import json import os from scipy.spatial.transform import Rotation import xml.etree.ElementTree as ET import numpy as np def parse_xml_to_json(xml_file_path, json_file_path, include_unit_id=False): # Parse the XML file tree = ET.parse(xml_file_path) root = tree.getroot() # Create a list to store the parsed data world_data = [] # Keep track of unique instances of the "path" attribute unique_paths = set() # Iterate through the "unit_data" elements and extract the desired attributes for unit_data_elem in root.findall('.//unit_data'): position_str = unit_data_elem.get('position') rotation_quaternion_str = unit_data_elem.get('rotation') full_name = unit_data_elem.get('name') unit_id = unit_data_elem.get('unit_id') if include_unit_id else None # Replace commas with dots in the position and quaternion strings position_str = position_str.replace(',', '.') rotation_quaternion_str = rotation_quaternion_str.replace(',', '.') # Extract name and path unit_description = full_name.split('/')[-1] path = full_name # Track unique instances of the "path" attribute unique_paths.add(path) # Convert position and quaternion to vectors try: position_vector = list(map(float, position_str.split())) # Convert right-handed to left-handed coordinates position_vector[0] = -position_vector[0] quaternion = np.array(list(map(float, rotation_quaternion_str.split()))) rotation = Rotation.from_quat(quaternion) euler_angles = rotation.as_euler('zyx') # Convert radians to degrees and clamp to 3 decimal places rotation_vector = np.degrees(euler_angles).round(3).tolist() rotation_vector[0] = - rotation_vector[0] # Convert Euler angles to Rotator format rotator = { 'yaw': rotation_vector[0], 'pitch': rotation_vector[1], 'roll': rotation_vector[2] } # Generate Unreal object reference object_reference = f"/Script/Engine.StaticMesh'/Game/Mods/YourModName/Units/{path}/{unit_description}.{unit_description}'" # Use 'name' instead of 'unit_id' unit_data = { 'position': { 'x': position_vector[0], 'y': position_vector[1], 'z': position_vector[2] }, 'rotation_quaternion': rotation_quaternion_str, 'rotation_vector': rotator, 'unit_description': unit_description, 'path': object_reference, } if include_unit_id: unit_data['name'] = unit_id else: unit_data['name'] = unit_description world_data.append(unit_data) except ValueError: print(f"Skipping invalid data: {position_str}, {rotation_quaternion_str}") # Print the unique instances of the "path" attribute unique_dlc_units = set() for unique_path in unique_paths: dlc = unique_path.split('/')[1] unique_dlc_units.add(dlc) print(f"Units DLCs in this map: {', '.join(unique_dlc_units)}. Make sure to get them from the game") # Convert the list to JSON and write it to the output file with open(json_file_path, 'w') as json_file: json.dump(world_data, json_file, indent=2) print(f'Conversion complete. JSON data written to {json_file_path}') def process_folder(folder_path): # Ensure the folder exists, create it if it doesn't full_folder_path = os.path.abspath(folder_path) if not os.path.exists(full_folder_path): os.makedirs(full_folder_path) print(f'Created folder: {full_folder_path}') # List all files and folders in the current directory files_and_folders = os.listdir(full_folder_path) for item in files_and_folders: item_path = os.path.join(full_folder_path, item) # If it's a directory, recursively process it if os.path.isdir(item_path): print(f'Processing folder: {item_path}') process_folder(item_path) # If it's a file with a .continent extension, process it elif os.path.isfile(item_path) and item.lower().endswith('.continent'): print(f'Processing file: {item_path}') # Get the directory of the script using __file__ script_directory = os.path.abspath(os.path.dirname(__file__)) json_file_path = os.path.abspath(os.path.join(script_directory, 'WorldFiles', 'UnrealJSON', f'{os.path.splitext(item)[0]}.json')) parse_xml_to_json(item_path, json_file_path, include_unit_id=True) print(f'Created JSON file: {json_file_path}') # Get The working Dir root_folder = r'\WorldFiles\DieselWorldCONTINENT' dir_path = os.path.dirname(os.path.realpath(__file__)) folder_path = dir_path + root_folder # Start processing print(f'Starting processing from: {folder_path}') process_folder(folder_path)