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map_data.py
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map_data.py
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from panda3d.core import SamplerState, PNMImage, Texture
class TextureData:
def __init__(self, name="", width=0, height=0):
self.name = name
self.width = width
self.height = height
self.p3d_texture = None
def load(self, path):
full = f"{path}/{self.name}.png"
image = PNMImage()
image.read(full)
self.p3d_texture = Texture(self.name)
self.p3d_texture.load(image)
self.width = image.size.x
self.height = image.size.y
class WorldSpawnLayer:
def __init__(self, texture_idx=0, build_visuals=False):
self.texture_idx = texture_idx
self.build_visuals = build_visuals
class MapData:
def __init__(self):
self.entities = []
self.entity_geo = []
self.textures = []
self.worldspawn_layers = []
def reset(self):
self.entities.clear()
self.entity_geo.clear()
self.textures.clear()
self.worldspawn_layers.clear()
def register_worldspawn_layer(self, name, build_visuals):
wsl = WorldSpawnLayer()
wsl.texture_idx = self.find_texture(name)
wsl.build_visuals = build_visuals
def find_worldspawn_layer(self, texture_idx):
for index, wsl in enumerate(self.worldspawn_layers):
if wsl.texture_idx == texture_idx:
return index
return -1
def get_worldspawn_layer_count(self):
return len(self.worldspawn_layers)
def get_worldspawn_layers(self):
return self.worldspawn_layers
def register_texture(self, name):
for index, text in enumerate(self.textures):
if text.name == name:
return index
td = TextureData(name)
self.textures.append(td)
return len(self.textures) - 1
def set_texture_size(self, name, height, width):
for index, text in enumerate(self.textures):
if text.name == name:
text.width = width
text.height = height
def get_texture_count(self):
return len(self.textures)
def get_textures(self):
return self.textures
def get_texture(self, texture_idx):
return self.textures[texture_idx]
def find_texture(self, name):
for index, text in enumerate(self.textures):
if text.name == name:
return index
return -1
def set_spawn_type_by_classname(self, key, spawn_type):
for entity in self.entities:
if len(entity.properties) == 0:
continue
if entity.properties["classname"] == key:
entity.spawn_type = spawn_type
def print_entities(self):
for entity in self.entities:
print(entity)
def get_entity_count(self):
return len(self.entities)
def get_entities(self):
return self.entities
def get_entity_property(self, entity_idx, key):
return self.entities[entity_idx].properties.get(key)
def load_texture_data(self, texture_location=None):
if len(self.entities) > 0:
if texture_location:
path = texture_location
else:
path = self.entities[0].properties.get("_tb_textures")
wad = self.entities[0].properties.get("wad") # wad support here if youd like to write it
if path:
for texture in self.textures:
texture.load(path)