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Converter.bb
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Converter.bb
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Graphics3D 640,480,0,2
AppTitle "Convert SCP-CB rooms (B3D generated by 3DWS) to RMESH"
Const HIT_MAP%=1
Const HIT_PLAYER%=2
Collisions HIT_PLAYER,HIT_MAP,2,2
Function StripPath$(file$)
Local name$=""
If Len(file$)>0
For i=Len(file$) To 1 Step -1
mi$=Mid$(file$,i,1)
If mi$="\" Or mi$="/" Then Return name$
name$=mi$+name$
Next
EndIf
Return name$
End Function
Function StripFilename$(file$)
;Local name$=""
Local mi$=""
Local lastSlash%=0
If Len(file)>0
For i%=1 To Len(file)
mi=Mid(file$,i,1)
If mi="\" Or mi="/" Then
lastSlash=i
EndIf
Next
EndIf
Return Left(file,lastSlash)
End Function
Function EntityScaleX#(entity, globl=False)
If globl Then TFormVector 1,0,0,entity,0 Else TFormVector 1,0,0,entity,GetParent(entity)
Return Sqr(TFormedX()*TFormedX()+TFormedY()*TFormedY()+TFormedZ()*TFormedZ())
End Function
Function EntityScaleY#(entity, globl=False)
If globl Then TFormVector 0,1,0,entity,0 Else TFormVector 0,1,0,entity,GetParent(entity)
Return Sqr(TFormedX()*TFormedX()+TFormedY()*TFormedY()+TFormedZ()*TFormedZ())
End Function
Function EntityScaleZ#(entity, globl=False)
If globl Then TFormVector 0,0,1,entity,0 Else TFormVector 0,0,1,entity,GetParent(entity)
Return Sqr(TFormedX()*TFormedX()+TFormedY()*TFormedY()+TFormedZ()*TFormedZ())
End Function
Function Piece$(s$,entry,char$=" ")
While Instr(s,char+char)
s=Replace(s,char+char,char)
Wend
For n=1 To entry-1
p=Instr(s,char)
s=Right(s,Len(s)-p)
Next
p=Instr(s,char)
If p<1
a$=s
Else
a=Left(s,p-1)
EndIf
Return a
End Function
Function KeyValue$(entity,key$,defaultvalue$="")
properties$=EntityName(entity)
properties$=Replace(properties$,Chr(13),"")
key$=Lower(key)
Repeat
p=Instr(properties,Chr(10))
If p Then test$=(Left(properties,p-1)) Else test=properties
testkey$=Piece(test,1,"=")
testkey=Trim(testkey)
testkey=Replace(testkey,Chr(34),"")
testkey=Lower(testkey)
If testkey=key Then
value$=Piece(test,2,"=")
value$=Trim(value$)
value$=Replace(value$,Chr(34),"")
Return value
EndIf
If Not p Then Return defaultvalue$
properties=Right(properties,Len(properties)-p)
Forever
End Function
Function isAlpha%(tex%) ;detect transparency in textures
Local temp1s$=StripPath(TextureName(tex))
Local temp1i%
If Instr(temp1s,".png")<>0 Or Instr(temp1s,".tga")<>0 Or Instr(temp1s,".tpic")<>0 Then ;texture is PNG or TARGA
LockBuffer(TextureBuffer(tex))
For x%=0 To TextureWidth(tex)-1
For y%=0 To TextureHeight(tex)-1
temp1i=ReadPixelFast(x,y,TextureBuffer(tex))
temp1i=temp1i Shr 24
If temp1i<255 Then
UnlockBuffer(TextureBuffer(tex))
;DebugLog temp1s + " has transparency."
Return 3 ;texture has transparency
EndIf
Next
Next
UnlockBuffer(TextureBuffer(tex))
;DebugLog temp1s + " is opaque."
Return 1 ;texture is opaque
Else If Instr(temp1s,"_lm")<>0 Then ;texture is a lightmap
;DebugLog temp1s + " is a lightmap."
Return 2
EndIf
;DebugLog temp1s + " is opaque."
