Beispiel #1
0
        private static void ConvertSETItem(List <COL> newcollist, SETItem item, bool solid, int ind)
        {
            NJS_OBJECT obj = new NJS_OBJECT()
            {
                Scale = new Vertex(1, 1, 1), Name = item.InternalName + " " + ind
            };
            BasicAttach attach = new BasicAttach();

            obj.Attach = attach;
            foreach (ModelTransform mt in item.GetObjectDefinition().GetModels(item, new MatrixStack()))
            {
                MatrixStack transform = new MatrixStack();
                transform.LoadMatrix(mt.Transform);
                ProcessModel(mt.Model.Clone(), transform, attach);
            }
            attach.ProcessVertexData();
            attach.CalculateBounds();
            COL col = new COL()
            {
                Model = obj, SurfaceFlags = SurfaceFlags.Visible
            };

            if (solid)
            {
                col.SurfaceFlags |= SurfaceFlags.Solid | SurfaceFlags.Unclimbable;
            }
            col.CalculateBounds();
            ConvertCOL(newcollist, new Dictionary <string, Attach>(), col);
        }
Beispiel #2
0
 /// <summary>
 /// Creates a Levelitem from an external file.
 /// </summary>
 /// <param name="dev">Current Direct3D device.</param>
 /// <param name="filePath">location of the file to use.</param>
 /// <param name="position">Position to place the resulting model (worldspace).</param>
 /// <param name="rotation">Rotation to apply to the model.</param>
 public LevelItem(Device dev, string filePath, Vertex position, Rotation rotation, int index, EditorItemSelection selectionManager)
     : base(selectionManager)
 {
     this.index = index;
     COL = new COL
     {
         Model = new NJS_OBJECT
         {
             Position = position,
             Rotation = rotation
         }
     };
     ImportModel(filePath, dev);
     COL.CalculateBounds();
     Paste();
 }
Beispiel #3
0
 /// <summary>
 /// Creates a Levelitem from an external file.
 /// </summary>
 /// <param name="dev">Current Direct3D device.</param>
 /// <param name="filePath">location of the file to use.</param>
 /// <param name="position">Position to place the resulting model (worldspace).</param>
 /// <param name="rotation">Rotation to apply to the model.</param>
 public LevelItem(Device dev, string filePath, Vertex position, Rotation rotation, int index, EditorItemSelection selectionManager)
     : base(selectionManager)
 {
     this.index = index;
     COL        = new COL
     {
         Model = new NJS_OBJECT
         {
             Position = position,
             Rotation = rotation
         }
     };
     ImportModel(filePath, dev);
     COL.CalculateBounds();
     Paste();
 }
Beispiel #4
0
        /// <summary>
        /// Creates a Levelitem from an external file.
        /// </summary>
        /// <param name="dev">Current Direct3D device.</param>
        /// <param name="filePath">location of the file to use.</param>
        /// <param name="position">Position to place the resulting model (worldspace).</param>
        /// <param name="rotation">Rotation to apply to the model.</param>
        public LevelItem(string filePath, Vertex position, Rotation rotation, int index, EditorItemSelection selectionManager, bool legacyImport = false)
            : base(selectionManager)
        {
            this.index = index;
            COL        = new COL
            {
                Model = new NJS_OBJECT
                {
                    Position = position,
                    Rotation = rotation
                }
            };
            ImportModel(filePath, legacyImport);
            COL.CalculateBounds();
            Paste();

            GetHandleMatrix();
        }
Beispiel #5
0
 /// <summary>
 /// Creates a new instance of an existing item with the specified position and rotation.
 /// </summary>
 /// <param name="attach">Attach to use for this levelItem</param>
 /// <param name="position">Position in worldspace to place this LevelItem.</param>
 /// <param name="rotation">Rotation.</param>
 public LevelItem(Device dev, Attach attach, Vertex position, Rotation rotation, int index, EditorItemSelection selectionManager)
     : base(selectionManager)
 {
     this.index = index;
     COL        = new COL
     {
         Model = new NJS_OBJECT
         {
             Attach   = attach,
             Position = position,
             Rotation = rotation
         }
     };
     Visible = true;
     Solid   = true;
     COL.CalculateBounds();
     Mesh = COL.Model.Attach.CreateD3DMesh(dev);
     Paste();
 }
Beispiel #6
0
        static void Main(string[] args)
        {
            Environment.CurrentDirectory = @"C:\SONICADVENTUREDX\Projects\ECPort";

