e14b092aa7
This isn't 100% finished yet. I intend to add some better API for reading specific attributes, as well as write support (of course!)
1022 lines
36 KiB
C#
1022 lines
36 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using RobloxFiles.Enums;
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using RobloxFiles.DataTypes;
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namespace RobloxFiles.BinaryFormat.Chunks
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{
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public class PROP : IBinaryFileChunk
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{
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public string Name { get; internal set; }
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public int ClassIndex { get; internal set; }
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public string ClassName { get; private set; }
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public PropertyType Type { get; internal set; }
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public byte TypeId
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{
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get { return (byte)Type; }
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internal set { Type = (PropertyType)value; }
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}
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public override string ToString()
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{
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return $"{Type} {ClassName}.{Name}";
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}
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public void LoadFromReader(BinaryRobloxFileReader reader)
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{
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BinaryRobloxFile file = reader.File;
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ClassIndex = reader.ReadInt32();
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Name = reader.ReadString();
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byte propType = reader.ReadByte();
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Type = (PropertyType)propType;
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INST inst = file.Classes[ClassIndex];
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ClassName = inst.ClassName;
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Property[] props = new Property[inst.NumInstances];
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var ids = inst.InstanceIds;
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int instCount = inst.NumInstances;
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for (int i = 0; i < instCount; i++)
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{
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int id = ids[i];
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Instance instance = file.Instances[id];
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Property prop = new Property(instance, this);
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props[i] = prop;
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instance.AddProperty(ref prop);
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}
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// Setup some short-hand functions for actions used during the read procedure.
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var readInts = new Func<int[]>(() => reader.ReadInts(instCount));
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var readFloats = new Func<float[]>(() => reader.ReadFloats(instCount));
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var readProperties = new Action<Func<int, object>>(read =>
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{
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for (int i = 0; i < instCount; i++)
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{
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object result = read(i);
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props[i].Value = result;
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}
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});
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// Read the property data based on the property type.
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switch (Type)
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{
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case PropertyType.String:
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readProperties(i =>
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{
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string value = reader.ReadString();
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// Leave an access point for the original byte sequence, in case this is a BinaryString.
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// This will allow the developer to read the sequence without any mangling from C# strings.
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byte[] buffer = reader.GetLastStringBuffer();
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props[i].RawBuffer = buffer;
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// Check if this is going to be casted as a BinaryString.
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// BinaryStrings should use a type of byte[] instead.
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if (Name == "AttributesSerialize")
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return buffer;
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Property prop = props[i];
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Instance instance = prop.Instance;
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Type instType = instance.GetType();
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FieldInfo field = instType.GetField(Name);
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if (field != null)
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{
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object result = value;
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Type fieldType = field.FieldType;
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if (fieldType == typeof(byte[]))
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result = buffer;
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return result;
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}
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else
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{
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return value;
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}
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});
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break;
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case PropertyType.Bool:
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readProperties(i => reader.ReadBoolean());
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break;
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case PropertyType.Int:
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int[] ints = readInts();
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readProperties(i => ints[i]);
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break;
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case PropertyType.Float:
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float[] floats = readFloats();
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readProperties(i => floats[i]);
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break;
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case PropertyType.Double:
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readProperties(i => reader.ReadDouble());
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break;
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case PropertyType.UDim:
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float[] UDim_Scales = readFloats();
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int[] UDim_Offsets = readInts();
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readProperties(i =>