Return 1 ;texture is opaque
End Function
Function SaveRoomMesh(BaseMesh%,filename$) ;base mesh should be a 3D World Studio mesh
DebugLog filename + "___" + BaseMesh
;If Right(filename, 5)="rmesh" Then filename=Left(filename, Len(filename)-5)+"b3d"
;DebugLog filename
Local node%,classname$
Local surf%,brush%,tex%,texname$
Local temp1i%
Local tempmesh% = BaseMesh
Local f% = WriteFile(filename)
Local drawnmesh% = CreateMesh()
Local hiddenmesh% = CreateMesh()
Local TriggerboxAmount% = 0
Local Triggerbox[128]
Local TriggerboxName$[128]
For c%=1 To CountChildren(tempmesh)
node=GetChild(tempmesh,c)
classname$=Lower(KeyValue(node,"classname"))
Select classname
Case "mesh"
ScaleMesh node,EntityScaleX(node),EntityScaleY(node),EntityScaleZ(node)
RotateMesh node,EntityPitch(node),EntityYaw(node),EntityRoll(node)
PositionMesh node,EntityX(node),EntityY(node),EntityZ(node)
AddMesh node,drawnmesh
Case "brush"
RotateMesh node,EntityPitch(node),EntityYaw(node),EntityRoll(node)
PositionMesh node,EntityX(node),EntityY(node),EntityZ(node)
AddMesh node,drawnmesh
Case "field_hit"
RotateMesh node,EntityPitch(node),EntityYaw(node),EntityRoll(node)
PositionMesh node,EntityX(node),EntityY(node),EntityZ(node)
AddMesh node,hiddenmesh
Case "trigger"
Triggerbox[TriggerboxAmount] = CreateMesh()
RotateMesh node,EntityPitch(node),EntityYaw(node),EntityRoll(node)
PositionMesh node,EntityX(node),EntityY(node),EntityZ(node)
AddMesh node,Triggerbox[TriggerboxAmount]
TriggerboxName[TriggerboxAmount] = String(KeyValue(node,"event","event"),1)
TriggerboxAmount=TriggerboxAmount+1
End Select
Next
If TriggerboxAmount% = 0
WriteString f,"RoomMesh"
Else
WriteString f,"RoomMesh.HasTriggerBox"
EndIf
;WriteString f,"drawn"
WriteInt f,CountSurfaces(drawnmesh) : DebugLog CountSurfaces(drawnmesh)
For i%=1 To CountSurfaces(drawnmesh)
surf=GetSurface(drawnmesh,i)
brush=GetSurfaceBrush(surf)
tex=0
tex=GetBrushTexture(brush,0)
If tex<>0 Then
WriteByte(f,isAlpha(tex))
texname=TextureName(tex)
WriteString f,StripPath(texname)
FreeTexture tex
Else
WriteByte(f,0)
EndIf
tex=0
tex=GetBrushTexture(brush,1)
If tex<>0 Then
WriteByte(f,isAlpha(tex))
texname=TextureName(tex)
WriteString f,StripPath(texname)
FreeTexture tex
Else
WriteByte(f,0)
EndIf
FreeBrush brush
WriteInt f,CountVertices(surf)
For j%=0 To CountVertices(surf)-1
;world coords
WriteFloat f,VertexX(surf,j)
WriteFloat f,VertexY(surf,j)
WriteFloat f,VertexZ(surf,j)
;texture coords
WriteFloat f,VertexU(surf,j,0)
WriteFloat f,VertexV(surf,j,0)
WriteFloat f,VertexU(surf,j,1)
WriteFloat f,VertexV(surf,j,1)
;colors
WriteByte f,VertexRed(surf,j)
WriteByte f,VertexGreen(surf,j)
WriteByte f,VertexBlue(surf,j)
Next
WriteInt f,CountTriangles(surf)
For j%=0 To CountTriangles(surf)-1
WriteInt f,TriangleVertex(surf,j,0)
WriteInt f,TriangleVertex(surf,j,1)
WriteInt f,TriangleVertex(surf,j,2)
Next
Next
;WriteString f,"hidden"
WriteInt f,CountSurfaces(hiddenmesh) : DebugLog CountSurfaces(hiddenmesh)