            List <BMPInfo> textures  = new List <BMPInfo>(TextureArchive.GetTextures(@"C:\SONICADVENTUREDX\system\BEACH01.PVM"));
            LandTable      landTable = LandTable.LoadFromFile(@"Levels\Emerald Coast\Act 1\LandTable.sa1lvl");

            texmap = new Dictionary <int, int>();
            BMPInfo[] newtexs = TextureArchive.GetTextures(@"C:\SONICADVENTUREDX\system\BEACH03.PVM");
            for (int i = 0; i < newtexs.Length; i++)
            {
                BMPInfo found = textures.FirstOrDefault(a => a.Name.Equals(newtexs[i].Name));
                if (found == null)
                {
                    texmap[i] = textures.Count;
                    textures.Add(newtexs[i]);
                }
                else
                {
                    texmap[i] = textures.IndexOf(found);
                }
            }
            foreach (COL col in LandTable.LoadFromFile(@"Levels\Emerald Coast\Act 3\LandTable.sa1lvl").COL)
            {
                foreach (NJS_MATERIAL mat in ((BasicAttach)col.Model.Attach).Material)
                {
                    mat.TextureID = texmap[mat.TextureID];
                }
                landTable.COL.Add(col);
            }
            texmap  = new Dictionary <int, int>();
            newtexs = TextureArchive.GetTextures(@"C:\SONICADVENTUREDX\system\BEACH02.PVM");
            for (int i = 0; i < newtexs.Length; i++)
            {
                BMPInfo found = textures.FirstOrDefault(a => a.Name.Equals(newtexs[i].Name));
                if (found == null)
                {
                    texmap[i] = textures.Count;
                    textures.Add(newtexs[i]);
                }
                else
                {
                    texmap[i] = textures.IndexOf(found);
                }
            }
            foreach (COL col in LandTable.LoadFromFile(@"Levels\Emerald Coast\Act 2\LandTable.sa1lvl").COL)
            {
                col.Bounds.Center.Z  -= 2000;
                col.Model.Position.Z -= 2000;
                foreach (NJS_MATERIAL mat in ((BasicAttach)col.Model.Attach).Material)
                {
                    mat.TextureID = texmap[mat.TextureID];
                }
                landTable.COL.Add(col);
            }

            texmap  = new Dictionary <int, int>();
            newtexs = TextureArchive.GetTextures(@"C:\SONICADVENTUREDX\system\OBJ_BEACH.PVM");
            for (int i = 0; i < newtexs.Length; i++)
            {
                BMPInfo found = textures.FirstOrDefault(a => a.Name.Equals(newtexs[i].Name));
                if (found == null)
                {
                    texmap[i] = textures.Count;
                    textures.Add(newtexs[i]);
                }
                else
                {
                    texmap[i] = textures.IndexOf(found);
                }
            }

            PAKFile     pak       = new PAKFile();
            List <byte> inf       = new List <byte>();
            string      filenoext = "beach01";
            string      longdir   = "..\\..\\..\\sonic2\\resource\\gd_pc\\prs\\" + filenoext;

