using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Toolbox; using System.Windows.Forms; using Toolbox.Library; using Toolbox.Library.IO; using OpenTK; namespace FirstPlugin { //Information on this file from noclip //https://github.com/magcius/noclip.website/blob/master/src/oot3d/zsi.ts public class ZSI : TreeNodeFile, IFileFormat { public FileType FileType { get; set; } = FileType.Archive; public bool CanSave { get; set; } public string[] Description { get; set; } = new string[] { "Zelda Scene Information (OOT3D/MM3D)" }; public string[] Extension { get; set; } = new string[] { "*.zsi" }; public string FileName { get; set; } public string FilePath { get; set; } public IFileInfo IFileInfo { get; set; } public bool CanAddFiles { get; set; } public bool CanRenameFiles { get; set; } public bool CanReplaceFiles { get; set; } public bool CanDeleteFiles { get; set; } public bool Identify(System.IO.Stream stream) { using (var reader = new Toolbox.Library.IO.FileReader(stream, true)) { return reader.CheckSignature(4, "ZSI\x01") || reader.CheckSignature(4, "ZSI\x09"); } } public Type[] Types { get { List types = new List(); return types.ToArray(); } } public GameVersion Version; public enum GameVersion { OOT3D, MM3D, } public enum HeaderCommands : uint { Actor = 0x01, Collision = 0x03, Rooms = 0x04, Mesh = 0x0A, DoorActor = 0x0E, SkyboxSettings = 0x11, End = 0x14, MultiSetup = 0x18, EnvironmentSettings = 0x0F, } public class EnvironmentSettings { public Vector3 AmbientLightColor; public Vector3 PrimaryLightDir; public Vector3 PrimaryLightColor; public Vector3 SecondaryLightDir; public Vector3 SecondaryLightColor; public Vector3 FogColor; public float FogStar; public float DrawDistance; } public void Load(System.IO.Stream stream) { Text = FileName; using (var reader = new FileReader(stream)) { reader.ByteOrder = Syroot.BinaryData.ByteOrder.LittleEndian; string Signature = reader.ReadString(4, Encoding.ASCII); switch (Signature) { case "ZSI\x01": Version = GameVersion.OOT3D; break; default: Version = GameVersion.MM3D; break; } string CodeName = reader.ReadString(0x0C); Console.WriteLine("Version " + Version); var Rooms = ReadRoomHeaders(reader, Version); foreach (var room in Rooms) LoadRooms(room, this); //ReadSceneHeaders(reader, Version); } } private void LoadRooms(RoomSetup roomSetup, TreeNode parentNode) { TreeNode RoomNode = new TreeNode("Room"); parentNode.Nodes.Add(RoomNode); foreach (var mesh in roomSetup.Meshes) RoomNode.Nodes.Add(mesh); foreach (var room in roomSetup.SubSetups) LoadRooms(room, parentNode); } public class Scene { public List RoomSetups = new List(); public List EnvironmentSettings = new List(); public List Doors = new List(); public List Rooms = new List(); } private Scene ReadSceneHeaders(FileReader reader, GameVersion version) { Scene scene = new Scene(); int offset = 0; long pos = reader.Position; while (true) { reader.SeekBegin(pos + offset); offset += 8; reader.SetByteOrder(true); uint cmd1 = reader.ReadUInt32(); reader.SetByteOrder(false); uint cmd2 = reader.ReadUInt32(); var cmdType = cmd1 >> 24; if (cmdType == (uint)HeaderCommands.End) break; reader.SeekBegin(pos + cmd2); switch (cmdType) { case (uint)HeaderCommands.EnvironmentSettings: int numEnvironmentSettings = ((int)cmd1 >> 16) & 0xFF; scene.EnvironmentSettings = ReadEnvironmentSettings(reader, version, numEnvironmentSettings); break; case (uint)HeaderCommands.DoorActor: int numDoorActors = ((int)cmd1 >> 16) & 0xFF; scene.Doors = ReadDoorActors(reader, version, numDoorActors); break; case (uint)HeaderCommands.Rooms: int numRooms = ((int)cmd1 >> 16) & 0xFF; scene.Rooms = ReadRooms(reader, version, numRooms); break; case (uint)HeaderCommands.SkyboxSettings: break; } } return scene; } public List ReadEnvironmentSettings(FileReader reader, GameVersion version, int numSettings) { List settings = new List(); for (int i = 0; i < numSettings; i++) { EnvironmentSettings setting = new EnvironmentSettings(); settings.Add(setting); } return settings; } public List ReadDoorActors(FileReader reader, GameVersion version, int numActors) { List actors = new List(); for (int i = 0; i < numActors; i++) { DoorActor actor = new DoorActor(); actor.RoomFront = reader.ReadByte(); actor.TransitionEffectFront = reader.ReadByte(); actor.RoomBack = reader.ReadByte(); actor.TransitionEffectBack = reader.ReadByte(); actor.ActorID = reader.ReadUInt16(); actor.PositionX = reader.ReadUInt16(); actor.PositionY = reader.ReadUInt16(); actor.PositionZ = reader.ReadUInt16(); actor.RotationY = reader.ReadUInt16(); actor.Variable = reader.ReadUInt16(); actors.Add(actor); } return actors; } private List ReadRooms(FileReader reader, GameVersion version, int numRooms) { List rooms = new List(); var roomSize = version == GameVersion.OOT3D ? 