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{
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float scale = UDim_Scales[i];
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int offset = UDim_Offsets[i];
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return new UDim(scale, offset);
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});
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break;
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case PropertyType.UDim2:
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float[] UDim2_Scales_X = readFloats(),
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UDim2_Scales_Y = readFloats();
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int[] UDim2_Offsets_X = readInts(),
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UDim2_Offsets_Y = readInts();
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readProperties(i =>
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{
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float scaleX = UDim2_Scales_X[i],
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scaleY = UDim2_Scales_Y[i];
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int offsetX = UDim2_Offsets_X[i],
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offsetY = UDim2_Offsets_Y[i];
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return new UDim2(scaleX, offsetX, scaleY, offsetY);
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});
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break;
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case PropertyType.Ray:
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readProperties(i =>
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{
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float posX = reader.ReadFloat(),
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posY = reader.ReadFloat(),
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posZ = reader.ReadFloat();
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float dirX = reader.ReadFloat(),
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dirY = reader.ReadFloat(),
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dirZ = reader.ReadFloat();
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Vector3 origin = new Vector3(posX, posY, posZ);
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Vector3 direction = new Vector3(dirX, dirY, dirZ);
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return new Ray(origin, direction);
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});
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break;
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case PropertyType.Faces:
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readProperties(i =>
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{
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byte faces = reader.ReadByte();
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return (Faces)faces;
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});
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break;
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case PropertyType.Axes:
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readProperties(i =>
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{
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byte axes = reader.ReadByte();
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return (Axes)axes;
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});
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break;
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case PropertyType.BrickColor:
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int[] BrickColorIds = readInts();
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readProperties(i =>
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{
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int number = BrickColorIds[i];
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return BrickColor.FromNumber(number);
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});
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break;
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case PropertyType.Color3:
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float[] Color3_R = readFloats(),
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Color3_G = readFloats(),
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Color3_B = readFloats();
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readProperties(i =>
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{
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float r = Color3_R[i],
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g = Color3_G[i],
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b = Color3_B[i];
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return new Color3(r, g, b);
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});
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break;
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case PropertyType.Vector2:
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float[] Vector2_X = readFloats(),
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Vector2_Y = readFloats();
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readProperties(i =>
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{
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float x = Vector2_X[i],
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y = Vector2_Y[i];
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return new Vector2(x, y);
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});
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break;
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case PropertyType.Vector3:
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float[] Vector3_X = readFloats(),
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Vector3_Y = readFloats(),
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Vector3_Z = readFloats();
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readProperties(i =>
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{
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float x = Vector3_X[i],
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y = Vector3_Y[i],
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z = Vector3_Z[i];
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return new Vector3(x, y, z);
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});
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break;
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case PropertyType.CFrame:
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case PropertyType.Quaternion:
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// Temporarily load the rotation matrices into their properties.
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// We'll update them to CFrames once we iterate over the position data.
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float[][] matrices = new float[instCount][];
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for (int i = 0; i < instCount; i++)
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{
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byte rawOrientId = reader.ReadByte();
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if (rawOrientId > 0)
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{
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// Make sure this value is in a safe range.
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int orientId = (rawOrientId - 1) % 36;
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NormalId xColumn = (NormalId)(orientId / 6);
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Vector3 R0 = Vector3.FromNormalId(xColumn);
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NormalId yColumn = (NormalId)(orientId % 6);
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Vector3 R1 = Vector3.FromNormalId(yColumn);
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// Compute R2 using the cross product of R0 and R1.
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Vector3 R2 = R0.Cross(R1);
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// Generate the rotation matrix.