For i%=1 To CountSurfaces(hiddenmesh)
surf=GetSurface(hiddenmesh,i)
WriteInt f,CountVertices(surf)
For j%=0 To CountVertices(surf)-1
;world coords
WriteFloat f,VertexX(surf,j)
WriteFloat f,VertexY(surf,j)
WriteFloat f,VertexZ(surf,j)
Next
WriteInt f,CountTriangles(surf)
For j%=0 To CountTriangles(surf)-1
WriteInt f,TriangleVertex(surf,j,0)
WriteInt f,TriangleVertex(surf,j,1)
WriteInt f,TriangleVertex(surf,j,2)
Next
Next
If TriggerboxAmount > 0
WriteInt f,TriggerboxAmount
For z=0 To TriggerboxAmount-1
WriteInt f,CountSurfaces(Triggerbox[z]) : DebugLog CountSurfaces(Triggerbox[z])
For i%=1 To CountSurfaces(Triggerbox[z])
surf=GetSurface(Triggerbox[z],i)
WriteInt f,CountVertices(surf)
For j%=0 To CountVertices(surf)-1
;world coords
WriteFloat f,VertexX(surf,j)
WriteFloat f,VertexY(surf,j)
WriteFloat f,VertexZ(surf,j)
Next
WriteInt f,CountTriangles(surf)
For j%=0 To CountTriangles(surf)-1
WriteInt f,TriangleVertex(surf,j,0)
WriteInt f,TriangleVertex(surf,j,1)
WriteInt f,TriangleVertex(surf,j,2)
Next
Next
WriteString f,TriggerboxName[z]
Next
EndIf
;WriteString f,"point_ents"
temp1i=0
For c%=1 To CountChildren(tempmesh)
node=GetChild(tempmesh,c)
classname$=Lower(KeyValue(node,"classname"))
Select classname
Case "screen","waypoint","light","spotlight","soundemitter","playerstart","model"
temp1i=temp1i+1
End Select
Next
WriteInt f,temp1i
For c%=1 To CountChildren(tempmesh)
node=GetChild(tempmesh,c)
classname$=Lower(KeyValue(node,"classname"))
Select classname
Case "screen"
WriteString f,classname
WriteFloat f,EntityX(node)
WriteFloat f,EntityY(node)
WriteFloat f,EntityZ(node)
WriteString f,KeyValue(node,"imgpath","")
Case "waypoint"
WriteString f,classname
WriteFloat f,EntityX(node)
WriteFloat f,EntityY(node)
WriteFloat f,EntityZ(node)
Case "light"
WriteString f,classname
WriteFloat f,EntityX(node)
WriteFloat f,EntityY(node)
WriteFloat f,EntityZ(node)
WriteFloat f,Float(KeyValue(node,"range","1"))
WriteString f,KeyValue(node,"color","255 255 255")
WriteFloat f,Float(KeyValue(node,"intensity","1.0"))
Case "spotlight"
WriteString f,classname
WriteFloat f,EntityX(node)
WriteFloat f,EntityY(node)
WriteFloat f,EntityZ(node)
WriteFloat f,Float(KeyValue(node,"range","1"))
WriteString f,KeyValue(node,"color","255 255 255")
WriteFloat f,Float(KeyValue(node,"intensity","1.0"))
WriteString f,KeyValue(node,"angles","0 0 0")
WriteInt f,Int(KeyValue(node,"innerconeangle",""))
WriteInt f,Int(KeyValue(node,"outerconeangle",""))
Case "soundemitter"
WriteString f,classname
WriteFloat f,EntityX(node)
WriteFloat f,EntityY(node)
WriteFloat f,EntityZ(node)
WriteInt f,Int(KeyValue(node,"sound","0"))
WriteFloat f,Float(KeyValue(node,"range","1"))
Case "playerstart"
WriteString f,classname
WriteFloat f,EntityX(node)
WriteFloat f,EntityY(node)
WriteFloat f,EntityZ(node)
WriteString f,KeyValue(node,"angles","0 0 0")
Case "model"
WriteString f,classname