0x44 : 0x34; long pos = reader.Position; for (int i = 0; i < numRooms; i++) { reader.SeekBegin(pos + (i * roomSize)); rooms.Add(reader.ReadZeroTerminatedString()); } return rooms; } private List ReadRoomHeaders(FileReader reader, GameVersion version) { List roomSetups = new List(); int offset = 0; long pos = reader.Position; while (true) { reader.SeekBegin(pos + offset); offset += 8; reader.SetByteOrder(true); uint cmd1 = reader.ReadUInt32(); reader.SetByteOrder(false); uint cmd2 = reader.ReadUInt32(); var cmdType = cmd1 >> 24; if (cmdType == (uint)HeaderCommands.End) break; RoomSetup setup = new RoomSetup(); roomSetups.Add(setup); Console.WriteLine((HeaderCommands)cmdType); switch (cmdType) { case (uint)HeaderCommands.MultiSetup: { int numSetups = ((int)cmd1 >> 16) & 0xFF; reader.SeekBegin(pos + cmd2); for (int i = 0; i < numSetups; i++) { uint setupOffset = reader.ReadUInt32(); if (setupOffset == 0) continue; using (reader.TemporarySeek(setupOffset, System.IO.SeekOrigin.Begin)) { var subsetups = ReadRoomHeaders(reader, version); setup.SubSetups.AddRange(subsetups); } } } break; case (uint)HeaderCommands.Actor: { int numActors = ((int)cmd1 >> 16) & 0xFF; reader.SeekBegin(pos + cmd2); setup.Actors = ReadActors(reader, version, numActors); } break; case (uint)HeaderCommands.Mesh: { reader.SeekBegin(pos + cmd2); setup.Meshes = ReadMesh(reader); } break; } } return roomSetups; } private List ReadActors(FileReader reader, GameVersion verion, int numActors) { List actors = new List(); long pos = reader.Position; for (int i = 0; i < numActors; i++) { Actor actor = new Actor(); ushort actorFlags = reader.ReadUInt16(); actor.ActorID = (ushort)(actorFlags & 0xFF); actor.PositionX = reader.ReadUInt16(); actor.PositionY = reader.ReadUInt16(); actor.PositionZ = reader.ReadUInt16(); actor.RotationX = reader.ReadUInt16(); actor.RotationY = reader.ReadUInt16(); actor.RotationZ = reader.ReadUInt16(); actor.Variable = reader.ReadUInt16(); var timeSpawnFlags = 0xFF; if (verion == GameVersion.OOT3D) { float rotScale = 180 / 0x7FFF; } else { float rotX = actor.RotationX >> 7; float rotY = actor.RotationY >> 7; float rotZ = actor.RotationZ >> 7; } actors.Add(actor); } return actors; } private List ReadMesh(FileReader reader ) { List Models = new List(); reader.SetByteOrder(true); uint flags = reader.ReadUInt32(); reader.SetByteOrder(false); int meshType = ((int)flags >> 24); int numMeshes = ((int)flags >> 16) & 0xFF; int meshOffset = reader.ReadInt32(); if (numMeshes == 0x00) return Models; //There should be 1 or 2 meshes, (opaque and transparent) if (numMeshes != 2 && numMeshes != 1) throw new Exception($"Unexpected mesh count {numMeshes}. Expected 1 or 2"); if (meshType != 2) throw new Exception($"Unexpected mesh tye {meshType}. Expected 2"); reader.SeekBegin(meshOffset + 32); //Relative to end of header uint magic = reader.ReadUInt32(); uint fileSize = reader.ReadUInt32(); CMB cmb = new CMB(); cmb.IFileInfo = new IFileInfo(); cmb.Load(new System.IO.MemoryStream(reader.getSection((uint)meshOffset + 32, fileSize))); Models.Add(cmb); return Models; } public void Unload() { } public void Save(System.IO.Stream stream) { } public class RoomSetup { public List Actors = new List(); public List SubSetups = new List(); public List Meshes = new List(); } public class DoorActor : Actor { public byte RoomFront { get; set; } public byte TransitionEffectFront { get; set; } public byte RoomBack { get; set; } public byte TransitionEffectBack { get; set; } } public class Actor { public ushort ActorID { get; set; } public ushort PositionX; public ushort PositionY; public ushort PositionZ; public ushort RotationX; public ushort RotationY; public ushort RotationZ; public ushort Variable; } } }