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matrices[i] = new float[9]
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{
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R0.X, R0.Y, R0.Z,
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R1.X, R1.Y, R1.Z,
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R2.X, R2.Y, R2.Z,
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};
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}
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else if (Type == PropertyType.Quaternion)
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{
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float qx = reader.ReadFloat(), qy = reader.ReadFloat(),
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qz = reader.ReadFloat(), qw = reader.ReadFloat();
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Quaternion quaternion = new Quaternion(qx, qy, qz, qw);
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var rotation = quaternion.ToCFrame();
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matrices[i] = rotation.GetComponents();
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}
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else
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{
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float[] matrix = new float[9];
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for (int m = 0; m < 9; m++)
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{
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float value = reader.ReadFloat();
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matrix[m] = value;
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}
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matrices[i] = matrix;
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}
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}
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float[] CFrame_X = readFloats(),
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CFrame_Y = readFloats(),
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CFrame_Z = readFloats();
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readProperties(i =>
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{
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float[] matrix = matrices[i];
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float x = CFrame_X[i],
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y = CFrame_Y[i],
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z = CFrame_Z[i];
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float[] components;
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if (matrix.Length == 12)
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{
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matrix[0] = x;
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matrix[1] = y;
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matrix[2] = z;
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components = matrix;
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}
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else
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{
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float[] position = new float[3] { x, y, z };
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components = position.Concat(matrix).ToArray();
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}
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return new CFrame(components);
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});
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break;
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case PropertyType.Enum:
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uint[] enums = reader.ReadUInts(instCount);
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readProperties(i =>
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{
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Property prop = props[i];
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Instance instance = prop.Instance;
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Type instType = instance.GetType();
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uint value = enums[i];
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try
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{
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FieldInfo info = instType.GetField(Name, Property.BindingFlags);
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return Enum.Parse(info.FieldType, value.ToInvariantString());
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}
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catch
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{
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Console.WriteLine($"Enum cast failed for {inst.ClassName}.{Name} using value {value}!");
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return value;
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}
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});
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break;
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case PropertyType.Ref:
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var instIds = reader.ReadInstanceIds(instCount);
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readProperties(i =>
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{
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int instId = instIds[i];
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return instId >= 0 ? file.Instances[instId] : null;
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});
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break;
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case PropertyType.Vector3int16:
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readProperties(i =>
