mirror of
https://github.com/MapMakersAndProgrammers/io_scene_a3d.git
synced 2025-10-26 01:49:13 -07:00
446 lines
18 KiB
Python
446 lines
18 KiB
Python
'''
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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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from json import load
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import bpy
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from bpy_extras.image_utils import load_image
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from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
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import bmesh
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from mathutils import Matrix
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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 BattleMapBlenderImporter:
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# Allows subsequent map loads to be faster
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libraryCache = {}
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def __init__(self, mapData, lightmapData, propLibrarySourcePath, map_scale_factor=0.01, import_static_geom=True, import_collision_geom=False, import_spawn_points=False, import_lightmapdata=False):
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self.mapData = mapData
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self.lightmapData = lightmapData
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self.propLibrarySourcePath = propLibrarySourcePath
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self.map_scale_factor = map_scale_factor
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self.import_static_geom = import_static_geom
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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.import_lightmapdata = import_lightmapdata
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# Cache for collision meshes, don't cache triangles because they are set using unique vertices
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self.collisionPlaneMesh = None
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self.collisionBoxMesh = None
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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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# 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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# Create collision meshes
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self.collisionPlaneMesh = bpy.data.meshes.new("collisionPlane")
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bm = bmesh.new()
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bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=1.0)
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bm.to_mesh(self.collisionPlaneMesh)
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bm.free()
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self.collisionBoxMesh = bpy.data.meshes.new("collisionBox")
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bm = bmesh.new()
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bmesh.ops.create_cube(bm)
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bm.to_mesh(self.collisionBoxMesh)
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bm.free()
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# Load collision meshes
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collisionTriangles = self.mapData.collisionGeometry.triangles + self.mapData.collisionGeometryOutsideGamingZone.triangles
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collisionTriangleObjects = self.createBlenderCollisionTriangles(collisionTriangles)
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collisionPlanes = self.mapData.collisionGeometry.planes + self.mapData.collisionGeometryOutsideGamingZone.planes
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collisionPlaneObjects = self.createBlenderCollisionPlanes(collisionPlanes)
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collisionBoxes = self.mapData.collisionGeometry.boxes + self.mapData.collisionGeometryOutsideGamingZone.boxes
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collisionBoxObjects = self.createBlenderCollisionBoxes(collisionBoxes)
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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 # 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 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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objects.append(groupOB)
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for ob in propObjects:
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ob.parent = groupOB
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if self.import_collision_geom:
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groupOB = bpy.data.objects.new("CollisionGeometry", None)
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groupOB.parent = mapOB
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objects.append(groupOB)
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for ob in collisionObjects:
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ob.parent = groupOB
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if self.import_spawn_points:
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groupOB = bpy.data.objects.new("SpawnPoints", None)
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groupOB.parent = mapOB
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objects.append(groupOB)
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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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li.color = decodeIntColorToTuple(self.lightmapData.lightColour)
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ob = bpy.data.objects.new(li.name, li)
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ob.location = (0.0, 0.0, 1000.0) # Just place it like 10 meters off the ground (in alternativa units)
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lightAngleX, lightAngleZ = self.lightmapData.lightAngle
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ob.rotation_mode = "XYZ"
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ob.rotation_euler = (lightAngleX, 0.0, lightAngleZ)
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ob.parent = mapOB
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objects.append(ob)
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# Set ambient world light
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scene = bpy.context.scene
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if scene.world == None:
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wd = bpy.data.worlds.new("map")
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scene.world = wd
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world = scene.world
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world.use_nodes = False
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world.color = decodeIntColorToTuple(self.lightmapData.ambientLightColour)
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return objects
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def getPropLibrary(self, libraryName):
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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}"
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library = PropLibrary(libraryPath)
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self.libraryCache[libraryName] = library
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return self.libraryCache[libraryName]
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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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texture = propLibrary.getTexture(f"{textureName}.webp")
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return texture
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'''
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Blender data builders
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'''
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def getBlenderProp(self, propData):
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# Load prop
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propLibrary = self.getPropLibrary(propData.libraryName)
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prop = propLibrary.getProp(propData.name, propData.groupName)
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propOB = prop.mainObject.copy() # We want to use a copy of the prop object
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# Assign data
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propOB.name = f"{propData.name}_{propData.ID}"
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propOB.location = propData.position
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propOB.rotation_mode = "XYZ"
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propRotation = propData.rotation
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if propRotation == None:
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propRotation = (0.0, 0.0, 0.0)
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propOB.rotation_euler = propRotation
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propScale = propData.scale
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if propScale == None:
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propScale = (1.0, 1.0, 1.0)
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propOB.scale = propScale
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# Lighting info
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if self.import_lightmapdata:
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lightingMapObject = None
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for mapObject in self.lightmapData.mapObjects:
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if mapObject.index == propData.ID:
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lightingMapObject = mapObject
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break
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if lightingMapObject != None:
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#XXX: do something with lightingMapObject.recieveShadows??
