356 lines
15 KiB
Python
356 lines
15 KiB
Python
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import bpy, bpy_extras
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import typing, os
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from . import PROP_preferences, PROP_virtools_texture
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from . import UTIL_virtools_types, UTIL_functions
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## Ballance Texture Usage
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# The aim of this module is to make sure every Ballance texture only have 1 instance in Blender as much as we can
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# (it mean that if user force to add multiple textures, we can not stop them)
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#
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# All image loading and saving operation should be operated via this module, no matter what your are loading is or is not Ballance textures.
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# This module provide a universal way to check whether texture is a part of Ballance textures and use different strategy to load them.
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#
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# The loading and saving of textures frequently happend when importing or exporting, there is 2 example about them.
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# ```
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# # bmx loading example
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# bmx_texture = blabla()
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# if bmx_texture.is_external():
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# tex = PROP_virtools_texture.load_ballance_texture(bmx_texture.filename)
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# else:
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# tex = PROP_virtools_texture.load_other_texture(os.path.join(tempfolder, 'Textures', bmx_texture.filename))
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# texture_process(tex) # process loaded texture
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#
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# # nmo loading example
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# vt_texture = blabla()
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# place_to_load = ""
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# if vt_texture.is_raw_data():
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# place_to_load = allocate_place()
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# save_vt_raw_data_texture(vt_texture, place_to_load)
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# if vt_texture.is_original_file() or vt_texture.is_external():
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# place_to_load = vt_texture.filename
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#
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# try_filename = PROP_virtools_texture.get_ballance_texture_filename(place_to_load)
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# if try_filename:
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# # load as ballance texture
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# tex = PROP_virtools_texture.load_ballance_texture(try_filename)
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# else:
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# # load as other texture
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# tex = PROP_virtools_texture.load_other_texture(place_to_load)
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# texture_process(tex) # process loaded texture
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#
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# ```
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#
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# ```
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# # bmx saving example
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# tex: bpy.types.Image = texture_getter()
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# try_filename = PROP_virtools_texture.get_ballance_texture_filename(
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# PROP_virtools_texture.get_texture_filepath(tex))
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# if try_filename:
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# write_external_filename(try_filename)
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# else:
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# realpath = PROP_virtools_texture.generate_other_texture_save_path(tex, tempfolder)
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# PROP_virtools_texture.save_other_texture(tex, realpath)
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# write_filename(realpath)
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#
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# ```
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#region Ballance Texture Assist Functions
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def _get_ballance_texture_folder() -> str:
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"""!
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Get Ballance texture folder from preferences.
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@exception BBPException Ballance texture folder is not set in preferences
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@return The path to Ballance texture folder.
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"""
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pref: PROP_preferences.RawPreferences = PROP_preferences.get_raw_preferences()
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if not pref.has_valid_blc_tex_folder():
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raise UTIL_functions.BBPException("No valid Ballance texture folder in preferences.")
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return pref.mBallanceTextureFolder
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def _is_path_equal(path1: str, path2: str) -> bool:
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"""!
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Check whether 2 path are equal.
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The checker will call os.path.normcase and os.path.normpath in series to regulate the give path.
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@param path1[in] The given absolute path 1
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@param path2[in] The given absolute path 2
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@return True if equal.
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"""
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return os.path.normpath(os.path.normcase(path1)) == os.path.normpath(os.path.normcase(path2))
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#endregion
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#region Ballance Texture Detect Functions
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g_OpaqueBallanceTexturePreset: PROP_virtools_texture.RawVirtoolsTexture = PROP_virtools_texture.RawVirtoolsTexture(
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mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL,
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mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._16_ARGB1555,
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)
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g_TransparentBallanceTexturePreset: PROP_virtools_texture.RawVirtoolsTexture = PROP_virtools_texture.RawVirtoolsTexture(
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mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL,
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mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._32_ARGB8888,
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)
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g_NonBallanceTexturePreset: PROP_virtools_texture.RawVirtoolsTexture = PROP_virtools_texture.RawVirtoolsTexture(
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mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_RAWDATA,
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mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._32_ARGB8888,
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)
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## The preset collection of all Ballance texture.
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# Key is texture name and can be used as file name checking.
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# Value is its preset which can be assigned.
