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