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propOB.visible_shadow = lightingMapObject.castShadows
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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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return propOB
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def createBlenderCollisionTriangles(self, collisionTriangles):
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objects = []
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for collisionTriangle in collisionTriangles:
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# Create the mesh
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me = bpy.data.meshes.new("collisionTriangle")
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# Create array for coordinate data, blender doesn't like tuples
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vertices = []
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vertices += collisionTriangle.v0
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vertices += collisionTriangle.v1
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vertices += collisionTriangle.v2
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# Assign coordinates
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me.vertices.add(3)
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me.vertices.foreach_set("co", vertices)
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me.loops.add(3)
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me.loops.foreach_set("vertex_index", [0, 1, 2])
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me.polygons.add(1)
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me.polygons.foreach_set("loop_start", [0])
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me.validate()
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me.update()
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# Create object
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ob = bpy.data.objects.new("collisionTriangle", me)
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ob.location = collisionTriangle.position
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ob.rotation_mode = "XYZ"
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ob.rotation_euler = collisionTriangle.rotation
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#print(collisionTriangle.length) # XXX: how to handle collisionTriangle.length?
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objects.append(ob)
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return objects
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def createBlenderCollisionPlanes(self, collisionPlanes):
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objects = []
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for collisionPlane in collisionPlanes:
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# Create object
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ob = bpy.data.objects.new("collisionPlane", self.collisionPlaneMesh)
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ob.location = collisionPlane.position
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ob.rotation_mode = "XYZ"
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ob.rotation_euler = collisionPlane.rotation
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ob.scale = (collisionPlane.width*0.5, collisionPlane.length*0.5, 1.0) # Unsure why they double the width and length, could be because of central origin?
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objects.append(ob)
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return objects
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def createBlenderCollisionBoxes(self, collisionBoxes):
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objects = []
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for collisionBox in collisionBoxes:
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# Create object
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ob = bpy.data.objects.new("collisionBox", self.collisionBoxMesh)
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ob.location = collisionBox.position
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ob.rotation_mode = "XYZ"
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ob.rotation_euler = collisionBox.rotation
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ob.scale = collisionBox.size
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objects.append(ob)
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return objects
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def createBlenderSpawnPoint(self, spawnPointData):
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#TODO: implement spawn type name lookup
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ob = bpy.data.objects.new(f"SpawnPoint_{spawnPointData.type}", None)
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ob.empty_display_type = "ARROWS"
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ob.empty_display_size = 100 # The map will be at 100x scale so it's a good idea to match that here
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ob.location = spawnPointData.position
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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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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" or materialData.shader == "TankiOnline/SingleTextureShaderWinter":
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bsdf = PrincipledBSDFWrapper(ma, is_readonly=False, use_nodes=True)
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bsdf.roughness_set(1.0)
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bsdf.ior_set(1.0)
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# Try load texture
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textureParameter = materialData.textureParameters[0]
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texture = self.tryLoadTexture(textureParameter.textureName, textureParameter.libraryName)
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addImageTextureToMaterial(texture, ma.node_tree)
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elif materialData.shader == "TankiOnline/SpriteShader":
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bsdf = PrincipledBSDFWrapper(ma, is_readonly=False, use_nodes=True)
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bsdf.roughness_set(1.0)
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bsdf.ior_set(1.0)
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# Try load texture
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textureParameter = materialData.textureParameters[0]
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texture = self.tryLoadTexture(textureParameter.textureName, textureParameter.libraryName)
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addImageTextureToMaterial(texture, ma.node_tree, linkAlpha=True)
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elif materialData.shader == "TankiOnline/Terrain":
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# XXX: still need to figure out how to do the terrain properly, all manual attempts have yielded mixed results
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bsdf = PrincipledBSDFWrapper(ma, is_readonly=False, use_nodes=True)
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bsdf.roughness_set(1.0)
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bsdf.ior_set(1.0)
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bsdf.base_color_set((0.0, 0.0, 0.0))
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else:
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pass # Unknown shader
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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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