            using (System.Windows.Forms.Panel panel = new System.Windows.Forms.Panel())
                using (Direct3D d3d = new Direct3D())
                    using (Device dev = new Device(d3d, 0, DeviceType.Hardware, panel.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters(640, 480)))
                    {
                        for (int i = 0; i < textures.Count; i++)
                        {
                            using (Texture tex = textures[i].Image.ToTexture(dev))
                                using (DataStream str = Surface.ToStream(tex.GetSurfaceLevel(0), ImageFileFormat.Dds))
                                    using (MemoryStream ms = new MemoryStream())
                                    {
                                        str.CopyTo(ms);
                                        pak.Files.Add(new PAKFile.File(filenoext + '\\' + Path.ChangeExtension(textures[i].Name, ".dds"), longdir + '\\' + Path.ChangeExtension(textures[i].Name, ".dds"), ms.ToArray()));
                                    }
                            int infsz = inf.Count;
                            inf.AddRange(Encoding.ASCII.GetBytes(Path.ChangeExtension(textures[i].Name, null)));
                            inf.AddRange(new byte[0x1C - (inf.Count - infsz)]);
                            inf.AddRange(BitConverter.GetBytes(i + 200));
                            inf.AddRange(BitConverter.GetBytes(0));
                            inf.AddRange(BitConverter.GetBytes(0));
                            inf.AddRange(BitConverter.GetBytes(0));
                            inf.AddRange(BitConverter.GetBytes(textures[i].Image.Width));
                            inf.AddRange(BitConverter.GetBytes(textures[i].Image.Height));
                            inf.AddRange(BitConverter.GetBytes(0));
                            inf.AddRange(BitConverter.GetBytes(0x80000000));
                        }
                    }
            pak.Files.Insert(0, new PAKFile.File(filenoext + '\\' + filenoext + ".inf", longdir + '\\' + filenoext + ".inf", inf.ToArray()));
            pak.Save(@"C:\Program Files (x86)\Steam\steamapps\common\Sonic Adventure 2\mods\Emerald Coast\gd_PC\PRS\beach01.pak");

            List <COL> newcollist = new List <COL>();
            Dictionary <string, Attach> visitedAttaches = new Dictionary <string, Attach>();

            foreach (COL col in landTable.COL.Where((col) => col.Model != null && col.Model.Attach != null))
            {
                ConvertCOL(newcollist, visitedAttaches, col);
            }
            landTable.COL = newcollist;

            Console.WriteLine("Loading Object Definitions:");
            Console.WriteLine("Parsing...");

            LevelData.ObjDefs = new List <ObjectDefinition>();
            Dictionary <string, ObjectData> objdefini =
                IniSerializer.Deserialize <Dictionary <string, ObjectData> >("objdefs.ini");

            List <ObjectData> objectErrors = new List <ObjectData>();

            ObjectListEntry[] objlstini = ObjectList.Load(@"Levels\Emerald Coast\Object List.ini", false);
            Directory.CreateDirectory("dllcache").Attributes |= FileAttributes.Hidden;

            List <KeyValuePair <string, string> > compileErrors = new List <KeyValuePair <string, string> >();

            for (int ID = 0; ID < objlstini.Length; ID++)
            {
                string codeaddr = objlstini[ID].CodeString;

                if (!objdefini.ContainsKey(codeaddr))
                {
                    codeaddr = "0";
                }

                ObjectData       defgroup = objdefini[codeaddr];
                ObjectDefinition def;

                if (!string.IsNullOrEmpty(defgroup.CodeFile))
                {
                    Console.WriteLine("Compiling: " + defgroup.CodeFile);


                    def = CompileObjectDefinition(defgroup, out bool errorOccured, out string errorText);

                    if (errorOccured)
                    {
                        KeyValuePair <string, string> errorValue = new KeyValuePair <string, string>(
                            defgroup.CodeFile, errorText);

                        compileErrors.Add(errorValue);
                    }
                }
                else
                {
                    def = new DefaultObjectDefinition();
                }

                LevelData.ObjDefs.Add(def);

                // The only reason .Model is checked for null is for objects that don't yet have any
                // models defined for them. It would be annoying seeing that error all the time!
                if (string.IsNullOrEmpty(defgroup.CodeFile) && !string.IsNullOrEmpty(defgroup.Model))
                {
                    Console.WriteLine("Loading: " + defgroup.Model);
                    // Otherwise, if the model file doesn't exist and/or no texture file is defined,
                    // load the "default object" instead ("?").
                    if (!File.Exists(defgroup.Model))
                    {
                        ObjectData error = new ObjectData {
                            Name = defgroup.Name, Model = defgroup.Model, Texture = defgroup.Texture
                        };
                        objectErrors.Add(error);
                        defgroup.Model = null;
                    }
                }

                def.Init(defgroup, objlstini[ID].Name);
                def.SetInternalName(objlstini[ID].Name);
            }

