {
  136. string sceneData = sceneSection["s9999"].Value;
  137. if (!string.IsNullOrEmpty(sceneData))
  138. {
  139. byte[] convertedSceneData = ProcessScene(sceneData, false);
  140. string path = Path.Combine(configPath, $"mmtempscene{GetMMDateString(sceneData)}.png");
  141. SaveSceneToFile(path, convertedSceneData, noThumb);
  142. }
  143. }
  144. }
  145. }
  146. private void ProcessModifedMM()
  147. {
  148. string sybarisPath = Path.Combine(Paths.GameRootPath, "Sybaris");
  149. string iniPath = BepInEx.Utility.CombinePaths(sybarisPath, "UnityInjector", "Config", "MultipleMaids.ini");
  150. IniFile mmIniFile = IniFile.FromFile(iniPath);
  151. IniSection sceneSection = mmIniFile.GetSection("scene");
  152. if (sceneSection != null)
  153. {
  154. foreach (IniKey key in sceneSection.Keys)
  155. {
  156. if (key.Key.StartsWith("ss")) continue;
  157. bool kankyo = int.Parse(key.Key.Substring(1)) >= 10000;
  158. string sceneData = key.Value;
  159. if (!string.IsNullOrEmpty(sceneData))
  160. {
  161. byte[] convertedSceneData = ProcessScene(sceneData, kankyo);
  162. string prefix = kankyo ? "mmkankyo" : "mmscene";
  163. string path = Path.Combine(configPath, $"{prefix}_{key.Key}{GetMMDateString(sceneData)}.png");
  164. byte[] thumbnail = noThumb;
  165. string screenshotKey = $"s{key.Key}";
  166. if (sceneSection.HasKey(screenshotKey))
  167. {
  168. string screenshotBase64 = sceneSection[screenshotKey].Value;
  169. if (!string.IsNullOrEmpty(screenshotBase64))
  170. {
  171. thumbnail = Convert.FromBase64String(screenshotBase64);
  172. }
  173. }
  174. SaveSceneToFile(path, convertedSceneData, thumbnail);
  175. }
  176. }
  177. }
  178. }
  179. public static void SaveSceneToFile(string path, byte[] sceneData, byte[] thumbnailData)
  180. {
  181. using (FileStream fileStream = File.Create(path))
  182. {
  183. fileStream.Write(thumbnailData, 0, thumbnailData.Length);
  184. fileStream.Write(sceneData, 0, sceneData.Length);
  185. }
  186. }
  187. public static string GetMMDateString(string sceneData)
  188. {
  189. string dateString = sceneData.Split('_')[0].Split(',')[0];
  190. DateTime date = DateTime.Parse(dateString);
  191. return $"{date:yyyyMMddHHmm}";
  192. }
  193. public static byte[] ProcessScene(string sceneData, bool kankyo)
  194. {
  195. string[] strArray1 = sceneData.Split('_');
  196. string[] strArray2 = strArray1[1].Split(';');
  197. string[] strArray3 = strArray1[0].Split(',');
  198. string[] strArray4 = null;
  199. string[] strArray5 = null;
  200. string[] strArray6 = null;
  201. string[] strArray7 = null;
  202. if (strArray1.Length >= 5)
  203. {
  204. strArray4 = strArray1[2].Split(',');
  205. strArray5 = strArray1[3].Split(';');
  206. strArray6 = strArray1[4].Split(';');
  207. }
  208. if (strArray1.Length >= 6)
  209. {
  210. strArray7 = strArray1[5].Split(';');
  211. }
  212. using (MemoryStream memoryStream = new MemoryStream())
  213. using (DeflateStream deflateStream = new DeflateStream(memoryStream, CompressionMode.Compress))
  214. using (BinaryWriter binaryWriter = new BinaryWriter(deflateStream, System.Text.Encoding.UTF8))
  215. {
  216. binaryWriter.Write("MPS_SCENE");
  217. binaryWriter.Write(sceneVersion);
  218. binaryWriter.Write(kankyo ? kankyoMagic : int.Parse(strArray3[1]));
  219. SerializeEnvironment(strArray3, binaryWriter, kankyo);
  220. SerializeLights(strArray3, strArray4, strArray5, strArray7, binaryWriter);
