carla/Util/generate_fbx.py

183 lines
6.4 KiB
Python
Executable File

#!/usr/bin/env python
# Copyright (c) 2019 Computer Vision Center (CVC) at the Universitat Autonoma de
# Barcelona (UAB).
#
# This work is licensed under the terms of the MIT license.
# For a copy, see <https://opensource.org/licenses/MIT>.
"""Bulk Import FBX"""
import os
import json
import subprocess
import shutil
import argparse
import re
if os.name == 'nt':
sys_name = 'Win64'
elif os.name == 'posix':
sys_name = 'Linux'
def main():
try:
args = parse_arguments()
folder_list = []
import_all_fbx_in_folder(args.folder, folder_list)
finally:
print('\ndone.')
def import_all_fbx_in_folder(fbx_folder, folder_list):
dirname = os.getcwd()
fbx_place = os.path.join(dirname, "..", fbx_folder)
for file in os.listdir(fbx_place):
if file.endswith(".PropRegistry.json"):
registry_name = file.replace(".PropRegistry.json", "")
with open(os.path.join(dirname, "..", fbx_folder, file)) as json_file:
data = json.load(json_file)
# This will take all the fbx registerd in the provided json files
# and place it inside unreal in the provided path (by the json file)
import_assets_commandlet(data, fbx_folder, registry_name, folder_list)
# This part will just gather all the folders in which an fbx has been placed
if(len(folder_list) > 0):
final_list = ""
for folder in folder_list:
if folder not in final_list:
final_list += folder + "+"
final_list = final_list[:-1]
# Destination map (the one that will be cooked)
dest_map_path = "/Game/Carla/Maps/TestMaps"
dest_map_name = "TEMPMAP"
# This should be a folder, because the commandlet will take anything inside.
# It is better if there is only one map inside
src_map_folder = "/Game/Carla/Maps/TestMaps"
prepare_cook_commandlet(final_list, src_map_folder, dest_map_path, dest_map_name)
launch_bash_script("BuildTools/ExportFBX.sh", "--maps=%s/%s" % (dest_map_path, dest_map_name))
def parse_arguments():
argparser = argparse.ArgumentParser(
description=__doc__)
argparser.add_argument(
'-f', '--folder',
metavar='F',
type=str,
default="FBXImporter",
help='FBX containing folder')
return argparser.parse_args()
def prepare_cook_commandlet(folder_list, source_map, dest_map_path, dest_map_name):
commandlet_name = "FBXExporterPreparator"
commandlet_arguments = "-MeshesDir=%s -SourceMap=%s -DestMapPath=%s -DestMapName=%s" % (
folder_list, source_map, dest_map_path, dest_map_name)
invoke_commandlet(commandlet_name, commandlet_arguments)
def import_assets_commandlet(json_data, fbx_folder, registry_name, folder_list):
importfile = "importsetting.json"
if os.path.exists(importfile):
os.remove(importfile)
populate_json_and_data(json_data, fbx_folder, importfile, registry_name, folder_list)
generate_prop_registry_file_for_unreal(json_data, registry_name)
dirname = os.getcwd()
commandlet_name = "ImportAssets"
import_settings = os.path.join(dirname, importfile)
commandlet_arguments = "-importSettings=\"%s\" -AllowCommandletRendering -nosourcecontrol -replaceexisting" % import_settings
invoke_commandlet(commandlet_name, commandlet_arguments)
# Clean up
os.remove(importfile)
def invoke_commandlet(name, arguments):
ue4_path = os.environ['UE4_ROOT']
dirname = os.getcwd()
editor_path = "%s/Engine/Binaries/%s/UE4Editor" % (ue4_path, sys_name)
uproject_path = os.path.join(dirname, "..", "Unreal", "CarlaUE4", "CarlaUE4.uproject")
full_command = "%s %s -run=%s %s" % (editor_path, uproject_path, name, arguments)
subprocess.check_call([full_command], shell=True)
def launch_bash_script(script_path, arguments):
dirname = os.getcwd()
full_command = "%s %s" % (os.path.join(dirname, script_path), arguments)
print("Executing: " + full_command)
subprocess.check_call([full_command], shell=True)
def populate_json_and_data(json_data, fbx_folder, json_file, registry_name, folder_list):
with open(json_file, "w+") as fh:
import_groups = []
file_names = []
import_settings = []
import_settings.append({
"bImportMesh": 1,
"bConvertSceneUnit": 1,
"bConvertScene": 1,
"bCombineMeshes": 1,
"bImportTextures": 1,
"bImportMaterials": 1,
"bRemoveDegenerates": 1,
"AnimSequenceImportData": {},
"SkeletalMeshImportData": {},
"TextureImportData": {},
"StaticMeshImportData": {
"bRemoveDegenerates": 1,
"bAutoGenerateCollision": 0,
"bCombineMeshes": 0
}
})
for prop in json_data['definitions']:
destination_path = "/Game/" + registry_name + "/Static/" + prop["tag"] + "/" + prop["name"]
file_names = []
fbx_path = os.path.join("..", "..", fbx_folder, "%s" % prop["source"])
file_names.append(fbx_path)
import_groups.append({
"ImportSettings": import_settings,
"FactoryName": "FbxFactory",
"DestinationPath": destination_path,
"bReplaceExisting": "true",
"FileNames": file_names
})
folder_list.append(destination_path)
fh.write(json.dumps({"ImportGroups": import_groups}))
fh.close()
def generate_prop_registry_file_for_unreal(json_data, registry_name):
data = {}
data["definitions"] = []
for prop in json_data['definitions']:
name = prop["name"]
size = prop["size"]
fbx_name = prop["source"].replace(".fbx", "")
path = "/Game/" + registry_name + "/Static/" + prop["tag"] + "/" + prop["name"] + "/" + fbx_name
data['definitions'].append({
"name": name,
"size": size,
"path": path
})
registry_path = os.path.join("../Unreal/CarlaUE4/Content/" + registry_name + "/Config/")
if not os.path.exists(registry_path):
try:
os.makedirs(registry_path)
except OSError as exc:
if exc.errno != errno.EEXIST:
raise
with open(registry_path + registry_name + "_generated" + ".PropRegistry.json", 'w+') as fh:
json.dump(data, fh)
if __name__ == '__main__':
main()