mirror of
https://github.com/MapMakersAndProgrammers/io_scene_a3d.git
synced 2025-10-25 17:39:10 -07:00
Add some minor comments, logging and move classes around
This commit is contained in:
@@ -32,120 +32,6 @@ from .A3D import A3D
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from .A3DBlenderImporter import A3DBlenderImporter
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from .BlenderMaterialUtils import addImageTextureToMaterial, decodeIntColorToTuple
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class Prop:
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def __init__(self):
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self.objects = []
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self.mainObject = None
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def loadModel(self, modelPath):
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fileExtension = modelPath.split(".")[-1]
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if fileExtension == "a3d":
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modelData = A3D()
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with open(modelPath, "rb") as file: modelData.read(file)
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# Import the model
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modelImporter = A3DBlenderImporter(modelData, None, reset_empty_transform=False, try_import_textures=False)
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self.objects = modelImporter.importData()
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elif fileExtension == "3ds":
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bpy.ops.import_scene.max3ds(filepath=modelPath, use_apply_transform=False)
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for ob in bpy.context.selectable_objects:
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# The imported objects are added to the active collection, remove them
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bpy.context.collection.objects.unlink(ob)
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# Correct the origin XXX: this does not work for all cases, investigate more
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ob.animation_data_clear()
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x, y, z = -ob.location.x, -ob.location.y, -ob.location.z
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objectOrigin = Matrix.Translation((x, y, z))
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ob.data.transform(objectOrigin)
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ob.location = (0.0, 0.0, 0.0)
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self.objects.append(ob)
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else:
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raise RuntimeError(f"Unknown model file extension: {fileExtension}")
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# Identify the main parent object
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for ob in self.objects:
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if ob.parent == None: self.mainObject = ob
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if self.mainObject == None:
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raise RuntimeError(f"Unable to find the parent object for: {modelPath}")
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def loadSprite(self, propInfo):
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spriteInfo = propInfo["sprite"]
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# Create a plane we can use for the sprite
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me = bpy.data.meshes.new(propInfo["name"])
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# bm = bmesh.new()
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# bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=spriteInfo["scale"]*100)
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# bm.to_mesh(me)
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# bm.free()
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ob = bpy.data.objects.new(me.name, me)
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# Assign data
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ob.scale = (spriteInfo["width"], 1.0, spriteInfo["height"]) #XXX: this should involve spriteInfo["scale"] probably?
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spriteOrigin = Matrix.Translation((0.0, spriteInfo["originY"], 0.0))
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me.transform(spriteOrigin)
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# Finalise
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self.objects.append(ob)
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self.mainObject = ob
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class PropLibrary:
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propGroups = {}
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def __init__(self, directory):
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self.directory = directory
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self.libraryInfo = {}
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# Load library info
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with open(f"{self.directory}/library.json", "r") as file: self.libraryInfo = load(file)
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print(f"Loaded prop library: " + self.libraryInfo["name"])
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def getProp(self, propName, groupName):
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# Create the prop group if it's not already loaded
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if not groupName in self.propGroups:
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self.propGroups[groupName] = {}
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# Load the prop if it's not already loaded
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if not propName in self.propGroups[groupName]:
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# Find the prop group
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groupInfo = None
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for group in self.libraryInfo["groups"]:
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if group["name"] == groupName:
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groupInfo = group
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break
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if groupInfo == None:
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raise RuntimeError(f"Unable to find prop group with name {groupName} in " + self.libraryInfo["name"])
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# Find the prop
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propInfo = None
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for prop in groupInfo["props"]:
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if prop["name"] == propName:
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propInfo = prop
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break
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if propInfo == None:
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raise RuntimeError(f"Unable to find prop with name {propName} in {groupName} from " + self.libraryInfo["name"])
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# Create the prop
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prop = Prop()
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meshInfo = propInfo["mesh"]
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spriteInfo = propInfo["sprite"]
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if meshInfo != None:
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modelPath = f"{self.directory}/" + meshInfo["file"]
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prop.loadModel(modelPath)
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elif spriteInfo != None:
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prop.loadSprite(propInfo)
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else:
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#XXX: Uhhhhhh, empty prop?