  221. SerializeEffect(strArray4, binaryWriter);
  222. SerializeProp(strArray3, strArray6, binaryWriter);
  223. if (!kankyo)
  224. {
  225. SerializeMessage(strArray3, binaryWriter);
  226. SerializeMaid(strArray2, binaryWriter);
  227. }
  228. binaryWriter.Write("END");
  229. deflateStream.Close();
  230. return memoryStream.ToArray();
  231. }
  232. }
  233. private static void SerializeMaid(string[] strArray2, BinaryWriter binaryWriter)
  234. {
  235. binaryWriter.Write("MEIDO");
  236. // MM scene converted to MPS
  237. binaryWriter.Write(true);
  238. binaryWriter.Write(meidoDataVersion);
  239. int numberOfMaids = strArray2.Length;
  240. binaryWriter.Write(numberOfMaids);
  241. /*
  242. TODO: Investigate why serialized maid data may only have 64 items.
  243. https://git.coder.horse/meidomustard/modifiedMM/src/master/MultipleMaids/CM3D2/MultipleMaids/Plugin/MultipleMaids.Update.cs#L3745
  244. The difference affects whether or not rotations are local or world.
  245. Certain body rotations would be missing as well particularly the toes.
  246. Other data like free look and attached items like hand/vag/anl would be missing.
  247. */
  248. for (int i = 0; i < numberOfMaids; i++)
  249. {
  250. using (MemoryStream memoryStream = new MemoryStream())
  251. using (BinaryWriter tempWriter = new BinaryWriter(memoryStream))
  252. {
  253. string[] maidData = strArray2[i].Split(':');
  254. tempWriter.WriteVector3(Utility.Vector3String(maidData[59])); // position
  255. tempWriter.WriteQuaternion(Utility.EulerString(maidData[58])); // rotation
  256. tempWriter.WriteVector3(Utility.Vector3String(maidData[60])); // scale
  257. // fingers
  258. for (int j = 0; j < 40; j++)
  259. {
  260. tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
  261. }
  262. // toes
  263. for (int k = 0; k < 2; k++)
  264. {
  265. for (int j = 72 + k; j < 90; j += 2)
  266. {
  267. tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
  268. }
  269. }
  270. // the rest of the limbs
  271. foreach (int j in bodyRotations)
  272. {
  273. tempWriter.WriteQuaternion(Utility.EulerString(maidData[j]));
  274. }
  275. tempWriter.WriteVector3(Utility.Vector3String(maidData[96])); // hip position
  276. // cached pose stuff
  277. tempWriter.Write("normal");
  278. tempWriter.Write("pose_taiki_f");
  279. tempWriter.Write(false);
  280. // eye rotation delta
  281. // MM saves the rotations directly so just save the identity
  282. tempWriter.WriteQuaternion(Quaternion.identity);
  283. tempWriter.WriteQuaternion(Quaternion.identity);
  284. string[] freeLookData = maidData[64].Split(',');
  285. bool isFreeLook = int.Parse(freeLookData[0]) == 1;
  286. tempWriter.Write(isFreeLook);
  287. if (isFreeLook)
  288. {
  289. tempWriter.WriteVector3(new Vector3(
  290. float.Parse(freeLookData[2]), 1f, float.Parse(freeLookData[1])
  291. ));
  292. }
  293. string[] faceValues = maidData[63].Split(',');
  294. tempWriter.Write("MPS_FACE");
  295. for (int j = 0; j < faceKeys.Length - 2; j++)
  296. {
  297. tempWriter.Write(faceKeys[j]);
  298. if (j >= faceToggleIndex) tempWriter.Write(float.Parse(faceValues[j]) > 0f);
  299. else tempWriter.Write(float.Parse(faceValues[j]));
  300. }
  301. if (faceValues.Length > 65)
  302. {
  303. tempWriter.Write(faceKeys[faceKeys.Length - 1]);
  304. tempWriter.Write(float.Parse(faceValues[faceValues.Length - 1]) > 0f);
  305. }
  306. tempWriter.Write("END_FACE");
