mirror of
https://github.com/MapMakersAndProgrammers/io_scene_a3d.git
synced 2025-10-26 01:49:13 -07:00
Sloppy material importing for maps
This commit is contained in:
@@ -32,21 +32,7 @@ from .A3DObjects import (
|
|||||||
A3D_VERTEXTYPE_COLOR,
|
A3D_VERTEXTYPE_COLOR,
|
||||||
A3D_VERTEXTYPE_NORMAL2
|
A3D_VERTEXTYPE_NORMAL2
|
||||||
)
|
)
|
||||||
|
from .BlenderUtils import addImageTextureToMaterial
|
||||||
def addImageTextureToMaterial(image, node_tree):
|
|
||||||
nodes = node_tree.nodes
|
|
||||||
links = node_tree.links
|
|
||||||
|
|
||||||
# Check if this material already has a texture on it
|
|
||||||
if len(nodes) > 2:
|
|
||||||
return
|
|
||||||
|
|
||||||
# Create nodes
|
|
||||||
principledBSDFNode = nodes[0]
|
|
||||||
textureNode = nodes.new(type="ShaderNodeTexImage")
|
|
||||||
links.new(textureNode.outputs["Color"], principledBSDFNode.inputs["Base Color"])
|
|
||||||
# Apply image
|
|
||||||
if image != None: textureNode.image = image
|
|
||||||
|
|
||||||
def mirrorUVY(uv):
|
def mirrorUVY(uv):
|
||||||
x, y = uv
|
x, y = uv
|
||||||
|
|||||||
@@ -23,10 +23,13 @@ SOFTWARE.
|
|||||||
from json import load
|
from json import load
|
||||||
|
|
||||||
import bpy
|
import bpy
|
||||||
|
from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
|
||||||
|
from bpy_extras.image_utils import load_image
|
||||||
import bmesh
|
import bmesh
|
||||||
|
|
||||||
from .A3D import A3D
|
from .A3D import A3D
|
||||||
from .A3DBlenderImporter import A3DBlenderImporter
|
from .A3DBlenderImporter import A3DBlenderImporter
|
||||||
|
from .BlenderUtils import addImageTextureToMaterial
|
||||||
|
|
||||||
class PropLibrary:
|
class PropLibrary:
|
||||||
propCache = {}
|
propCache = {}
|
||||||
@@ -64,7 +67,10 @@ class PropLibrary:
|
|||||||
self.propCache[name] = ob
|
self.propCache[name] = ob
|
||||||
|
|
||||||
return self.propCache[name]
|
return self.propCache[name]
|
||||||
|
|
||||||
|
def getTexture(self, textureName):
|
||||||
|
im = load_image(textureName, self.directory)
|
||||||
|
return im
|
||||||
|
|
||||||
class BattleMapBlenderImporter:
|
class BattleMapBlenderImporter:
|
||||||
# Allows subsequent map loads to be faster
|
# Allows subsequent map loads to be faster
|
||||||
@@ -77,9 +83,16 @@ class BattleMapBlenderImporter:
|
|||||||
self.import_collision_geom = import_collision_geom
|
self.import_collision_geom = import_collision_geom
|
||||||
self.import_spawn_points = import_spawn_points
|
self.import_spawn_points = import_spawn_points
|
||||||
|
|
||||||
|
self.materials = {}
|
||||||
|
|
||||||
def importData(self):
|
def importData(self):
|
||||||
print("Importing BattleMap data into blender")
|
print("Importing BattleMap data into blender")
|
||||||
|
|
||||||
|
# Process materials
|
||||||
|
for materialData in self.mapData.materials:
|
||||||
|
ma = self.createBlenderMaterial(materialData)
|
||||||
|
self.materials[materialData.ID] = ma
|
||||||
|
|
||||||
propObjects = []
|
propObjects = []
|
||||||
if self.import_static_geom:
|
if self.import_static_geom:
|
||||||
# Load props
|
# Load props
|
||||||
@@ -145,7 +158,11 @@ class BattleMapBlenderImporter:
|
|||||||
propOB.rotation_mode = "XYZ"
|
propOB.rotation_mode = "XYZ"
|
||||||
propOB.rotation_euler = propData.rotation
|
propOB.rotation_euler = propData.rotation
|
||||||
propOB.scale = propData.scale
|
propOB.scale = propData.scale
|
||||||
|
|
||||||
|
# Material
|
||||||
|
ma = self.materials[propData.materialID]
|
||||||
|
propOB.data.materials[0] = ma
|
||||||
|
|
||||||
return propOB
|
return propOB
|
||||||
|
|
||||||
def createBlenderCollisionTriangles(self, collisionTriangles):
|
def createBlenderCollisionTriangles(self, collisionTriangles):
|
||||||
@@ -235,4 +252,29 @@ class BattleMapBlenderImporter:
|
|||||||
ob.rotation_mode = "XYZ"
|
ob.rotation_mode = "XYZ"
|
||||||
ob.rotation_euler = spawnPointData.rotation
|
ob.rotation_euler = spawnPointData.rotation
|
||||||
|
|
||||||
return ob
|
return ob
|
||||||
|
|
||||||
|
def createBlenderMaterial(self, materialData):
|
||||||
|
ma = bpy.data.materials.new(f"{materialData.ID}_{materialData.name}")
|
||||||
|
|
||||||
|
# Shader specific logic
|
||||||
|
if materialData.shader == "TankiOnline/SingleTextureShader":
|
||||||
|
# First check if we've already loaded the required prop library
|
||||||
|
if not "Remaster" in self.libraryCache:
|
||||||
|
# Load the proplib
|
||||||
|
libraryPath = f"{self.propLibrarySourcePath}/Remaster" # XXX: Get platform agnostic way of doing this
|
||||||
|
library = PropLibrary(libraryPath)
|
||||||
|
self.libraryCache["Remaster"] = library
|
||||||
|
|
||||||
|
# Try load texture
|
||||||
|
textureParameter = materialData.textureParameters[0]
|
||||||
|
library = self.libraryCache["Remaster"] #XXX: libraryName is optional
|
||||||
|
image = library.getTexture(f"{textureParameter.textureName}.webp")
|
||||||
|
|
||||||
|
# Apply texture
|
||||||
|
maWrapper = PrincipledBSDFWrapper(ma, is_readonly=False, use_nodes=True)
|
||||||
|
addImageTextureToMaterial(image, ma.node_tree)
|
||||||
|
elif materialData.shader == "TankiOnline/SpriteShader":
|
||||||
|
pass
|
||||||
|
|
||||||
|
return ma
|
||||||
36
io_scene_a3d/BlenderUtils.py
Normal file
36
io_scene_a3d/BlenderUtils.py
Normal file
@@ -0,0 +1,36 @@
|
|||||||
|
'''
|
||||||
|
Copyright (c) 2025 Pyogenics <https://github.com/Pyogenics>
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
|
SOFTWARE.
|
||||||
|
'''
|
||||||
|
|
||||||
|
def addImageTextureToMaterial(image, node_tree):
|
||||||
|
nodes = node_tree.nodes
|
||||||
|
links = node_tree.links
|
||||||
|
|
||||||
|
# Check if this material already has a texture on it
|
||||||
|
if len(nodes) > 2:
|
||||||
|
return
|
||||||
|
|
||||||
|
# Create nodes
|
||||||
|
principledBSDFNode = nodes[0]
|
||||||
|
textureNode = nodes.new(type="ShaderNodeTexImage")
|
||||||
|
links.new(textureNode.outputs["Color"], principledBSDFNode.inputs["Base Color"])
|
||||||
|
# Apply image
|
||||||
|
if image != None: textureNode.image = image
|
||||||
Reference in New Issue
Block a user