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pass
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self.propGroups[groupName][propName] = prop
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return self.propGroups[groupName][propName]
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def getTexture(self, textureName):
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im = load_image(textureName, self.directory)
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return im
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class BattleMapBlenderImporter:
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# Allows subsequent map loads to be faster
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libraryCache = {}
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@@ -170,12 +56,16 @@ class BattleMapBlenderImporter:
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ma = self.createBlenderMaterial(materialData)
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self.materials[materialData.ID] = ma
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# Static geometry
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propObjects = []
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if self.import_static_geom:
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# Load props
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for propData in self.mapData.staticGeometry:
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ob = self.getBlenderProp(propData)
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propObjects.append(ob)
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print(f"Loaded {len(propObjects)} prop objects")
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# Collision geometry
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collisionObjects = []
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if self.import_collision_geom:
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# Load collision meshes
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@@ -189,21 +79,25 @@ class BattleMapBlenderImporter:
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collisionObjects += collisionTriangleObjects
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collisionObjects += collisionPlaneObjects
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collisionObjects += collisionBoxObjects
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print(f"Loaded {len(collisionObjects)} collision objects")
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# Spawn points
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spawnPointObjects = []
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if self.import_spawn_points:
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# Create spawn points
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for spawnPointData in self.mapData.spawnPoints:
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ob = self.createBlenderSpawnPoint(spawnPointData)
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spawnPointObjects.append(ob)
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print(f"Loaded {len(spawnPointObjects)} spawn points")
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# Create container object to store all our objects
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objects = propObjects + collisionObjects + spawnPointObjects
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mapOB = bpy.data.objects.new("BattleMap", None)
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mapOB.empty_display_size = 100
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mapOB.empty_display_size = 100 # Alternativa use a x100 scale
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mapOB.scale = (self.map_scale_factor, self.map_scale_factor, self.map_scale_factor)
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objects.append(mapOB)
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# Create empty objects to house each type of object
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# Create empty objects to group each type of object
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if self.import_static_geom:
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groupOB = bpy.data.objects.new("StaticGeometry", None)
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groupOB.parent = mapOB
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@@ -223,6 +117,7 @@ class BattleMapBlenderImporter:
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for ob in spawnPointObjects:
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ob.parent = groupOB
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# Lighting data
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if self.import_lightmapdata:
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# Create a sun light object
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li = bpy.data.lights.new("DirectionalLight", "SUN")
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@@ -252,7 +147,7 @@ class BattleMapBlenderImporter:
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# First check if we've already loaded the required prop library
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if not libraryName in self.libraryCache:
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# Load the proplib
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libraryPath = f"{self.propLibrarySourcePath}/{libraryName}" # XXX: Get platform agnostic way of doing this
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libraryPath = f"{self.propLibrarySourcePath}/{libraryName}"
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library = PropLibrary(libraryPath)
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self.libraryCache[libraryName] = library
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@@ -260,6 +155,7 @@ class BattleMapBlenderImporter:
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def tryLoadTexture(self, textureName, libraryName):
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if libraryName == None:
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# For some reason Remaster proplib is alwaus marked as None? This is not true for the ny2024 remaster prop lib though
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libraryName = "Remaster"
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propLibrary = self.getPropLibrary(libraryName)
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@@ -302,6 +198,7 @@ class BattleMapBlenderImporter:
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# Material
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ma = self.materials[propData.materialID]
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if len(propOB.data.materials) != 0:
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# Create a duplicate mesh object if it needs a different material, XXX: could probably cache these to reuse datablocks
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if propOB.data.materials[0] != ma:
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propOB.data = propOB.data.copy()
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propOB.data.materials[0] = ma
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@@ -430,4 +327,118 @@ class BattleMapBlenderImporter:
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else:
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pass # Unknown shader
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return ma
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return ma
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class PropLibrary:
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propGroups = {}
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def __init__(self, directory):
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self.directory = directory
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self.libraryInfo = {}