  307. tempWriter.Write(true); // body visible
  308. // MM does not serialize clothing
  309. for (int j = 0; j < 29; j++) tempWriter.Write(true);
  310. // MM does not serialize curling
  311. tempWriter.Write(false);
  312. tempWriter.Write(false);
  313. tempWriter.Write(false);
  314. string kousokuUpperMenu = string.Empty;
  315. string kousokuLowerMenu = string.Empty;
  316. int mpnIndex = int.Parse(maidData[65].Split(',')[0]);
  317. // MM can attach accvag, accanl and handitem stuff as well as kousoku_upper/lower
  318. // MPS attach prop is preferred for non kousoku_upper/lower props because unlike kousoku_upper/lower
  319. // props, accvag etc. props attach only to a single place.
  320. if (mpnIndex >= 9 && mpnIndex <= 16)
  321. {
  322. int actualIndex = mpnIndex - 9;
  323. if (mpnIndex == 12)
  324. {
  325. kousokuUpperMenu = mpnAttachProps[actualIndex];
  326. kousokuLowerMenu = mpnAttachProps[actualIndex - 1];
  327. }
  328. else if (mpnIndex == 13)
  329. {
  330. kousokuUpperMenu = mpnAttachProps[actualIndex + 1];
  331. kousokuLowerMenu = mpnAttachProps[actualIndex];
  332. }
  333. else
  334. {
  335. if (mpnIndex > 13) actualIndex += 1;
  336. string kousokuMenu = mpnAttachProps[actualIndex];
  337. if (mpnAttachProps[actualIndex][7] == 'u') kousokuUpperMenu = kousokuMenu;
  338. else kousokuLowerMenu = kousokuMenu;
  339. }
  340. }
  341. bool kousokuUpper = !string.IsNullOrEmpty(kousokuUpperMenu);
  342. tempWriter.Write(kousokuUpper);
  343. if (kousokuUpper) tempWriter.Write(kousokuUpperMenu);
  344. bool kousokuLower = !string.IsNullOrEmpty(kousokuLowerMenu);
  345. tempWriter.Write(kousokuLower);
  346. if (kousokuLower) tempWriter.Write(kousokuLowerMenu);
  347. binaryWriter.Write(memoryStream.Length);
  348. binaryWriter.Write(memoryStream.ToArray());
  349. }
  350. }
  351. }
  352. private static void SerializeProp(string[] strArray3, string[] strArray6, BinaryWriter binaryWriter)
  353. {
  354. binaryWriter.Write("PROP");
  355. binaryWriter.Write(propDataVersion);
  356. bool hasWProp = strArray3.Length > 37 && !string.IsNullOrEmpty(strArray3[37]);
  357. int numberOfProps = hasWProp ? 1 : 0;
  358. numberOfProps += strArray6 == null ? 0 : strArray6.Length - 1;
  359. binaryWriter.Write(numberOfProps);
  360. if (hasWProp)
  361. {
  362. // For the prop that spawns when you push (shift +) W
  363. binaryWriter.WriteVector3(new Vector3(
  364. float.Parse(strArray3[41]), float.Parse(strArray3[42]), float.Parse(strArray3[43])
  365. ));
  366. binaryWriter.WriteQuaternion(Quaternion.Euler(
  367. float.Parse(strArray3[38]), float.Parse(strArray3[39]), float.Parse(strArray3[40])
  368. ));
  369. binaryWriter.WriteVector3(new Vector3(
  370. float.Parse(strArray3[44]), float.Parse(strArray3[45]), float.Parse(strArray3[46])
  371. ));
  372. SerializeAttachPoint(binaryWriter);
  373. binaryWriter.Write(false); // shadow casting
  374. binaryWriter.Write(strArray3[37].Replace(' ', '_'));
  375. }
  376. if (strArray6 != null)
  377. {
  378. for (int i = 0; i < strArray6.Length - 1; i++)
  379. {
  380. string[] assetParts = strArray6[i].Split(',');
  381. string assetName = assetParts[0].Replace(' ', '_');
  382. bool shadowCasting = assetName.EndsWith(".menu") ? true : false;
  383. if (assetName.StartsWith("creative_"))
  384. {
  385. // modifiedMM my room creative prop
  386. // modifiedMM serializes the prefabName rather than the ID.