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{
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short x = reader.ReadInt16(),
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y = reader.ReadInt16(),
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z = reader.ReadInt16();
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return new Vector3int16(x, y, z);
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});
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break;
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case PropertyType.NumberSequence:
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readProperties(i =>
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{
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int numKeys = reader.ReadInt32();
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var keypoints = new NumberSequenceKeypoint[numKeys];
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for (int key = 0; key < numKeys; key++)
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{
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float Time = reader.ReadFloat(),
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Value = reader.ReadFloat(),
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Envelope = reader.ReadFloat();
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keypoints[key] = new NumberSequenceKeypoint(Time, Value, Envelope);
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}
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return new NumberSequence(keypoints);
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});
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break;
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case PropertyType.ColorSequence:
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readProperties(i =>
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{
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int numKeys = reader.ReadInt32();
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var keypoints = new ColorSequenceKeypoint[numKeys];
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for (int key = 0; key < numKeys; key++)
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{
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float Time = reader.ReadFloat(),
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R = reader.ReadFloat(),
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G = reader.ReadFloat(),
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B = reader.ReadFloat();
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Color3 Value = new Color3(R, G, B);
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int Envelope = reader.ReadInt32();
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keypoints[key] = new ColorSequenceKeypoint(Time, Value, Envelope);
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}
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return new ColorSequence(keypoints);
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});
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break;
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case PropertyType.NumberRange:
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readProperties(i =>
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{
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float min = reader.ReadFloat();
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float max = reader.ReadFloat();
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return new NumberRange(min, max);
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});
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break;
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case PropertyType.Rect:
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float[] Rect_X0 = readFloats(), Rect_Y0 = readFloats(),
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Rect_X1 = readFloats(), Rect_Y1 = readFloats();
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readProperties(i =>
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{
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float x0 = Rect_X0[i], y0 = Rect_Y0[i],
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x1 = Rect_X1[i], y1 = Rect_Y1[i];
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return new Rect(x0, y0, x1, y1);
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});
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break;
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case PropertyType.PhysicalProperties:
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readProperties(i =>
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{
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bool custom = reader.ReadBoolean();
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if (custom)
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{
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float Density = reader.ReadFloat(),
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Friction = reader.ReadFloat(),
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Elasticity = reader.ReadFloat(),
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FrictionWeight = reader.ReadFloat(),
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ElasticityWeight = reader.ReadFloat();
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return new PhysicalProperties
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(
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Density,
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Friction,
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Elasticity,
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FrictionWeight,
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ElasticityWeight
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);
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}
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return null;