WriteString f,KeyValue(node,"file","")
WriteFloat f,EntityX(node)
WriteFloat f,EntityY(node)
WriteFloat f,EntityZ(node)
WriteFloat f,EntityPitch(node)
WriteFloat f,EntityYaw(node)
WriteFloat f,EntityRoll(node)
WriteFloat f,EntityScaleX(node)
WriteFloat f,EntityScaleY(node)
WriteFloat f,EntityScaleZ(node)
End Select
Next
WriteString f,"EOF"
CloseFile f
FreeEntity drawnmesh
FreeEntity hiddenmesh
End Function
;INI-funktiot:
Function GetINIString$(file$, section$, parameter$)
Local TemporaryString$ = ""
Local f = ReadFile(file)
While Not Eof(f)
If ReadLine(f) = "["+section+"]" Then
Repeat
TemporaryString = ReadLine(f)
If Trim( Left(TemporaryString, Max(Instr(TemporaryString,"=")-1,0)) ) = parameter Then
CloseFile f
Return Trim( Right(TemporaryString,Len(TemporaryString)-Instr(TemporaryString,"=")) )
EndIf
Until Left(TemporaryString,1) = "[" Or Eof(f)
CloseFile f
Return ""
EndIf
Wend
CloseFile f
End Function
Function GetINIInt%(file$, section$, parameter$)
Local strtemp$ = Lower(GetINIString(file$, section$, parameter$))
Select strtemp
Case "true"
Return 1
Case "false"
Return 0
Default
Return Int(strtemp)
End Select
Return
End Function
Function GetINIFloat#(file$, section$, parameter$)
Return GetINIString(file$, section$, parameter$)
End Function
Function PutINIValue%(INI_sAppName$, INI_sSection$, INI_sKey$, INI_sValue$)
; Returns: True (Success) or False (Failed)
INI_sSection = "[" + Trim$(INI_sSection) + "]"
INI_sUpperSection$ = Upper$(INI_sSection)
INI_sKey = Trim$(INI_sKey)
INI_sValue = Trim$(INI_sValue)
INI_sFilename$ = CurrentDir$() + "\" + INI_sAppName
; Retrieve the INI data (if it exists)
INI_sContents$= INI_FileToString(INI_sFilename)
; (Re)Create the INI file updating/adding the SECTION, KEY and VALUE
INI_bWrittenKey% = False
INI_bSectionFound% = False
INI_sCurrentSection$ = ""
INI_lFileHandle = WriteFile(INI_sFilename)
If INI_lFileHandle = 0 Then Return False ; Create file failed!
INI_lOldPos% = 1
INI_lPos% = Instr(INI_sContents, Chr$(0))
While (INI_lPos <> 0)
INI_sTemp$ =Trim$(Mid$(INI_sContents, INI_lOldPos, (INI_lPos - INI_lOldPos)))
If (INI_sTemp <> "") Then
If Left$(INI_sTemp, 1) = "[" And Right$(INI_sTemp, 1) = "]" Then
; Process SECTION
If (INI_sCurrentSection = INI_sUpperSection) And (INI_bWrittenKey = False) Then
INI_bWrittenKey = INI_CreateKey(INI_lFileHandle, INI_sKey, INI_sValue)
End If
INI_sCurrentSection = Upper$(INI_CreateSection(INI_lFileHandle, INI_sTemp))
If (INI_sCurrentSection = INI_sUpperSection) Then INI_bSectionFound = True
Else
; KEY=VALUE
lEqualsPos% = Instr(INI_sTemp, "=")
If (lEqualsPos <> 0) Then
If (INI_sCurrentSection = INI_sUpperSection) And (Upper$(Trim$(Left$(INI_sTemp, (lEqualsPos - 1)))) = Upper$(INI_sKey)) Then
If (INI_sValue <> "") Then INI_CreateKey INI_lFileHandle, INI_sKey, INI_sValue
INI_bWrittenKey = True
Else
WriteLine INI_lFileHandle, INI_sTemp
End If
End If
End If
End If
; Move through the INI file...