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# Load library info
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with open(f"{self.directory}/library.json", "r") as file: self.libraryInfo = load(file)
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print(f"Loaded prop library: " + self.libraryInfo["name"])
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def getProp(self, propName, groupName):
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# Create the prop group if it's not already loaded
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if not groupName in self.propGroups:
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self.propGroups[groupName] = {}
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# Load the prop if it's not already loaded
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if not propName in self.propGroups[groupName]:
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# Find the prop group
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groupInfo = None
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for group in self.libraryInfo["groups"]:
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if group["name"] == groupName:
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groupInfo = group
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break
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if groupInfo == None:
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raise RuntimeError(f"Unable to find prop group with name {groupName} in " + self.libraryInfo["name"])
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# Find the prop
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propInfo = None
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for prop in groupInfo["props"]:
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if prop["name"] == propName:
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propInfo = prop
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break
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if propInfo == None:
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raise RuntimeError(f"Unable to find prop with name {propName} in {groupName} from " + self.libraryInfo["name"])
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# Create the prop
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prop = Prop()
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meshInfo = propInfo["mesh"]
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spriteInfo = propInfo["sprite"]
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if meshInfo != None:
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modelPath = f"{self.directory}/" + meshInfo["file"]
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prop.loadModel(modelPath)
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elif spriteInfo != None:
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prop.loadSprite(propInfo)
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else:
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#XXX: Uhhhhhh, empty prop?
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pass
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self.propGroups[groupName][propName] = prop
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return self.propGroups[groupName][propName]
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def getTexture(self, textureName):
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im = load_image(textureName, self.directory)
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return im
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class Prop:
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def __init__(self):
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self.objects = []
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self.mainObject = None
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def loadModel(self, modelPath):
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fileExtension = modelPath.split(".")[-1]
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if fileExtension == "a3d":
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modelData = A3D()
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with open(modelPath, "rb") as file: modelData.read(file)
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# Import the model
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modelImporter = A3DBlenderImporter(modelData, None, reset_empty_transform=False, try_import_textures=False)
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self.objects = modelImporter.importData()
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elif fileExtension == "3ds":
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bpy.ops.import_scene.max3ds(filepath=modelPath, use_apply_transform=False)
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for ob in bpy.context.selectable_objects:
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# The imported objects are added to the active collection, remove them
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bpy.context.collection.objects.unlink(ob)
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# Correct the origin XXX: this does not work for all cases, investigate more
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ob.animation_data_clear()
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x, y, z = -ob.location.x, -ob.location.y, -ob.location.z
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objectOrigin = Matrix.Translation((x, y, z))
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ob.data.transform(objectOrigin)
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ob.location = (0.0, 0.0, 0.0)
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self.objects.append(ob)
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else:
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raise RuntimeError(f"Unknown model file extension: {fileExtension}")
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# Identify the main parent object
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for ob in self.objects:
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if ob.parent == None: self.mainObject = ob
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if self.mainObject == None:
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raise RuntimeError(f"Unable to find the parent object for: {modelPath}")
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def loadSprite(self, propInfo):
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spriteInfo = propInfo["sprite"]
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# Create a plane we can use for the sprite
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me = bpy.data.meshes.new(propInfo["name"])
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# bm = bmesh.new()
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# bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=spriteInfo["scale"]*100)
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# bm.to_mesh(me)
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# bm.free()
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ob = bpy.data.objects.new(me.name, me)
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# Assign data
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ob.scale = (spriteInfo["width"], 1.0, spriteInfo["height"]) #XXX: this should involve spriteInfo["scale"] probably?
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spriteOrigin = Matrix.Translation((0.0, spriteInfo["originY"], 0.0))
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me.transform(spriteOrigin)
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# Finalise
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self.objects.append(ob)
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self.mainObject = ob
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