  387. assetName = assetName.Replace("creative_", String.Empty);
  388. assetName = $"MYR_{myrAssetNameToData[assetName].ID}#{assetName}";
  389. }
  390. else if (assetName.StartsWith("MYR_"))
  391. {
  392. // MM 23.0+ my room creative prop
  393. int assetID = int.Parse(assetName.Replace("MYR_", string.Empty));
  394. PlacementData.Data data = PlacementData.GetData(assetID);
  395. string asset = string.IsNullOrEmpty(data.assetName) ? data.resourceName : data.assetName;
  396. assetName = $"{assetName}#{asset}";
  397. }
  398. else if (assetName.Contains('#'))
  399. {
  400. if (assetName.Contains(".menu"))
  401. {
  402. // modifiedMM official mod prop
  403. string[] modComponents = assetParts[0].Split('#');
  404. string baseMenuFile = modComponents[0].Replace(' ', '_');
  405. string modItem = modComponents[1].Replace(' ', '_');
  406. assetName = $"{modItem}#{baseMenuFile}";
  407. }
  408. else
  409. {
  410. assetName = assetName.Split('#')[1].Replace(' ', '_');
  411. }
  412. }
  413. else if (assetName.StartsWith("BGOdogu", StringComparison.InvariantCultureIgnoreCase))
  414. {
  415. // I don't know why multiplemaids even prepends BG
  416. assetName = assetName.Substring(2);
  417. }
  418. binaryWriter.WriteVector3(new Vector3(
  419. float.Parse(assetParts[4]), float.Parse(assetParts[5]), float.Parse(assetParts[6])
  420. ));
  421. binaryWriter.WriteQuaternion(Quaternion.Euler(
  422. float.Parse(assetParts[1]), float.Parse(assetParts[2]), float.Parse(assetParts[3])
  423. ));
  424. binaryWriter.WriteVector3(new Vector3(
  425. float.Parse(assetParts[7]), float.Parse(assetParts[8]), float.Parse(assetParts[9])
  426. ));
  427. SerializeAttachPoint(binaryWriter);
  428. binaryWriter.Write(shadowCasting);
  429. binaryWriter.Write(assetName);
  430. }
  431. }
  432. }
  433. private static void SerializeEffect(string[] strArray4, BinaryWriter binaryWriter)
  434. {
  435. binaryWriter.Write("EFFECT");
  436. if (strArray4 != null)
  437. {
  438. // bloom
  439. binaryWriter.Write("EFFECT_BLOOM");
  440. binaryWriter.Write(float.Parse(strArray4[2])); // intensity
  441. binaryWriter.Write((int)float.Parse(strArray4[3])); // blur iterations
  442. binaryWriter.WriteColour(new Color( // bloom threshold colour
  443. float.Parse(strArray4[4]), float.Parse(strArray4[5]), float.Parse(strArray4[6]), 1f
  444. ));
  445. binaryWriter.Write(int.Parse(strArray4[7]) == 1); // hdr
  446. binaryWriter.Write(int.Parse(strArray4[1]) == 1); // active
  447. // vignetting
  448. binaryWriter.Write("EFFECT_VIGNETTE");
  449. binaryWriter.Write(float.Parse(strArray4[9])); // intensity
  450. binaryWriter.Write(float.Parse(strArray4[10])); // blur
  451. binaryWriter.Write(float.Parse(strArray4[11])); // blur spread
  452. binaryWriter.Write(float.Parse(strArray4[12])); // chromatic aberration
  453. binaryWriter.Write(int.Parse(strArray4[8]) == 1); // active
  454. // bokashi
  455. // TODO: implement bokashi in MPS
  456. float bokashi = float.Parse(strArray4[13]);