INI_lOldPos = INI_lPos + 1
INI_lPos% = Instr(INI_sContents, Chr$(0), INI_lOldPos)
Wend
; KEY wasn't found in the INI file - Append a new SECTION if required and create our KEY=VALUE line
If (INI_bWrittenKey = False) Then
If (INI_bSectionFound = False) Then INI_CreateSection INI_lFileHandle, INI_sSection
INI_CreateKey INI_lFileHandle, INI_sKey, INI_sValue
End If
CloseFile INI_lFileHandle
Return True ; Success
End Function
Function INI_FileToString$(INI_sFilename$)
INI_sString$ = ""
INI_lFileHandle% = ReadFile(INI_sFilename)
If INI_lFileHandle <> 0 Then
While Not(Eof(INI_lFileHandle))
INI_sString = INI_sString + ReadLine$(INI_lFileHandle) + Chr$(0)
Wend
CloseFile INI_lFileHandle
End If
Return INI_sString
End Function
Function INI_CreateSection$(INI_lFileHandle%, INI_sNewSection$)
If FilePos(INI_lFileHandle) <> 0 Then WriteLine INI_lFileHandle, "" ; Blank line between sections
WriteLine INI_lFileHandle, INI_sNewSection
Return INI_sNewSection
End Function
Function INI_CreateKey%(INI_lFileHandle%, INI_sKey$, INI_sValue$)
WriteLine INI_lFileHandle, INI_sKey + "=" + INI_sValue
Return True
End Function
; matemaattiset funktiot:
Function Min#(a#,b#)
If a < b Then Return a Else Return b
End Function
Function Max#(a#,b#)
If a > b Then Return a Else Return b
End Function
Local state%=0
SetBuffer BackBuffer()
ClsColor 0,0,0
Cls
Color 255,255,255
Text 5,5,"Press a key:"
Text 5,25,"1 - Convert B3D (generated by 3D World Studio) to RMESH"
Text 5,45,"2 - Convert a specific B3D (generated by 3D World Studio) to RMESH"
Text 5,65,"3 - Reset rooms.ini to use B3D meshes"
Text 5,85,"ESC - Close without doing anything"
Flip
While (Not KeyHit(1))
If KeyHit(2) Or KeyHit(79) Then state=1 : Exit
If KeyHit(3) Or KeyHit(80) Then state=2 : Exit
If KeyHit(4) Or KeyHit(81) Then state=3 : Exit
Wend
Local Stri$,TemporaryString$,f%
Type INIConvert
Field file$
Field section$
Field key$
Field value$
End Type
Local ic.INIConvert
If state=1 Then ;convert B3D to Rmesh
If FileSize("Data\rooms_b3d.ini")=0 Then
CopyFile "Data\rooms.ini","Data\rooms_b3d.ini"
EndIf
f%=ReadFile("Data\rooms.ini")
While Not Eof(f)
TemporaryString = Trim(ReadLine(f))
If Left(TemporaryString,1) = "[" Then
TemporaryString = Mid(TemporaryString, 2, Len(TemporaryString) - 2)
If TemporaryString <> "room ambience" Then
Stri=GetINIString("Data\rooms.ini",TemporaryString,"mesh path")
mesh=LoadAnimMesh(Stri)
SaveRoomMesh(mesh,Replace(Stri,".b3d",".rmesh"))
Cls
Text 5,5,"Converted "+Chr(34)+Stri+Chr(34)
Flip
ic.INIConvert=New INIConvert
ic\file="Data\rooms.ini"
ic\section=TemporaryString
ic\key="mesh path"
ic\value=Replace(Stri,".b3d",".rmesh")
;PutINIValue("Data\rooms.ini",TemporaryString,"mesh path",Replace(Stri,".b3d",".rmesh"))
EndIf
EndIf
Wend
For ic.INIConvert=Each INIConvert
PutINIValue(ic\file,ic\section,ic\key,ic\value)
Next
Cls
Text 5,5,"Conversion complete"
Flip
Delay 1000
CloseFile f
Else If state=2
Cls
Flip
FlushKeys()
Stri=Input("Path for the room to be converted: ")
mesh=LoadAnimMesh(Stri)
SaveRoomMesh(mesh,Replace(Stri,".b3d",".rmesh"))
Cls
Text 5,5,"Conversion of "+Stri+" complete"
Flip
Delay 1000
Else If state=3
f%=ReadFile("Data\rooms.ini")
While Not Eof(f)
TemporaryString = Trim(ReadLine(f))
If Left(TemporaryString,1) = "[" Then
TemporaryString = Mid(TemporaryString, 2, Len(TemporaryString) - 2)
If TemporaryString <> "room ambience" Then
Stri=GetINIString("Data\rooms.ini",TemporaryString,"mesh path")
ic.INIConvert=New INIConvert
ic\file="Data\rooms.ini"
ic\section=TemporaryString
ic\key="mesh path"
ic\value=Replace(Stri,".rmesh",".b3d")
;PutINIValue("Data\rooms.ini",TemporaryString,"mesh path",Replace(Stri,".rmesh",".b3d"))
EndIf
EndIf
Wend
For ic.INIConvert=Each INIConvert
PutINIValue(ic\file,ic\section,ic\key,ic\value)
Next
Cls
Text 5,5,"Reset complete"
Flip
Delay 1000
CloseFile(f)
EndIf
;~IDEal Editor Parameters:
;~F#9#19#29#2E#33#38#49#5F#18A#19F#1AD#1B1#202#210#218#220#224#23B
;~C#Blitz3D