            // Checks if there have been any errors added to the error list and does its thing
            // This thing is a mess. If anyone can think of a cleaner way to do this, be my guest.
            if (objectErrors.Count > 0)
            {
                int           count        = objectErrors.Count;
                List <string> errorStrings = new List <string> {
                    "The following objects failed to load:"
                };

                foreach (ObjectData o in objectErrors)
                {
                    bool texEmpty  = string.IsNullOrEmpty(o.Texture);
                    bool texExists = (!string.IsNullOrEmpty(o.Texture) && LevelData.Textures.ContainsKey(o.Texture));
                    errorStrings.Add("");
                    errorStrings.Add("Object:\t\t" + o.Name);
                    errorStrings.Add("\tModel:");
                    errorStrings.Add("\t\tName:\t" + o.Model);
                    errorStrings.Add("\t\tExists:\t" + File.Exists(o.Model));
                    errorStrings.Add("\tTexture:");
                    errorStrings.Add("\t\tName:\t" + ((texEmpty) ? "(N/A)" : o.Texture));
                    errorStrings.Add("\t\tExists:\t" + texExists);
                }

                // TODO: Proper logging. Who knows where this file may end up
                File.WriteAllLines("SADXLVL2.log", errorStrings.ToArray());
            }

            // Loading SET Layout
            Console.WriteLine("Loading SET items", "Initializing...");

            List <SETItem> setlist = new List <SETItem>();

            SonicRetro.SAModel.SAEditorCommon.UI.EditorItemSelection selection = new SonicRetro.SAModel.SAEditorCommon.UI.EditorItemSelection();
            if (LevelData.ObjDefs.Count > 0)
            {
                string setstr = @"C:\SONICADVENTUREDX\Projects\ECPort\system\SET0100S.BIN";
                if (File.Exists(setstr))
                {
                    Console.WriteLine("SET: " + setstr.Replace(Environment.CurrentDirectory, ""));

                    setlist = SETItem.Load(setstr, selection);
                }
                setstr = @"C:\SONICADVENTUREDX\Projects\ECPort\system\SET0102B.BIN";
                if (File.Exists(setstr))
                {
                    Console.WriteLine("SET: " + setstr.Replace(Environment.CurrentDirectory, ""));

                    setlist.AddRange(SETItem.Load(setstr, selection));
                }
                setstr = @"C:\SONICADVENTUREDX\Projects\ECPort\system\SET0101S.BIN";
                if (File.Exists(setstr))
                {
                    Console.WriteLine("SET: " + setstr.Replace(Environment.CurrentDirectory, ""));

                    List <SETItem> newlist = SETItem.Load(setstr, selection);
                    foreach (SETItem item in newlist)
                    {
                        item.Position.Z -= 2000;
                    }
                    setlist.AddRange(newlist);
                }
            }

            MatrixStack         transform = new MatrixStack();
            List <SETItem>      add       = new List <SETItem>();
            List <SETItem>      del       = new List <SETItem>();
            List <PalmtreeData> trees     = new List <PalmtreeData>();

            foreach (SETItem item in setlist)
            {
                switch (item.ID)
                {
                case 0xD:                         // item box
                    item.ID      = 0xA;
                    item.Scale.X = itemboxmap[(int)item.Scale.X];
                    break;

                case 0x15:                         // ring group to rings
                    for (int i = 0; i < Math.Min(item.Scale.X + 1, 8); i++)
                    {
                        if (item.Scale.Z == 1)                                 // circle
                        {
                            double  v4 = i * 360.0;
                            Vector3 v7 = new Vector3(
                                ObjectHelper.NJSin((int)(v4 / item.Scale.X * 65536.0 * 0.002777777777777778)) * item.Scale.Y,
                                0,
                                ObjectHelper.NJCos((int)(v4 / item.Scale.X * 65536.0 * 0.002777777777777778)) * item.Scale.Y);
                            transform.Push();
                            transform.NJTranslate(item.Position);
                            transform.NJRotateObject(item.Rotation);
                            Vector3 pos = Vector3.TransformCoordinate(v7, transform.Top);
                            transform.Pop();
                            add.Add(new SETItem(0, selection)
                            {
                                Position = pos.ToVertex()
                            });
                        }
                        else                                 // line
                        {
                            transform.Push();
                            transform.NJTranslate(item.Position);
                            transform.NJRotateObject(item.Rotation);
                            double v5;
                            if (i % 2 == 1)
                            {
                                v5 = i * item.Scale.Y * -0.5;
                            }
                            else
                            {
                                v5 = Math.Ceiling(i * 0.5) * item.Scale.Y;
                            }
                            Vector3 pos = Vector3.TransformCoordinate(new Vector3(0, 0, (float)v5), transform.Top);
                            transform.Pop();
                            add.Add(new SETItem(0, selection)
                            {
                                Position = pos.ToVertex()
                            });
                        }
                    }
                    del.Add(item);
                    break;