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});
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break;
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case PropertyType.Color3uint8:
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byte[] Color3uint8_R = reader.ReadBytes(instCount),
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Color3uint8_G = reader.ReadBytes(instCount),
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Color3uint8_B = reader.ReadBytes(instCount);
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readProperties(i =>
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{
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byte r = Color3uint8_R[i],
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g = Color3uint8_G[i],
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b = Color3uint8_B[i];
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Color3uint8 result = Color3.FromRGB(r, g, b);
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return result;
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});
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break;
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case PropertyType.Int64:
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long[] Int64s = reader.ReadInterleaved(instCount, (buffer, start) =>
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{
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long result = BitConverter.ToInt64(buffer, start);
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return (long)((ulong)result >> 1) ^ (-(result & 1));
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});
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readProperties(i => Int64s[i]);
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break;
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case PropertyType.SharedString:
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uint[] SharedKeys = reader.ReadUInts(instCount);
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readProperties(i =>
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{
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uint key = SharedKeys[i];
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return file.SharedStrings[key];
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});
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break;
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default:
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Console.WriteLine("Unhandled property type: {0}!", Type);
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break;
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//
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}
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reader.Dispose();
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}
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internal static Dictionary<string, PROP> CollectProperties(BinaryRobloxFileWriter writer, INST inst)
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{
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BinaryRobloxFile file = writer.File;
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var propMap = new Dictionary<string, PROP>();
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foreach (int instId in inst.InstanceIds)
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{
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Instance instance = file.Instances[instId];
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var props = instance.RefreshProperties();
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foreach (string propName in props.Keys)
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{
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if (!propMap.ContainsKey(propName))
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{
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Property prop = props[propName];
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PROP propChunk = new PROP()
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{
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Name = prop.Name,
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Type = prop.Type,
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ClassIndex = inst.ClassIndex
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};
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propMap.Add(propName, propChunk);
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}
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}
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}
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return propMap;
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}
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public BinaryRobloxFileChunk SaveAsChunk(BinaryRobloxFileWriter writer)
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{
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BinaryRobloxFile file = writer.File;
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INST inst = file.Classes[ClassIndex];
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var props = new List<Property>();
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foreach (int instId in inst.InstanceIds)
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{
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Instance instance = file.Instances[instId];
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Property prop = instance.Properties[Name];
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if (prop == null)
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throw new Exception($"Property {Name} must be defined in {instance.GetFullName()}!");
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else if (prop.Type != Type)
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throw new Exception($"Property {Name} is not using the correct type in {instance.GetFullName()}!");