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g_BallanceTexturePresets: dict[str, PROP_virtools_texture.RawVirtoolsTexture] = {
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# "atari.avi": g_TransparentBallanceTexturePreset,
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"atari.bmp": g_OpaqueBallanceTexturePreset,
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"Ball_LightningSphere1.bmp": g_OpaqueBallanceTexturePreset,
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"Ball_LightningSphere2.bmp": g_OpaqueBallanceTexturePreset,
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"Ball_LightningSphere3.bmp": g_OpaqueBallanceTexturePreset,
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"Ball_Paper.bmp": g_OpaqueBallanceTexturePreset,
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"Ball_Stone.bmp": g_OpaqueBallanceTexturePreset,
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"Ball_Wood.bmp": g_OpaqueBallanceTexturePreset,
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"Brick.bmp": g_OpaqueBallanceTexturePreset,
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"Button01_deselect.tga": g_TransparentBallanceTexturePreset,
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"Button01_select.tga": g_TransparentBallanceTexturePreset,
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"Button01_special.tga": g_TransparentBallanceTexturePreset,
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"Column_beige.bmp": g_OpaqueBallanceTexturePreset,
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"Column_beige_fade.tga": g_TransparentBallanceTexturePreset,
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"Column_blue.bmp": g_OpaqueBallanceTexturePreset,
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"Cursor.tga": g_TransparentBallanceTexturePreset,
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"Dome.bmp": g_OpaqueBallanceTexturePreset,
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"DomeEnvironment.bmp": g_OpaqueBallanceTexturePreset,
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"DomeShadow.tga": g_TransparentBallanceTexturePreset,
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"ExtraBall.bmp": g_OpaqueBallanceTexturePreset,
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"ExtraParticle.bmp": g_OpaqueBallanceTexturePreset,
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"E_Holzbeschlag.bmp": g_OpaqueBallanceTexturePreset,
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"FloorGlow.bmp": g_OpaqueBallanceTexturePreset,
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"Floor_Side.bmp": g_OpaqueBallanceTexturePreset,
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"Floor_Top_Border.bmp": g_OpaqueBallanceTexturePreset,
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"Floor_Top_Borderless.bmp": g_OpaqueBallanceTexturePreset,
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"Floor_Top_Checkpoint.bmp": g_OpaqueBallanceTexturePreset,
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"Floor_Top_Flat.bmp": g_OpaqueBallanceTexturePreset,
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"Floor_Top_Profil.bmp": g_OpaqueBallanceTexturePreset,
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"Floor_Top_ProfilFlat.bmp": g_OpaqueBallanceTexturePreset,
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"Font_1.tga": g_TransparentBallanceTexturePreset,
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"Gravitylogo_intro.bmp": g_OpaqueBallanceTexturePreset,
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"HardShadow.bmp": g_OpaqueBallanceTexturePreset,
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"Laterne_Glas.bmp": g_OpaqueBallanceTexturePreset,
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"Laterne_Schatten.tga": g_TransparentBallanceTexturePreset,
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"Laterne_Verlauf.tga": g_TransparentBallanceTexturePreset,
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"Logo.bmp": g_OpaqueBallanceTexturePreset,
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"Metal_stained.bmp": g_OpaqueBallanceTexturePreset,
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"Misc_Ufo.bmp": g_OpaqueBallanceTexturePreset,
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"Misc_UFO_Flash.bmp": g_OpaqueBallanceTexturePreset,
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"Modul03_Floor.bmp": g_OpaqueBallanceTexturePreset,
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"Modul03_Wall.bmp": g_OpaqueBallanceTexturePreset,
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"Modul11_13_Wood.bmp": g_OpaqueBallanceTexturePreset,
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"Modul11_Wood.bmp": g_OpaqueBallanceTexturePreset,
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"Modul15.bmp": g_OpaqueBallanceTexturePreset,
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"Modul16.bmp": g_OpaqueBallanceTexturePreset,
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"Modul18.bmp": g_OpaqueBallanceTexturePreset,
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"Modul18_Gitter.tga": g_TransparentBallanceTexturePreset,
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"Modul30_d_Seiten.bmp": g_OpaqueBallanceTexturePreset,
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"Particle_Flames.bmp": g_OpaqueBallanceTexturePreset,
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"Particle_Smoke.bmp": g_OpaqueBallanceTexturePreset,
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"PE_Bal_balloons.bmp": g_OpaqueBallanceTexturePreset,
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"PE_Bal_platform.bmp": g_OpaqueBallanceTexturePreset,
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"PE_Ufo_env.bmp": g_OpaqueBallanceTexturePreset,
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"Pfeil.tga": g_TransparentBallanceTexturePreset,
