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open-wc/addons/mpq_extractor/loaders/wmo_builder.gd
T
2026-04-20 20:26:14 +04:00

165 lines
5.2 KiB
GDScript

## Converts raw WMOLoader data into a Godot Node3D scene tree.
## Usage:
## var data = WMOLoader.new().load_wmo(abs_path)
## var node = WMOBuilder.build(data, "res://extracted")
## add_child(node)
class_name WMOBuilder
static var _texture_cache: Dictionary = {}
# Returns a Node3D containing one MeshInstance3D per WMO group.
static func build(data: Dictionary, extracted_dir: String = "") -> Node3D:
var root := Node3D.new()
root.name = "WMO"
if not data.has("groups"):
return root
var textures: PackedStringArray = data.get("textures", PackedStringArray())
var materials: Array = data.get("materials", [])
# Build Godot materials from WMO material definitions
var godot_materials: Array[StandardMaterial3D] = []
for mat_def in materials:
godot_materials.append(_build_material(mat_def, textures, extracted_dir))
# Build one MeshInstance3D per group
var groups: Array = data.get("groups", [])
for gi in groups.size():
var g: Dictionary = groups[gi]
if g.is_empty():
continue
var mesh_inst := _build_group_mesh(g, godot_materials)
mesh_inst.name = "Group_%d" % gi
root.add_child(mesh_inst)
return root
static func _build_group_mesh(
g: Dictionary,
godot_mats: Array[StandardMaterial3D]) -> MeshInstance3D:
var verts: PackedVector3Array = g.get("vertices", PackedVector3Array())
var normals: PackedVector3Array = g.get("normals", PackedVector3Array())
var uvs: PackedVector2Array = g.get("uvs", PackedVector2Array())
var colors: PackedColorArray = g.get("colors", PackedColorArray())
var indices: PackedInt32Array = g.get("indices", PackedInt32Array())
var batches: Array = g.get("batches", [])
var mesh := ArrayMesh.new()
if verts.is_empty() or indices.is_empty():
var empty := MeshInstance3D.new()
empty.mesh = mesh
return empty
if batches.is_empty():
batches = [{
"index_start": 0,
"index_count": indices.size(),
"material_id": -1,
}]
for batch_variant in batches:
if not (batch_variant is Dictionary):
continue
var batch: Dictionary = batch_variant
var idx_start: int = int(batch.get("index_start", 0))
var idx_count: int = int(batch.get("index_count", 0))
var mat_id: int = int(batch.get("material_id", -1))
if idx_count <= 0 or idx_start >= indices.size():
continue
var batch_indices := PackedInt32Array()
for i in range(idx_start, mini(idx_start + idx_count, indices.size()), 3):
if i + 2 >= indices.size():
break
# Reverse winding for the current local basis conversion.
batch_indices.append(indices[i + 0])
batch_indices.append(indices[i + 2])
batch_indices.append(indices[i + 1])
if batch_indices.is_empty():
continue
var arrays := []
arrays.resize(Mesh.ARRAY_MAX)
arrays[Mesh.ARRAY_VERTEX] = verts
if normals.size() == verts.size():
arrays[Mesh.ARRAY_NORMAL] = normals
if uvs.size() == verts.size():
arrays[Mesh.ARRAY_TEX_UV] = uvs
if colors.size() == verts.size():
arrays[Mesh.ARRAY_COLOR] = colors
arrays[Mesh.ARRAY_INDEX] = batch_indices
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
var surf_idx := mesh.get_surface_count() - 1
if mat_id >= 0 and mat_id < godot_mats.size():
mesh.surface_set_material(surf_idx, godot_mats[mat_id])
var mi := MeshInstance3D.new()
mi.mesh = mesh
return mi
static func _build_material(
mat_def: Dictionary,
textures: PackedStringArray,
extracted_dir: String = "") -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
mat.roughness = 0.85
mat.metallic = 0.0
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.specular_mode = BaseMaterial3D.SPECULAR_DISABLED
mat.vertex_color_use_as_albedo = false
var blend_mode: int = mat_def.get("blend_mode", 0)
match blend_mode:
0: mat.transparency = BaseMaterial3D.TRANSPARENCY_DISABLED
1: mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
_: mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
# Texture is loaded later by the scene assembler (needs BLP→Image conversion)
# Store the path as metadata for the assembler to pick up
var tex0_id: int = mat_def.get("texture0", -1)
if tex0_id >= 0 and tex0_id < textures.size():
var tex_path: String = str(textures[tex0_id]).replace("\\", "/")
mat.set_meta("texture0_path", tex_path)
var tex := _load_texture(tex_path, extracted_dir)
if tex:
mat.albedo_texture = tex
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
mat.set_meta("wow_flags", mat_def.get("flags", 0))
mat.set_meta("wow_shader", mat_def.get("shader", 0))
return mat
static func _load_texture(rel_path: String, extracted_dir: String) -> Texture2D:
if rel_path.is_empty() or extracted_dir.is_empty():
return null
var abs_path := ProjectSettings.globalize_path(extracted_dir.path_join(rel_path.replace("\\", "/")))
if _texture_cache.has(abs_path):
return _texture_cache[abs_path]
if not ClassDB.class_exists("BLPLoader"):
return null
var loader = ClassDB.instantiate("BLPLoader")
if loader == null:
return null
var img: Image = loader.call("load_image", abs_path)
if img == null or img.is_empty():
_texture_cache[abs_path] = null
return null
img.generate_mipmaps()
var tex := ImageTexture.create_from_image(img)
_texture_cache[abs_path] = tex
return tex