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prop.CurrentWriter = writer;
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props.Add(prop);
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}
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writer.StartWritingChunk(this);
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writer.Write(ClassIndex);
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writer.WriteString(Name);
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writer.Write(TypeId);
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switch (Type)
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{
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case PropertyType.String:
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props.ForEach(prop =>
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{
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byte[] buffer = prop.HasRawBuffer ? prop.RawBuffer : null;
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if (buffer == null)
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{
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string value = prop.CastValue<string>();
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buffer = Encoding.UTF8.GetBytes(value);
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}
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writer.Write(buffer.Length);
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writer.Write(buffer);
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});
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break;
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case PropertyType.Bool:
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props.ForEach(prop =>
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{
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bool value = prop.CastValue<bool>();
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writer.Write(value);
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});
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break;
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case PropertyType.Int:
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var ints = new List<int>();
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props.ForEach(prop =>
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{
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int value = prop.CastValue<int>();
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ints.Add(value);
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});
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|
|
writer.WriteInts(ints);
|
|
break;
|
|
case PropertyType.Float:
|
|
var floats = new List<float>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
float value = prop.CastValue<float>();
|
|
floats.Add(value);
|
|
});
|
|
|
|
writer.WriteFloats(floats);
|
|
break;
|
|
case PropertyType.Double:
|
|
props.ForEach(prop => prop.WriteValue<double>());
|
|
break;
|
|
case PropertyType.UDim:
|
|
var UDim_Scales = new List<float>();
|
|
var UDim_Offsets = new List<int>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
UDim value = prop.CastValue<UDim>();
|
|
UDim_Scales.Add(value.Scale);
|
|
UDim_Offsets.Add(value.Offset);
|
|
});
|
|
|
|
writer.WriteFloats(UDim_Scales);
|
|
writer.WriteInts(UDim_Offsets);
|
|
|
|
break;
|
|
case PropertyType.UDim2:
|
|
var UDim2_Scales_X = new List<float>();
|
|
var UDim2_Scales_Y = new List<float>();
|
|
|
|
var UDim2_Offsets_X = new List<int>();
|
|
var UDim2_Offsets_Y = new List<int>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
UDim2 value = prop.CastValue<UDim2>();
|
|
|
|
UDim2_Scales_X.Add(value.X.Scale);
|
|
UDim2_Scales_Y.Add(value.Y.Scale);
|
|
|
|
UDim2_Offsets_X.Add(value.X.Offset);
|
|
UDim2_Offsets_Y.Add(value.Y.Offset);
|
|
});
|
|
|
|
writer.WriteFloats(UDim2_Scales_X);
|
|
writer.WriteFloats(UDim2_Scales_Y);
|
|
|
|
writer.WriteInts(UDim2_Offsets_X);
|
|
writer.WriteInts(UDim2_Offsets_Y);
|
|
|
|
break;
|
|
case PropertyType.Ray:
|
|
props.ForEach(prop =>
|
|
{
|
|
Ray ray = prop.CastValue<Ray>();
|
|
|
|
Vector3 pos = ray.Origin;
|
|
writer.Write(pos.X);
|
|
writer.Write(pos.Y);
|
|
writer.Write(pos.Z);
|
|
|
|
Vector3 dir = ray.Direction;
|
|
writer.Write(dir.X);
|
|
writer.Write(dir.Y);
|
|
writer.Write(dir.Z);
|
|
});
|
|
|
|
break;
|
|
case PropertyType.Faces:
|
|
case PropertyType.Axes:
|
|
props.ForEach(prop => prop.WriteValue<byte>());
|
|
break;
|
|
case PropertyType.BrickColor:
|
|
var BrickColorIds = new List<int>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
BrickColor value = prop.CastValue<BrickColor>();
|
|
BrickColorIds.Add(value.Number);
|
|
});
|
|
|
|
writer.WriteInts(BrickColorIds);
|
|
break;
|
|
case PropertyType.Color3:
|
|
var Color3_R = new List<float>();
|
|
var Color3_G = new List<float>();
|
|
var Color3_B = new List<float>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
Color3 value = prop.CastValue<Color3>();
|
|
Color3_R.Add(value.R);
|
|
Color3_G.Add(value.G);
|
|
Color3_B.Add(value.B);
|
|
});
|
|
|
|
writer.WriteFloats(Color3_R);
|
|
writer.WriteFloats(Color3_G);
|
|
writer.WriteFloats(Color3_B);
|
|
|
|
break;
|
|
case PropertyType.Vector2:
|
|
var Vector2_X = new List<float>();
|
|
var Vector2_Y = new List<float>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
Vector2 value = prop.CastValue<Vector2>();
|
|
Vector2_X.Add(value.X);
|
|
Vector2_Y.Add(value.Y);
|
|
});
|
|
|
|
writer.WriteFloats(Vector2_X);
|
|
writer.WriteFloats(Vector2_Y);
|
|
|
|
break;
|
|
case PropertyType.Vector3:
|
|
var Vector3_X = new List<float>();
|
|
var Vector3_Y = new List<float>();
|
|
var Vector3_Z = new List<float>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
Vector3 value = prop.CastValue<Vector3>();
|
|
Vector3_X.Add(value.X);
|
|
Vector3_Y.Add(value.Y);
|
|
Vector3_Z.Add(value.Z);
|
|
});
|
|
|
|
writer.WriteFloats(Vector3_X);
|
|
writer.WriteFloats(Vector3_Y);