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"P_Extra_Life_Oil.bmp": g_OpaqueBallanceTexturePreset,
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"P_Extra_Life_Particle.bmp": g_OpaqueBallanceTexturePreset,
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"P_Extra_Life_Shadow.bmp": g_OpaqueBallanceTexturePreset,
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"Rail_Environment.bmp": g_OpaqueBallanceTexturePreset,
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"sandsack.bmp": g_OpaqueBallanceTexturePreset,
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"SkyLayer.bmp": g_OpaqueBallanceTexturePreset,
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"Sky_Vortex.bmp": g_OpaqueBallanceTexturePreset,
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"Stick_Bottom.tga": g_TransparentBallanceTexturePreset,
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"Stick_Stripes.bmp": g_OpaqueBallanceTexturePreset,
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"Target.bmp": g_OpaqueBallanceTexturePreset,
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"Tower_Roof.bmp": g_OpaqueBallanceTexturePreset,
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"Trafo_Environment.bmp": g_OpaqueBallanceTexturePreset,
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"Trafo_FlashField.bmp": g_OpaqueBallanceTexturePreset,
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"Trafo_Shadow_Big.tga": g_TransparentBallanceTexturePreset,
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"Tut_Pfeil01.tga": g_TransparentBallanceTexturePreset,
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"Tut_Pfeil_Hoch.tga": g_TransparentBallanceTexturePreset,
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"Wolken_intro.tga": g_TransparentBallanceTexturePreset,
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"Wood_Metal.bmp": g_OpaqueBallanceTexturePreset,
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"Wood_MetalStripes.bmp": g_OpaqueBallanceTexturePreset,
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"Wood_Misc.bmp": g_OpaqueBallanceTexturePreset,
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"Wood_Nailed.bmp": g_OpaqueBallanceTexturePreset,
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"Wood_Old.bmp": g_OpaqueBallanceTexturePreset,
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"Wood_Panel.bmp": g_OpaqueBallanceTexturePreset,
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"Wood_Plain.bmp": g_OpaqueBallanceTexturePreset,
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"Wood_Plain2.bmp": g_OpaqueBallanceTexturePreset,
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"Wood_Raft.bmp": g_OpaqueBallanceTexturePreset,
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}
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def get_ballance_texture_filename(texpath: str) -> str | None:
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"""!
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Return the filename part for valid Ballance texture path.
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If the file name part of given path is not a entry of Ballance texture file name list, function will return None immediately.
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Otherwise, function will check whether the given file path is really point to the Ballance texture folder.
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@exception BBPException Ballance texture folder is not set in preferences
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@param imgpath[in] Absolute path to texture.
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@return File name part of given texture path if given path is a valid Ballance texture path, or None if the path not point to a valid Ballance texture.
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"""
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# check file name first
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filename: str = os.path.basename(texpath)
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if filename not in g_BallanceTexturePresets: return None
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# if file name matched, check whether it located in ballance texture folder
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probe: str = os.path.join(_get_ballance_texture_folder(), filename)
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if not _is_path_equal(probe, texpath): return None
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return filename
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def is_ballance_texture_filepath(texpath: str) -> bool:
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"""!
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Check whether the given path is a valid Ballance texture.
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Simply call get_ballance_texture_filename() and check whether it return string or None.
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@exception BBPException Ballance texture folder is not set in preferences
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@param imgpath[in] Absolute path to texture.
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@return True if it is Ballance texture.
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@see get_ballance_texture_filename
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"""
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return get_ballance_texture_filename(texpath) is not None
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def get_texture_filepath(tex: bpy.types.Image) -> str:
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"""!
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Get the file path referenced by the given texture.
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This function will try getting the referenced file path of given texture, including packed or not packed texture.