                case 0x1A:                         // tikal -> omochao
                    item.ID          = 0x19;
                    item.Position.Y += 3;
                    break;

                case 0x1D:                         // kiki
                    item.ID       = 0x5B;
                    item.Rotation = new Rotation();
                    item.Scale    = new Vertex();
                    break;

                case 0x1F:                         // sweep ->beetle
                    item.ID       = 0x38;
                    item.Rotation = new Rotation();
                    item.Scale    = new Vertex(1, 0, 0);
                    break;

                case 0x28:                         // launch ramp
                    item.ID       = 6;
                    item.Scale.X /= 2.75f;
                    item.Scale.Z  = 0.799999952316284f;
                    break;

                case 0x4F:                         // updraft
                    item.ID      = 0x35;
                    item.Scale.X = Math.Max(Math.Min(item.Scale.X, 200), 10) / 2;
                    item.Scale.Y = Math.Max(Math.Min(item.Scale.Y, 200), 10) / 2;
                    item.Scale.Z = Math.Max(Math.Min(item.Scale.Z, 200), 10) / 2;
                    break;

                case 0x52:                         // item box air
                    item.ID      = 0xB;
                    item.Scale.X = itemboxmap[(int)item.Scale.X];
                    break;

                // palm trees
                case 32:
                case 33:
                case 34:
                case 35:
                    trees.Add(new PalmtreeData((byte)(item.ID - 32), item.Position, item.Rotation));
                    del.Add(item);
                    break;

                // nonsolid objects
                case 47:
                case 48:
                case 49:
                case 50:
                case 51:
                case 52:
                case 59:
                case 62:
                case 63:
                case 64:
                case 70:
                    ConvertSETItem(newcollist, item, false, setlist.IndexOf(item));
                    del.Add(item);
                    break;

                // solid objects
                case 36:
                case 37:
                case 39:
                case 41:
                case 42:
                case 43:
                case 44:
                case 45:
                case 46:
                case 54:
                case 58:
                case 66:
                case 71:
                case 72:
                case 73:
                case 74:
                    ConvertSETItem(newcollist, item, true, setlist.IndexOf(item));
                    del.Add(item);
                    break;

                case 81:                         // goal
                    item.ID          = 0xE;
                    item.Position.Y += 30;
                    break;

