Add some minor comments, logging and move classes around

This commit is contained in:
Pyogenics
2025-04-10 19:18:41 +01:00
parent b1794014dc
commit 20ed280a9d

View File

@@ -32,120 +32,6 @@ from .A3D import A3D
from .A3DBlenderImporter import A3DBlenderImporter
from .BlenderMaterialUtils import addImageTextureToMaterial, decodeIntColorToTuple
class Prop:
def __init__(self):
self.objects = []
self.mainObject = None
def loadModel(self, modelPath):
fileExtension = modelPath.split(".")[-1]
if fileExtension == "a3d":
modelData = A3D()
with open(modelPath, "rb") as file: modelData.read(file)
# Import the model
modelImporter = A3DBlenderImporter(modelData, None, reset_empty_transform=False, try_import_textures=False)
self.objects = modelImporter.importData()
elif fileExtension == "3ds":
bpy.ops.import_scene.max3ds(filepath=modelPath, use_apply_transform=False)
for ob in bpy.context.selectable_objects:
# The imported objects are added to the active collection, remove them
bpy.context.collection.objects.unlink(ob)
# Correct the origin XXX: this does not work for all cases, investigate more
ob.animation_data_clear()
x, y, z = -ob.location.x, -ob.location.y, -ob.location.z
objectOrigin = Matrix.Translation((x, y, z))
ob.data.transform(objectOrigin)
ob.location = (0.0, 0.0, 0.0)
self.objects.append(ob)
else:
raise RuntimeError(f"Unknown model file extension: {fileExtension}")
# Identify the main parent object
for ob in self.objects:
if ob.parent == None: self.mainObject = ob
if self.mainObject == None:
raise RuntimeError(f"Unable to find the parent object for: {modelPath}")
def loadSprite(self, propInfo):
spriteInfo = propInfo["sprite"]
# Create a plane we can use for the sprite
me = bpy.data.meshes.new(propInfo["name"])
# bm = bmesh.new()
# bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=spriteInfo["scale"]*100)
# bm.to_mesh(me)
# bm.free()
ob = bpy.data.objects.new(me.name, me)
# Assign data
ob.scale = (spriteInfo["width"], 1.0, spriteInfo["height"]) #XXX: this should involve spriteInfo["scale"] probably?
spriteOrigin = Matrix.Translation((0.0, spriteInfo["originY"], 0.0))
me.transform(spriteOrigin)
# Finalise
self.objects.append(ob)
self.mainObject = ob
class PropLibrary:
propGroups = {}
def __init__(self, directory):
self.directory = directory
self.libraryInfo = {}
# Load library info
with open(f"{self.directory}/library.json", "r") as file: self.libraryInfo = load(file)
print(f"Loaded prop library: " + self.libraryInfo["name"])
def getProp(self, propName, groupName):
# Create the prop group if it's not already loaded
if not groupName in self.propGroups:
self.propGroups[groupName] = {}
# Load the prop if it's not already loaded
if not propName in self.propGroups[groupName]:
# Find the prop group
groupInfo = None
for group in self.libraryInfo["groups"]:
if group["name"] == groupName:
groupInfo = group
break
if groupInfo == None:
raise RuntimeError(f"Unable to find prop group with name {groupName} in " + self.libraryInfo["name"])
# Find the prop
propInfo = None
for prop in groupInfo["props"]:
if prop["name"] == propName:
propInfo = prop
break
if propInfo == None:
raise RuntimeError(f"Unable to find prop with name {propName} in {groupName} from " + self.libraryInfo["name"])
# Create the prop
prop = Prop()
meshInfo = propInfo["mesh"]
spriteInfo = propInfo["sprite"]
if meshInfo != None:
modelPath = f"{self.directory}/" + meshInfo["file"]
prop.loadModel(modelPath)
elif spriteInfo != None:
prop.loadSprite(propInfo)
else:
#XXX: Uhhhhhh, empty prop?
pass
self.propGroups[groupName][propName] = prop
return self.propGroups[groupName][propName]
def getTexture(self, textureName):
im = load_image(textureName, self.directory)
return im
class BattleMapBlenderImporter:
# Allows subsequent map loads to be faster
libraryCache = {}
@@ -170,12 +56,16 @@ class BattleMapBlenderImporter:
ma = self.createBlenderMaterial(materialData)
self.materials[materialData.ID] = ma
# Static geometry
propObjects = []
if self.import_static_geom:
# Load props
for propData in self.mapData.staticGeometry:
ob = self.getBlenderProp(propData)
propObjects.append(ob)
print(f"Loaded {len(propObjects)} prop objects")
# Collision geometry
collisionObjects = []
if self.import_collision_geom:
# Load collision meshes
@@ -189,21 +79,25 @@ class BattleMapBlenderImporter:
collisionObjects += collisionTriangleObjects
collisionObjects += collisionPlaneObjects
collisionObjects += collisionBoxObjects
print(f"Loaded {len(collisionObjects)} collision objects")
# Spawn points
spawnPointObjects = []
if self.import_spawn_points:
# Create spawn points
for spawnPointData in self.mapData.spawnPoints:
ob = self.createBlenderSpawnPoint(spawnPointData)
spawnPointObjects.append(ob)
print(f"Loaded {len(spawnPointObjects)} spawn points")
# Create container object to store all our objects
objects = propObjects + collisionObjects + spawnPointObjects
mapOB = bpy.data.objects.new("BattleMap", None)
mapOB.empty_display_size = 100
mapOB.empty_display_size = 100 # Alternativa use a x100 scale
