203 lines
6.3 KiB
GDScript
203 lines
6.3 KiB
GDScript
## Pre-bakes M2 doodad models into PackedScene (.tscn) files for fast runtime loading.
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##
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## Usage:
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## godot --headless --path <project> --script res://src/tools/bake_m2_cache.gd -- \
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## --map Azeroth --extracted res://data/extracted --output res://data/cache/m2_glb --force
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## Add --only-pattern waterfall to rebuild only matching model paths.
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## Add --glb-animations to also emit animated GLB scenes through src/tools/m2_to_gltf.py.
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extends SceneTree
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const M2_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/m2_builder.gd")
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func _initialize() -> void:
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var args := OS.get_cmdline_user_args()
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var map_name := _arg(args, "--map", "Azeroth")
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var extracted := _res(_arg(args, "--extracted", "res://data/extracted"))
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var output_dir := _res(_arg(args, "--output", "res://data/cache/m2_glb"))
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var force := args.has("--force")
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var glb_animations := args.has("--glb-animations")
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var only_patterns := _arg_values(args, "--only-pattern")
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var python_exe := _arg(args, "--python", "python")
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var converter := _res(_arg(args, "--converter", "res://src/tools/m2_to_gltf.py"))
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if not ClassDB.class_exists("ADTLoader") or not ClassDB.class_exists("M2Loader"):
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push_error("GDExtension not loaded. Rebuild first.")
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quit(1)
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return
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DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(output_dir))
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# Collect unique M2 paths from all ADT tiles
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var unique: Dictionary = {}
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var adt_loader = ClassDB.instantiate("ADTLoader")
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var map_dir := extracted.path_join("World/Maps/%s" % map_name)
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var dir := DirAccess.open(map_dir)
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if dir == null:
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push_error("Cannot open map dir: %s" % map_dir)
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quit(1)
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return
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print("Scanning ADT tiles...")
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var scanned := 0
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for fname in dir.get_files():
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if not fname.ends_with(".adt"):
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continue
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var parts := fname.trim_suffix(".adt").split("_")
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if parts.size() != 3 or parts[0] != map_name:
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continue
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var data: Dictionary = adt_loader.call("load_adt",
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ProjectSettings.globalize_path(map_dir.path_join(fname)))
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if data.is_empty():
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continue
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for rel in data.get("m2_names", PackedStringArray()):
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var norm := str(rel).replace("\\", "/").to_lower()
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if norm.ends_with(".mdx") or norm.ends_with(".mdl"):
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norm = norm.get_basename() + ".m2"
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if not norm.is_empty() and _matches_only_patterns(norm, only_patterns):
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unique[norm] = true
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scanned += 1
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print("Found %d unique M2 models from %d tiles." % [unique.size(), scanned])
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var m2_loader = ClassDB.instantiate("M2Loader")
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var baked := 0
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var baked_glb := 0
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var skipped := 0
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var failed := 0
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var failed_glb := 0
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var total := unique.size()
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var i := 0
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for rel_path in unique.keys():
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i += 1
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var stem: String = rel_path.get_basename()
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var out_path := output_dir.path_join(stem + ".tscn")
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var out_glb_path := output_dir.path_join(stem + ".glb")
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var abs_m2 := ProjectSettings.globalize_path(extracted.path_join(rel_path))
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if not FileAccess.file_exists(abs_m2):
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failed += 1
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continue
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if not force and ResourceLoader.exists(out_path):
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if glb_animations:
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if _bake_glb_animation_cache(python_exe, converter, abs_m2, output_dir, out_glb_path, false):
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baked_glb += 1
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else:
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failed_glb += 1
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skipped += 1
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continue
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var data: Dictionary = m2_loader.call("load_m2", abs_m2)
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if data.is_empty() or data.get("vertices", PackedVector3Array()).is_empty():
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failed += 1
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continue
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var node: Node3D = M2_BUILDER_SCRIPT.build(data, extracted)
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if node == null:
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failed += 1
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continue
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_set_owner_recursive(node, node)
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var scene := PackedScene.new()
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var err := scene.pack(node)
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node.free()
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if err != OK:
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push_warning("pack failed for %s: %d" % [rel_path, err])
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failed += 1
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continue
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DirAccess.make_dir_recursive_absolute(
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ProjectSettings.globalize_path(out_path.get_base_dir()))
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err = ResourceSaver.save(scene, out_path)
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if err != OK:
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push_warning("save failed for %s: %d" % [out_path, err])
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failed += 1
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continue
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baked += 1
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if glb_animations:
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if _bake_glb_animation_cache(python_exe, converter, abs_m2, output_dir, out_glb_path, force):
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baked_glb += 1
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else:
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failed_glb += 1
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if i % 50 == 0 or i == total:
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print("[%d/%d] baked=%d glb=%d skipped=%d failed=%d glb_failed=%d" % [
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i, total, baked, baked_glb, skipped, failed, failed_glb])
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print("Done. baked=%d glb=%d skipped=%d failed=%d glb_failed=%d" % [
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baked, baked_glb, skipped, failed, failed_glb])
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quit(0)
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func _arg(args: PackedStringArray, name: String, default: String) -> String:
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var idx := args.find(name)
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if idx >= 0 and idx + 1 < args.size():
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return args[idx + 1]
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return default
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func _arg_values(args: PackedStringArray, name: String) -> PackedStringArray:
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var result := PackedStringArray()
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for i in args.size():
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if args[i] != name or i + 1 >= args.size():
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continue
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for part in String(args[i + 1]).split(",", false):
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var value := part.strip_edges().to_lower()
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if not value.is_empty():
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result.append(value)
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return result
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func _matches_only_patterns(path: String, patterns: PackedStringArray) -> bool:
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if patterns.is_empty():
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return true
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var lower := path.to_lower()
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for pattern in patterns:
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if lower.contains(pattern):
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return true
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return false
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func _res(path: String) -> String:
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if path.begins_with("res://") or path.begins_with("user://"):
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return path
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return "res://" + path.trim_prefix("./").trim_prefix("/")
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func _bake_glb_animation_cache(
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python_exe: String,
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converter: String,
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abs_m2: String,
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output_dir: String,
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out_glb_path: String,
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force: bool) -> bool:
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var abs_out_glb := ProjectSettings.globalize_path(out_glb_path)
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if not force and FileAccess.file_exists(abs_out_glb):
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return true
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var abs_converter := ProjectSettings.globalize_path(converter)
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var abs_output := ProjectSettings.globalize_path(output_dir)
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if not FileAccess.file_exists(abs_converter):
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push_warning("M2 GLB converter not found: %s" % converter)
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return false
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var stdout := []
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var exit_code := OS.execute(
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python_exe,
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[abs_converter, abs_m2, abs_output],
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stdout,
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true,
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false)
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if exit_code != 0:
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push_warning("animated GLB bake failed for %s exit=%d\n%s" % [
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abs_m2,
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exit_code,
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"\n".join(stdout)])
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return false
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return FileAccess.file_exists(abs_out_glb)
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func _set_owner_recursive(node: Node, owner_root: Node) -> void:
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for child in node.get_children():
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child.owner = owner_root
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_set_owner_recursive(child, owner_root)
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