Initial, broken, support for legacy maps

This commit is contained in:
Pyogenics
2025-04-07 13:17:50 +01:00
parent 5b35a26c6e
commit 8a96286bae
2 changed files with 123 additions and 40 deletions

View File

@@ -274,7 +274,7 @@ class Prop:
self.position = (0.0, 0.0, 0.0)
# Optional
self.groupName = ""
self.groupName = None
self.rotation = (0.0, 0.0, 0.0)
self.scale = (1.0, 1.0, 1.0)

View File

@@ -26,48 +26,122 @@ import bpy
from bpy_extras.image_utils import load_image
from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
import bmesh
from mathutils import Matrix
from .A3D import A3D
from .A3DBlenderImporter import A3DBlenderImporter
from .BlenderMaterialUtils import addImageTextureToMaterial
class PropLibrary:
propCache = {}
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
# Load library json
self.libraryInfo = {}
with open(f"{self.directory}/library.json", "r") as file: # XXX: Get platform agnostic way of doing this
self.libraryInfo = load(file)
print(f"Loaded prop library: {self.libraryInfo["name"]}")
def getProp(self, name, groupName):
# XXX: Handle group names, this code can only load from the remaster libs
# Check if the prop is cached
if not name in self.propCache:
# Get the prop's info
propGroupInfo = self.libraryInfo["groups"][0]
propInfo = {}
for propInfo in propGroupInfo["props"]:
if propInfo["name"] == name: break
# Load the prop
modelFilePath = f"{self.directory}/{propInfo['mesh']['file']}" # XXX: Get platform agnostic way of doing this
modelData = A3D()
with open(modelFilePath, "rb") as file:
modelData.read(file)
# Import into blender
modelImporter = A3DBlenderImporter(modelData, self.directory, try_import_textures=False)
ob, = modelImporter.importData()
self.propCache[name] = ob
# 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] = {}
return self.propCache[name]
# 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
@@ -149,14 +223,22 @@ class BattleMapBlenderImporter:
return self.libraryCache[libraryName]
def tryLoadTexture(self, textureName, libraryName):
if libraryName == None:
libraryName = "Remaster"
propLibrary = self.getPropLibrary(libraryName)
texture = propLibrary.getTexture(f"{textureName}.webp")
return texture
'''
Blender data builders
'''
def getBlenderProp(self, propData):
# Load prop
propLibrary = self.getPropLibrary(propData.libraryName)
propOB = propLibrary.getProp(propData.name, propData.groupName)
propOB = propOB.copy() # We want to use a copy of the prop object
prop = propLibrary.getProp(propData.name, propData.groupName)
propOB = prop.mainObject.copy() # We want to use a copy of the prop object
# Assign data
propOB.name = f"{propData.name}_{propData.ID}"
@@ -167,7 +249,8 @@ class BattleMapBlenderImporter:
# Material
ma = self.materials[propData.materialID]
propOB.data.materials[0] = ma
if len(propOB.data.materials) != 0:
propOB.data.materials[0] = ma
return propOB
@@ -264,15 +347,14 @@ class BattleMapBlenderImporter:
ma = bpy.data.materials.new(f"{materialData.ID}_{materialData.name}")
# Shader specific logic
if materialData.shader == "TankiOnline/SingleTextureShader":
if materialData.shader == "TankiOnline/SingleTextureShader" or materialData.shader == "TankiOnline/SingleTextureShaderWinter":
bsdf = PrincipledBSDFWrapper(ma, is_readonly=False, use_nodes=True)
bsdf.roughness_set(1.0)
bsdf.ior_set(1.0)
# Try load texture
textureParameter = materialData.textureParameters[0]
propLibrary = self.getPropLibrary("Remaster")
texture = propLibrary.getTexture(f"{textureParameter.textureName}.webp")
texture = self.tryLoadTexture(textureParameter.textureName, textureParameter.libraryName)
addImageTextureToMaterial(texture, ma.node_tree)
elif materialData.shader == "TankiOnline/SpriteShader":
@@ -282,8 +364,7 @@ class BattleMapBlenderImporter:
# Try load texture
textureParameter = materialData.textureParameters[0]
propLibrary = self.getPropLibrary("Remaster")
texture = propLibrary.getTexture(f"{textureParameter.textureName}.webp")
texture = self.tryLoadTexture(textureParameter.textureName, textureParameter.libraryName)
addImageTextureToMaterial(texture, ma.node_tree, linkAlpha=True)
elif materialData.shader == "TankiOnline/Terrain":
@@ -292,5 +373,7 @@ class BattleMapBlenderImporter:
bsdf.roughness_set(1.0)
bsdf.ior_set(1.0)
bsdf.base_color_set((0.0, 0.0, 0.0))
else:
pass # Unknown shader
return ma