mapOB.scale = (self.map_scale_factor, self.map_scale_factor, self.map_scale_factor)
objects.append(mapOB)
# Create empty objects to house each type of object
# Create empty objects to group each type of object
if self.import_static_geom:
groupOB = bpy.data.objects.new("StaticGeometry", None)
groupOB.parent = mapOB
@@ -223,6 +117,7 @@ class BattleMapBlenderImporter:
for ob in spawnPointObjects:
ob.parent = groupOB
# Lighting data
if self.import_lightmapdata:
# Create a sun light object
li = bpy.data.lights.new("DirectionalLight", "SUN")
@@ -252,7 +147,7 @@ class BattleMapBlenderImporter:
# First check if we've already loaded the required prop library
if not libraryName in self.libraryCache:
# Load the proplib
libraryPath = f"{self.propLibrarySourcePath}/{libraryName}" # XXX: Get platform agnostic way of doing this
libraryPath = f"{self.propLibrarySourcePath}/{libraryName}"
library = PropLibrary(libraryPath)
self.libraryCache[libraryName] = library
@@ -260,6 +155,7 @@ class BattleMapBlenderImporter:
def tryLoadTexture(self, textureName, libraryName):
if libraryName == None:
# For some reason Remaster proplib is alwaus marked as None? This is not true for the ny2024 remaster prop lib though
libraryName = "Remaster"
propLibrary = self.getPropLibrary(libraryName)
@@ -302,6 +198,7 @@ class BattleMapBlenderImporter:
# Material
ma = self.materials[propData.materialID]
if len(propOB.data.materials) != 0:
# Create a duplicate mesh object if it needs a different material, XXX: could probably cache these to reuse datablocks
if propOB.data.materials[0] != ma:
propOB.data = propOB.data.copy()
propOB.data.materials[0] = ma
@@ -430,4 +327,118 @@ class BattleMapBlenderImporter:
else:
pass # Unknown shader
return ma
return ma
class PropLibrary:
propGroups = {}
def __init__(self, directory):
self.directory = directory
self.libraryInfo = {}
# Load library info
with open(f"{self.directory}/library.json", "r") as file: self.libraryInfo = load(file)
print(f"Loaded prop library: " + self.libraryInfo["name"])
def getProp(self, propName, groupName):
# Create the prop group if it's not already loaded
if not groupName in self.propGroups:
self.propGroups[groupName] = {}
# Load the prop if it's not already loaded
if not propName in self.propGroups[groupName]:
# Find the prop group
groupInfo = None
for group in self.libraryInfo["groups"]:
if group["name"] == groupName:
groupInfo = group
break
if groupInfo == None:
raise RuntimeError(f"Unable to find prop group with name {groupName} in " + self.libraryInfo["name"])
# Find the prop
propInfo = None
for prop in groupInfo["props"]:
if prop["name"] == propName:
propInfo = prop
break
if propInfo == None:
raise RuntimeError(f"Unable to find prop with name {propName} in {groupName} from " + self.libraryInfo["name"])
# Create the prop
prop = Prop()
meshInfo = propInfo["mesh"]
spriteInfo = propInfo["sprite"]
if meshInfo != None:
modelPath = f"{self.directory}/" + meshInfo["file"]
prop.loadModel(modelPath)
elif spriteInfo != None:
prop.loadSprite(propInfo)
else:
#XXX: Uhhhhhh, empty prop?
pass
self.propGroups[groupName][propName] = prop
return self.propGroups[groupName][propName]
def getTexture(self, textureName):
im = load_image(textureName, self.directory)
return im
class Prop:
def __init__(self):
self.objects = []
self.mainObject = None
def loadModel(self, modelPath):
fileExtension = modelPath.split(".")[-1]
if fileExtension == "a3d":
modelData = A3D()
with open(modelPath, "rb") as file: modelData.read(file)
# Import the model
modelImporter = A3DBlenderImporter(modelData, None, reset_empty_transform=False, try_import_textures=False)
self.objects = modelImporter.importData()
elif fileExtension == "3ds":
bpy.ops.import_scene.max3ds(filepath=modelPath, use_apply_transform=False)
for ob in bpy.context.selectable_objects:
# The imported objects are added to the active collection, remove them
bpy.context.collection.objects.unlink(ob)
# Correct the origin XXX: this does not work for all cases, investigate more
ob.animation_data_clear()
x, y, z = -ob.location.x, -ob.location.y, -ob.location.z
objectOrigin = Matrix.Translation((x, y, z))
ob.data.transform(objectOrigin)
ob.location = (0.0, 0.0, 0.0)
self.objects.append(ob)
else:
raise RuntimeError(f"Unknown model file extension: {fileExtension}")
# Identify the main parent object
for ob in self.objects:
if ob.parent == None: self.mainObject = ob
if self.mainObject == None:
raise RuntimeError(f"Unable to find the parent object for: {modelPath}")
def loadSprite(self, propInfo):
spriteInfo = propInfo["sprite"]
# Create a plane we can use for the sprite
me = bpy.data.meshes.new(propInfo["name"])
# bm = bmesh.new()
# bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=spriteInfo["scale"]*100)
# bm.to_mesh(me)
# bm.free()
ob = bpy.data.objects.new(me.name, me)
# Assign data
ob.scale = (spriteInfo["width"], 1.0, spriteInfo["height"]) #XXX: this should involve spriteInfo["scale"] probably?
spriteOrigin = Matrix.Translation((0.0, spriteInfo["originY"], 0.0))
me.transform(spriteOrigin)
# Finalise
self.objects.append(ob)
self.mainObject = ob