  457. // TODO: implement sepia in MPS too
  458. if (strArray4.Length > 15)
  459. {
  460. binaryWriter.Write("EFFECT_DOF");
  461. binaryWriter.Write(float.Parse(strArray4[16])); // focal length
  462. binaryWriter.Write(float.Parse(strArray4[17])); // focal size
  463. binaryWriter.Write(float.Parse(strArray4[18])); // aperture
  464. binaryWriter.Write(float.Parse(strArray4[19])); // max blur size
  465. binaryWriter.Write(int.Parse(strArray4[20]) == 1); // visualize focus
  466. binaryWriter.Write(int.Parse(strArray4[15]) == 1); // active
  467. binaryWriter.Write("EFFECT_FOG");
  468. binaryWriter.Write(float.Parse(strArray4[22])); // fog distance
  469. binaryWriter.Write(float.Parse(strArray4[23])); // density
  470. binaryWriter.Write(float.Parse(strArray4[24])); // height scale
  471. binaryWriter.Write(float.Parse(strArray4[25])); // height
  472. binaryWriter.WriteColour(new Color( // fog colour
  473. float.Parse(strArray4[26]), float.Parse(strArray4[27]), float.Parse(strArray4[28]), 1f
  474. ));
  475. binaryWriter.Write(int.Parse(strArray4[21]) == 1); // active
  476. }
  477. }
  478. binaryWriter.Write("END_EFFECT");
  479. }
  480. private static void SerializeMessage(string[] strArray3, BinaryWriter binaryWriter)
  481. {
  482. binaryWriter.Write("TEXTBOX");
  483. bool showingMessage = false;
  484. string name = "Maid";
  485. string message = "Hello world";
  486. if (strArray3.Length > 16)
  487. {
  488. showingMessage = int.Parse(strArray3[34]) == 1;
  489. name = strArray3[35];
  490. message = strArray3[36].Replace("&kaigyo", "\n");
  491. // MM does not serialize message font size
  492. }
  493. binaryWriter.Write(showingMessage);
  494. binaryWriter.Write(25);
  495. binaryWriter.WriteNullableString(name);
  496. binaryWriter.WriteNullableString(message);
  497. }
  498. private static void SerializeLights(string[] strArray3, string[] strArray4, string[] strArray5, string[] strArray7, BinaryWriter binaryWriter)
  499. {
  500. // Lights
  501. binaryWriter.Write("LIGHT");
  502. int numberOfLights = 1;
  503. numberOfLights += strArray5 == null ? 0 : strArray5.Length - 1;
  504. binaryWriter.Write(numberOfLights);
  505. if (strArray3.Length > 16)
  506. {
  507. // Main Light
  508. /*
  509. 0 = Directional
  510. 1 = Spot
  511. 2 = Point
  512. 3 = Directional (Colour Mode)
  513. */
  514. int lightType = int.Parse(strArray3[17]);
  515. Color lightColour = new Color(
  516. float.Parse(strArray3[18]), float.Parse(strArray3[19]), float.Parse(strArray3[20]), 1f
  517. );
  518. Quaternion lightRotation = Quaternion.Euler(
  519. float.Parse(strArray3[21]), float.Parse(strArray3[22]), float.Parse(strArray3[23])
  520. );
  521. // MM uses spotAngle for both range and spotAngle based on which light type is used
  522. float intensity = float.Parse(strArray3[24]);
  523. float spotAngle = float.Parse(strArray3[25]);
  524. float range = lightType == 2 ? spotAngle / 5f : spotAngle; ;
  525. float shadowStrength = 0.098f;