                default:
                    if (idmap.ContainsKey(item.ID))
                    {
                        item.ID = idmap[item.ID];
                    }
                    else
                    {
                        del.Add(item);
                    }
                    break;
                }
            }
            setlist.AddRange(add);
            foreach (SETItem item in del)
            {
                setlist.Remove(item);
            }
            setlist.Add(new SETItem(0x55, selection)
            {
                Position = new Vertex(6158.6f, -88f, 2384.97f), Scale = new Vertex(3, 0, 0)
            });
            {
                COL col = new COL()
                {
                    Model = new ModelFile(@"E:\Bridge Model.sa1mdl").Model, SurfaceFlags = SurfaceFlags.Visible
                };
                col.Model.Position = new Vertex(2803, -1, 365);
                foreach (NJS_MATERIAL mat in ((BasicAttach)col.Model.Attach).Material)
                {
                    mat.TextureID = texmap[mat.TextureID];
                }
                col.Model.ProcessVertexData();
                col.CalculateBounds();
                ConvertCOL(newcollist, new Dictionary <string, Attach>(), col);
                col = new COL()
                {
                    Model = new ModelFile(@"E:\Bridge Model COL.sa1mdl").Model, SurfaceFlags = SurfaceFlags.Solid
                };
                col.Model.Position = new Vertex(2803, -1, 365);
                col.Model.ProcessVertexData();
                col.CalculateBounds();
                newcollist.Add(col);
                col = new COL()
                {
                    Model = new ModelFile(@"E:\BridgeSegment0.sa1mdl").Model, SurfaceFlags = SurfaceFlags.Solid
                };
                col.Model.ProcessVertexData();
                col.CalculateBounds();
                newcollist.Add(col);
                col = new COL()
                {
                    Model = new ModelFile(@"E:\BridgeSegment1.sa1mdl").Model, SurfaceFlags = SurfaceFlags.Solid
                };
                col.Model.ProcessVertexData();
                col.CalculateBounds();
                newcollist.Add(col);
                col = new COL()
                {
                    Model = new ModelFile(@"E:\BridgeSegment2.sa1mdl").Model, SurfaceFlags = SurfaceFlags.Solid
                };
                col.Model.ProcessVertexData();
                col.CalculateBounds();
                newcollist.Add(col);
                col = new COL()
                {
                    Model = new ModelFile(@"E:\BridgeSegment3.sa1mdl").Model, SurfaceFlags = SurfaceFlags.Solid
                };
                col.Model.ProcessVertexData();
                col.CalculateBounds();
                newcollist.Add(col);
            }
            landTable.SaveToFile(@"C:\Program Files (x86)\Steam\steamapps\common\Sonic Adventure 2\mods\Emerald Coast\LandTable.sa2lvl", LandTableFormat.SA2);
            ByteConverter.BigEndian = true;
            SETItem.Save(setlist, @"C:\Program Files (x86)\Steam\steamapps\common\Sonic Adventure 2\mods\Emerald Coast\gd_PC\set0013_s.bin");
            for (int i = 0; i < 4; i++)
            {
                ModelFile modelFile = new ModelFile($@"C:\SONICADVENTUREDX\Projects\Test\Objects\Levels\Emerald Coast\YASI{i}.sa1mdl");
                foreach (BasicAttach attach in modelFile.Model.GetObjects().Where(a => a.Attach != null).Select(a => a.Attach))
                {
                    foreach (NJS_MATERIAL mat in attach.Material)
                    {
                        mat.TextureID = texmap[mat.TextureID];
                    }
                }
                modelFile.SaveToFile($@"C:\Program Files (x86)\Steam\steamapps\common\Sonic Adventure 2\mods\Emerald Coast\YASI{i}.sa1mdl");
            }
            using (StreamWriter sw = File.CreateText(@"E:\Documents\Visual Studio 2017\Projects\LevelTest\LevelTest\pt.c"))
                sw.WriteLine(string.Join(",\r\n", trees));
        }
Beispiel #7
0
 public void Save()
 {
     COL.CalculateBounds();
 }
Beispiel #8
0
 public void CalculateBounds()
 {
     COL.CalculateBounds();
     COL.Model.Attach.CalculateBounds();
 }
Beispiel #9
0
 /// <summary>
 /// Creates a new instance of an existing item with the specified position and rotation.
 /// </summary>
 /// <param name="attach">Attach to use for this levelItem</param>
 /// <param name="position">Position in worldspace to place this LevelItem.</param>
 /// <param name="rotation">Rotation.</param>
 public LevelItem(Device dev, Attach attach, Vertex position, Rotation rotation, int index, EditorItemSelection selectionManager)
     : base(selectionManager)
 {
     this.index = index;
     COL = new COL
     {
         Model = new NJS_OBJECT
         {
             Attach = attach,
             Position = position,
             Rotation = rotation
         }
     };
     Visible = true;
     Solid = true;
     COL.CalculateBounds();
     Mesh = COL.Model.Attach.CreateD3DMesh(dev);
     Paste();
 }
Beispiel #10
0
 public void CalculateBounds()
 {
     COL.CalculateBounds();
     COL.Model.Attach.CalculateBounds();
     LevelData.InvalidateRenderState();
 }