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This function will try resolving the file path when given texture is packed according to the path of
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current opend blender file and Ballance texture folder speficied in preferences.
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If resolving failed, it may return blender packed data url, for example `\\./xxx.bmp`
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@exception BBPException Ballance texture folder is not set in preferences
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@param tex[in] The image where the file name need to be got.
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@return The resolved absolute file path.
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"""
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# resolve image path
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absfilepath: str = bpy_extras.io_utils.path_reference(
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tex.filepath, bpy.data.filepath, _get_ballance_texture_folder(),
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'ABSOLUTE', "", None, None
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)
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# return resolved path
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return absfilepath
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def is_ballance_texture(tex: bpy.types.Image) -> bool:
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"""!
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Check whether the provided image is Ballance texture according to its referenced file path.
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A simply calling combination of get_texture_filepath and is_ballance_texture_filepath
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@exception BBPException Ballance texture folder is not set in preferences
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@param tex[in] The texture to check.
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@return True if it is Ballance texture.
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@see get_texture_filepath, is_ballance_texture_filepath
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"""
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return is_ballance_texture_filepath(get_texture_filepath(tex))
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#endregion
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#region Ballance Texture Load & Save
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def load_ballance_texture(texname: str) -> bpy.types.Image:
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"""!
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Load Ballance texture.
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+ The returned image may be redirected to a existing image according to its file path, because all Ballance textures are shared.
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+ The loaded image is saved as external. No pack will be operated because plugin assume all user have Ballance texture folder.
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@exception BBPException Ballance texture folder is not set in preferences, or provided file name is invalid.
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@param texname[in] the file name (not the path) of loading Ballance texture. Invalid file name will raise exception.
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@return The loaded image.
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"""
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# try getting preset (also check texture name)
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tex_preset: PROP_virtools_texture.RawVirtoolsTexture = g_BallanceTexturePresets.get(texname, None)
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if tex_preset is None:
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raise UTIL_functions.BBPException("Invalid Ballance texture file name.")
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# load image
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# check existing image in any case. because we need make sure ballance texture is unique.
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filepath: str = os.path.join(_get_ballance_texture_folder(), texname)
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ret: bpy.types.Image = bpy.data.images.load(filepath, check_existing = True)
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# apply preset and return
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PROP_virtools_texture.set_raw_virtools_texture(ret, tex_preset)
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return ret
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def load_other_texture(texname: str) -> bpy.types.Image:
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"""!
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Load the Texture which is not a part of Ballance texture.
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This function is different with load_ballance_texture(). It can be seen as the opposition of load_ballance_texture().
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This function is used when loading the temp images created by BMX file resolving or Virtools engine.
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Because these temp file will be deleted after importing, this function need pack the loaded file into blender file immediately after loading.
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@remark
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+ The loaded texture will be immediately packed into blender file.
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+ Loading will NOT check any loaded image according to file path.
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@param texname[in] the absolute path to the loading image.
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@return The loaded image.
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"""
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# load image first
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# always do not check the same image.
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ret: bpy.types.Image = bpy.data.images.load(texname, check_existing = False)
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# then immediately pack it into file.
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ret.pack()
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# apply general non-ballance texture preset and return image
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PROP_virtools_texture.set_raw_virtools_texture(ret, g_NonBallanceTexturePreset)
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return ret
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def generate_other_texture_save_path(tex: bpy.types.Image, file_folder: str) -> str:
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"""!
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Generate the path to saved file.
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This function first get file name from texture, then combine it with given dest file folder,
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and return it.
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Frequently used with save_other_texture to create its parameter.
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@param tex[in] The saving texture
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@param filepath[in] The absolute path to the folder where the texture will be saved.
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@return The path to saved file.
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"""
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return os.path.join(file_folder, os.path.basename(get_texture_filepath(tex)))
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def save_other_texture(tex: bpy.types.Image, filepath: str) -> None:
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"""!
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Save the texture which is not a part of Ballance texture.
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This function is frequently used when exporting something.
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Usually used to save the texture loaded by load_other_texture, because the texture loaded by load_ballance_texture do not need save.
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This function accept textures which is packed or not packed in blender file.
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@param tex[in] The saving texture
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@param filepath[in] The absolute path to saving file.
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"""
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tex.save(filepath)
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|
#endregion
|