Make lightmapdata importing optional and fix error where we attempted to load it even when the map didn't have lightmapdata (like legacy maps)

This commit is contained in:
Pyogenics
2025-04-10 11:43:05 +01:00
parent 4866a3ff8a
commit d971ebade3
2 changed files with 40 additions and 31 deletions

View File

@@ -150,13 +150,14 @@ class BattleMapBlenderImporter:
# Allows subsequent map loads to be faster
libraryCache = {}
def __init__(self, mapData, lightmapData, propLibrarySourcePath, import_static_geom=True, import_collision_geom=False, import_spawn_points=False):
def __init__(self, mapData, lightmapData, propLibrarySourcePath, import_static_geom=True, import_collision_geom=False, import_spawn_points=False, import_lightmapdata=False):
self.mapData = mapData
self.lightmapData = lightmapData
self.propLibrarySourcePath = propLibrarySourcePath
self.import_static_geom = import_static_geom
self.import_collision_geom = import_collision_geom
self.import_spawn_points = import_spawn_points
self.import_lightmapdata = import_lightmapdata
self.materials = {}
@@ -212,25 +213,26 @@ class BattleMapBlenderImporter:
for ob in spawnPointObjects:
ob.parent = groupOB
# Create a sun light object
li = bpy.data.lights.new("DirectionalLight", "SUN")
li.color = decodeIntColorToTuple(self.lightmapData.lightColour)
if self.import_lightmapdata:
# Create a sun light object
li = bpy.data.lights.new("DirectionalLight", "SUN")
li.color = decodeIntColorToTuple(self.lightmapData.lightColour)
ob = bpy.data.objects.new(li.name, li)
ob.location = (0.0, 0.0, 1000.0) # Just place it like 10 meters off the ground (in alternativa units)
lightAngleX, lightAngleZ = self.lightmapData.lightAngle
ob.rotation_mode = "XYZ"
ob.rotation_euler = (lightAngleX, 0.0, lightAngleZ)
objects.append(ob)
ob = bpy.data.objects.new(li.name, li)
ob.location = (0.0, 0.0, 1000.0) # Just place it like 10 meters off the ground (in alternativa units)
lightAngleX, lightAngleZ = self.lightmapData.lightAngle
ob.rotation_mode = "XYZ"
ob.rotation_euler = (lightAngleX, 0.0, lightAngleZ)
objects.append(ob)
# Set ambient world light
scene = bpy.context.scene
if scene.world == None:
wd = bpy.data.worlds.new("map")
scene.world = wd
world = scene.world
world.use_nodes = False
world.color = decodeIntColorToTuple(self.lightmapData.ambientLightColour)
# Set ambient world light
scene = bpy.context.scene
if scene.world == None:
wd = bpy.data.worlds.new("map")
scene.world = wd
world = scene.world
world.use_nodes = False
world.color = decodeIntColorToTuple(self.lightmapData.ambientLightColour)
return objects
@@ -275,14 +277,15 @@ class BattleMapBlenderImporter:
propOB.scale = propScale
# Lighting info
lightingMapObject = None
for mapObject in self.lightmapData.mapObjects:
if mapObject.index == propData.ID:
lightingMapObject = mapObject
break
if lightingMapObject != None:
#XXX: do something with lightingMapObject.recieveShadows??
propOB.visible_shadow = lightingMapObject.castShadows
if self.import_lightmapdata:
lightingMapObject = None
for mapObject in self.lightmapData.mapObjects:
if mapObject.index == propData.ID:
lightingMapObject = mapObject
break
if lightingMapObject != None:
#XXX: do something with lightingMapObject.recieveShadows??
propOB.visible_shadow = lightingMapObject.castShadows
# Material
ma = self.materials[propData.materialID]

View File

@@ -31,7 +31,6 @@ from .BattleMap import BattleMap
from .BattleMapBlenderImporter import BattleMapBlenderImporter
from .LightmapData import LightmapData
from glob import glob
from time import time
'''
@@ -112,6 +111,7 @@ class ImportBattleMap(Operator, ImportHelper):
import_static_geom: BoolProperty(name="Import static geometry", description="Static geometry includes all the visual aspects of the map", default=True)
import_collision_geom: BoolProperty(name="Import collision geometry", description="Collision geometry defines the geometry used for collision checks and cannot normally be seen by players", default=False)
import_spawn_points: BoolProperty(name="Import spawn points", description="Places a marker at locations where tanks can spawn", default=False)
import_lightmapdata: BoolProperty(name="Import lighting information", description="Loads the lightmapdata file which stores information about the sun, ambient lighting and shadow settings. Only works on remaster maps.", default=True)
def draw(self, context):
import_panel_options_battlemap(self.layout, self)
@@ -124,9 +124,14 @@ class ImportBattleMap(Operator, ImportHelper):
importStartTime = time()
# lightmapdata files only exist for remaster maps
lightmapData = LightmapData()
with open(f"{self.directory}/lightmapdata", "rb") as file:
lightmapData.read(file)
if self.import_lightmapdata:
try:
with open(f"{self.directory}/lightmapdata", "rb") as file: lightmapData.read(file)
except:
print("Couldn't open lightmapdata file, ignoring")
self.import_lightmapdata = False
mapData = BattleMap()
with open(self.filepath, "rb") as file:
@@ -134,7 +139,7 @@ class ImportBattleMap(Operator, ImportHelper):
# Import data into blender
preferences = context.preferences.addons[__package__].preferences # TODO: check if this is set before proceeding
mapImporter = BattleMapBlenderImporter(mapData, lightmapData, preferences.propLibrarySourcePath, self.import_static_geom, self.import_collision_geom, self.import_spawn_points)
mapImporter = BattleMapBlenderImporter(mapData, lightmapData, preferences.propLibrarySourcePath, self.import_static_geom, self.import_collision_geom, self.import_spawn_points, self.import_lightmapdata)
objects = mapImporter.importData()
# Link objects
@@ -165,6 +170,7 @@ def import_panel_options_battlemap(layout, operator):
body.prop(operator, "import_static_geom")
body.prop(operator, "import_collision_geom")
body.prop(operator, "import_spawn_points")
body.prop(operator, "import_lightmapdata")
def menu_func_import_a3d(self, context):
self.layout.operator(ImportA3D.bl_idname, text="Alternativa3D HTML5 (.a3d)")