|
|
writer.WriteFloats(Vector3_Z);
|
|
|
|
break;
|
|
case PropertyType.CFrame:
|
|
case PropertyType.Quaternion:
|
|
var CFrame_X = new List<float>();
|
|
var CFrame_Y = new List<float>();
|
|
var CFrame_Z = new List<float>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
CFrame value = null;
|
|
|
|
if (prop.Value is Quaternion)
|
|
{
|
|
Quaternion q = prop.CastValue<Quaternion>();
|
|
value = q.ToCFrame();
|
|
}
|
|
else
|
|
{
|
|
value = prop.CastValue<CFrame>();
|
|
}
|
|
|
|
Vector3 pos = value.Position;
|
|
CFrame_X.Add(pos.X);
|
|
CFrame_Y.Add(pos.Y);
|
|
CFrame_Z.Add(pos.Z);
|
|
|
|
int orientId = value.GetOrientId();
|
|
writer.Write((byte)(orientId + 1));
|
|
|
|
if (orientId == -1)
|
|
{
|
|
if (Type == PropertyType.Quaternion)
|
|
{
|
|
Quaternion quat = new Quaternion(value);
|
|
writer.Write(quat.X);
|
|
writer.Write(quat.Y);
|
|
writer.Write(quat.Z);
|
|
writer.Write(quat.W);
|
|
}
|
|
else
|
|
{
|
|
float[] components = value.GetComponents();
|
|
|
|
for (int i = 3; i < 12; i++)
|
|
{
|
|
float component = components[i];
|
|
writer.Write(component);
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
writer.WriteFloats(CFrame_X);
|
|
writer.WriteFloats(CFrame_Y);
|
|
writer.WriteFloats(CFrame_Z);
|
|
|
|
break;
|
|
case PropertyType.Enum:
|
|
var Enums = new List<uint>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
if (prop.Value is uint)
|
|
{
|
|
uint raw = prop.CastValue<uint>();
|
|
Enums.Add(raw);
|
|
return;
|
|
}
|
|
|
|
int signed = (int)prop.Value;
|
|
uint value = (uint)signed;
|
|
Enums.Add(value);
|
|
});
|
|
|
|
writer.WriteInterleaved(Enums);
|
|
break;
|
|
case PropertyType.Ref:
|
|
var InstanceIds = new List<int>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
int referent = -1;
|
|
|
|
if (prop.Value != null)
|
|
{
|
|
Instance value = prop.CastValue<Instance>();
|
|
referent = int.Parse(value.Referent);
|
|
}
|
|
|
|
InstanceIds.Add(referent);
|
|
});
|
|
|
|
writer.WriteInstanceIds(InstanceIds);
|
|
break;
|
|
case PropertyType.Vector3int16:
|
|
props.ForEach(prop =>
|
|
{
|
|
Vector3int16 value = prop.CastValue<Vector3int16>();
|
|
writer.Write(value.X);
|
|
writer.Write(value.Y);
|
|
writer.Write(value.Z);
|
|
});
|
|
|
|
break;
|
|
case PropertyType.NumberSequence:
|
|
props.ForEach(prop =>
|
|
{
|
|
NumberSequence value = prop.CastValue<NumberSequence>();
|
|
|
|
var keyPoints = value.Keypoints;
|
|
writer.Write(keyPoints.Length);
|
|
|
|
foreach (var keyPoint in keyPoints)
|
|
{
|
|
writer.Write(keyPoint.Time);
|
|
writer.Write(keyPoint.Value);
|
|
writer.Write(keyPoint.Envelope);
|
|
}
|
|
});
|
|
|
|
break;
|
|
case PropertyType.ColorSequence:
|
|
props.ForEach(prop =>
|
|
{
|
|
ColorSequence value = prop.CastValue<ColorSequence>();
|
|
|
|
var keyPoints = value.Keypoints;
|
|
writer.Write(keyPoints.Length);
|
|
|
|
foreach (var keyPoint in keyPoints)
|
|
{
|
|
Color3 color = keyPoint.Value;
|
|
writer.Write(keyPoint.Time);
|
|
|
|
writer.Write(color.R);
|
|
writer.Write(color.G);
|
|
writer.Write(color.B);
|
|
|
|
writer.Write(keyPoint.Envelope);
|
|
}
|
|
});
|
|
|
|
break;
|
|
case PropertyType.NumberRange:
|
|
props.ForEach(prop =>
|
|
{
|
|
NumberRange value = prop.CastValue<NumberRange>();
|
|
writer.Write(value.Min);
|
|
writer.Write(value.Max);
|
|
});
|
|
|
|
break;
|
|
case PropertyType.Rect:
|
|
var Rect_X0 = new List<float>();
|
|
var Rect_Y0 = new List<float>();
|
|
|
|
var Rect_X1 = new List<float>();
|
|
var Rect_Y1 = new List<float>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
Rect value = prop.CastValue<Rect>();
|
|
|
|
Vector2 min = value.Min;
|
|
Rect_X0.Add(min.X);
|
|
Rect_Y0.Add(min.Y);
|
|
|
|
Vector2 max = value.Max;
|
|
Rect_X1.Add(max.X);
|
|
Rect_Y1.Add(max.Y);
|
|
});
|
|
|
|
writer.WriteFloats(Rect_X0);
|
|
writer.WriteFloats(Rect_Y0);
|
|
|
|
writer.WriteFloats(Rect_X1);
|
|
writer.WriteFloats(Rect_Y1);
|
|
|
|
break;
|
|
case PropertyType.PhysicalProperties:
|
|
props.ForEach(prop =>
|
|
{
|
|
bool custom = (prop.Value != null);
|
|
writer.Write(custom);
|
|
|
|
if (custom)
|
|
{
|
|
PhysicalProperties value = prop.CastValue<PhysicalProperties>();
|
|
|
|
writer.Write(value.Density);
|
|
writer.Write(value.Friction);
|
|
writer.Write(value.Elasticity);
|
|
|
|
writer.Write(value.FrictionWeight);
|
|
writer.Write(value.ElasticityWeight);
|
|
}
|
|
});
|
|
|
|
break;
|
|
case PropertyType.Color3uint8:
|
|
var Color3uint8_R = new List<byte>();
|
|
var Color3uint8_G = new List<byte>();
|
|
var Color3uint8_B = new List<byte>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
Color3uint8 value = prop.CastValue<Color3uint8>();
|
|
Color3uint8_R.Add(value.R);
|
|
Color3uint8_G.Add(value.G);
|
|
Color3uint8_B.Add(value.B);
|
|
});
|
|
|
|
byte[] rBuffer = Color3uint8_R.ToArray();
|
|
writer.Write(rBuffer);
|
|
|
|
byte[] gBuffer = Color3uint8_G.ToArray();
|
|
writer.Write(gBuffer);
|
|
|
|
byte[] bBuffer = Color3uint8_B.ToArray();
|
|
writer.Write(bBuffer);
|
|
|
|
break;
|
|
case PropertyType.Int64:
|
|
var Int64s = new List<long>();
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
long value = prop.CastValue<long>();
|
|
Int64s.Add(value);
|
|
});
|
|
|
|
writer.WriteInterleaved(Int64s, value =>
|
|
{
|
|
// Move the sign bit to the front.
|
|
return (value << 1) ^ (value >> 63);
|
|
});
|
|
|
|
break;
|
|
case PropertyType.SharedString:
|
|
var sharedKeys = new List<uint>();
|
|
SSTR sstr = file.SSTR;
|
|
|
|
if (sstr == null)
|
|
{
|
|
sstr = new SSTR();
|
|
file.SSTR = sstr;
|
|
}
|
|
|
|
props.ForEach(prop =>
|
|
{
|
|
SharedString shared = prop.CastValue<SharedString>();
|
|
string key = shared.MD5_Key;
|
|
|
|
if (!sstr.Lookup.ContainsKey(key))
|
|
{
|
|
uint id = (uint)(sstr.NumHashes++);
|
|
sstr.Strings.Add(id, shared);
|
|
sstr.Lookup.Add(key, id);
|
|
}
|
|
|
|
uint hashId = sstr.Lookup[key];
|
|
sharedKeys.Add(hashId);
|
|
});
|
|
|
|
writer.WriteInterleaved(sharedKeys);
|
|
break;
|
|
//
|
|
}
|
|
|
|
return writer.FinishWritingChunk();
|
|
}
|
|
}
|
|
}
|