  526. if (strArray4 != null) shadowStrength = float.Parse(strArray4[0]);
  527. for (int i = 0; i < 3; i++)
  528. {
  529. if (i == lightType || (i == 0 && lightType == 3))
  530. {
  531. SerializeLightProperty(
  532. binaryWriter, lightRotation, lightColour, intensity, spotAngle, range, shadowStrength
  533. );
  534. }
  535. else SerializeDefaultLight(binaryWriter);
  536. }
  537. if (strArray7 != null)
  538. {
  539. binaryWriter.WriteVector3(Utility.Vector3String(strArray7[0]));
  540. }
  541. else binaryWriter.WriteVector3(new Vector3(0f, 1.9f, 0.4f));
  542. binaryWriter.Write(lightType == 3 ? 0 : lightType);
  543. binaryWriter.Write(lightType == 3);
  544. binaryWriter.Write(false);
  545. // lightKage[0] is the only value that's serialized
  546. }
  547. if (strArray5 != null)
  548. {
  549. int otherLights = strArray5.Length - 1;
  550. for (int i = 0; i < otherLights; i++)
  551. {
  552. string[] lightProperties = strArray5[i].Split(',');
  553. int lightType = int.Parse(lightProperties[0]);
  554. Color lightColour = new Color(
  555. float.Parse(lightProperties[1]), float.Parse(lightProperties[2]),
  556. float.Parse(lightProperties[3]), 1f
  557. );
  558. Quaternion lightRotation = Quaternion.Euler(
  559. float.Parse(lightProperties[4]), float.Parse(lightProperties[5]), 18f
  560. );
  561. float intensity = float.Parse(lightProperties[6]);
  562. float spotAngle = float.Parse(lightProperties[7]);
  563. float range = lightType == 2 ? spotAngle / 5f : spotAngle;
  564. float shadowStrength = 0.098f;
  565. for (int j = 0; j < 3; j++)
  566. {
  567. if (j == lightType)
  568. {
  569. SerializeLightProperty(
  570. binaryWriter, lightRotation, lightColour, intensity, spotAngle, range, shadowStrength
  571. );
  572. }
  573. else SerializeDefaultLight(binaryWriter);
  574. }
  575. if (strArray7 != null)
  576. {
  577. binaryWriter.WriteVector3(Utility.Vector3String(strArray7[i + 1]));
  578. }
  579. else binaryWriter.WriteVector3(new Vector3(0f, 1.9f, 0.4f));
  580. binaryWriter.Write(lightType == 3 ? 0 : lightType);
  581. binaryWriter.Write(false);
  582. binaryWriter.Write(lightType == 3);
  583. }
  584. }
  585. }
  586. private static void SerializeEnvironment(string[] data, BinaryWriter binaryWriter, bool kankyo)
  587. {
  588. binaryWriter.Write("ENVIRONMENT");
  589. int bgIndex;
  590. string bgAsset = "Theater";
  591. if (!int.TryParse(data[2], out bgIndex))
  592. {
  593. bgAsset = data[2].Replace(" ", "_");
  594. }
  595. binaryWriter.Write(bgAsset);
  596. binaryWriter.WriteVector3(new Vector3(
  597. float.Parse(data[6]), float.Parse(data[7]), float.Parse(data[8])
  598. ));
  599. binaryWriter.WriteQuaternion(Quaternion.Euler(
  600. float.Parse(data[3]), float.Parse(data[4]), float.Parse(data[5])
  601. ));
  602. binaryWriter.WriteVector3(new Vector3(
  603. float.Parse(data[9]), float.Parse(data[10]), float.Parse(data[11])
  604. ));
  605. binaryWriter.Write(kankyo);
