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