  606. Vector3 cameraTargetPos = new Vector3(0f, 0.9f, 0f);
  607. float cameraDistance = 3f;
  608. Quaternion cameraRotation = Quaternion.identity;
  609. if (data.Length > 16)
  610. {
  611. cameraTargetPos = new Vector3(
  612. float.Parse(data[27]), float.Parse(data[28]), float.Parse(data[29])
  613. );
  614. cameraDistance = float.Parse(data[30]);
  615. cameraRotation = Quaternion.Euler(
  616. float.Parse(data[31]), float.Parse(data[32]), float.Parse(data[33])
  617. );
  618. }
  619. binaryWriter.WriteVector3(cameraTargetPos);
  620. binaryWriter.Write(cameraDistance);
  621. binaryWriter.WriteQuaternion(cameraRotation);
  622. }
  623. public static void SerializeAttachPoint(BinaryWriter binaryWriter)
  624. {
  625. binaryWriter.Write(0);
  626. binaryWriter.Write(-1);
  627. }
  628. public static void SerializeDefaultLight(BinaryWriter binaryWriter)
  629. {
  630. SerializeLightProperty(binaryWriter, Quaternion.Euler(40f, 180f, 0f), Color.white);
  631. }
  632. public static void SerializeLightProperty(
  633. BinaryWriter binaryWriter,
  634. Quaternion rotation, Color colour, float intensity = 0.95f, float range = 50f,
  635. float spotAngle = 50f, float shadowStrength = 0.1f
  636. )
  637. {
  638. binaryWriter.WriteQuaternion(rotation);
  639. binaryWriter.Write(intensity);
  640. binaryWriter.Write(range);
  641. binaryWriter.Write(spotAngle);
  642. binaryWriter.Write(shadowStrength);
  643. binaryWriter.WriteColour(colour);
  644. }
  645. }
  646. public static class BinaryExtensions
  647. {
  648. public static void WriteVector3(this BinaryWriter binaryWriter, Vector3 vector3)
  649. {
  650. binaryWriter.Write(vector3.x);
  651. binaryWriter.Write(vector3.y);
  652. binaryWriter.Write(vector3.z);
  653. }
  654. public static void WriteQuaternion(this BinaryWriter binaryWriter, Quaternion quaternion)
  655. {
  656. binaryWriter.Write(quaternion.x);
  657. binaryWriter.Write(quaternion.y);
  658. binaryWriter.Write(quaternion.z);
  659. binaryWriter.Write(quaternion.w);
  660. }
  661. public static void WriteColour(this BinaryWriter binaryWriter, UnityEngine.Color colour)
  662. {
  663. binaryWriter.Write(colour.r);
  664. binaryWriter.Write(colour.g);
  665. binaryWriter.Write(colour.b);
  666. binaryWriter.Write(colour.a);
  667. }
  668. public static void WriteNullableString(this BinaryWriter binaryWriter, string str)
  669. {
  670. binaryWriter.Write(str != null);
  671. if (str != null) binaryWriter.Write(str);
  672. }
  673. }
  674. public static class Utility
  675. {
  676. public static Quaternion EulerString(string euler)
  677. {
  678. string[] data = euler.Split(',');
  679. return Quaternion.Euler(
  680. float.Parse(data[0]), float.Parse(data[1]), float.Parse(data[2])
  681. );
  682. }
  683. public static Vector3 Vector3String(string vector3)
  684. {
  685. string[] data = vector3.Split(',');
  686. return new Vector3(
  687. float.Parse(data[0]), float.Parse(data[1]), float.Parse(data[2])
  688. );
  689. }
  690. }
  691. }