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4 Commits

Author SHA1 Message Date
Martin Prokoph
9b24de4050 setup: add 'requests' to requirements.txt 2025-07-20 16:49:25 +02:00
Martin Prokoph
c2a3bbe25d setup: add tqdm to requirements.txt 2025-07-20 16:46:27 +02:00
Martin Prokoph
449143a209 fix: correctly format strings 2025-07-20 16:44:58 +02:00
Martin Prokoph
ced8db9633 clean: modularize & improve code 2025-07-20 16:41:26 +02:00
19 changed files with 573 additions and 494 deletions

2
.gitignore vendored
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@@ -1,2 +1,2 @@
/.alt
/__pycache__
*__pycache__

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@@ -6,481 +6,13 @@
# Depencency imports
import argparse
import json
import os
import zipfile
import shutil
import time
import random
from PIL import Image
from distutils.dir_util import copy_tree
# Local imports
from download_helper import downloadFromModrinth
minify = False
# Utility functions
def printGreen(out): print("\033[92m{}\033[00m".format(out))
def printCyan(out): print("\033[96m{}\033[00m" .format(out))
def printOverride(out): print(" -> {}".format(out))
def dumpJson(data, f): json.dump(data, f, separators=(',', ':')) if minify else json.dump(data, f, indent=4)
class BlockStateData:
def __init__(self, namespace, block_name, state):
self.namespace = namespace
self.block_name = block_name
self.state = state
def fromFile(leaf, root, infile):
with open(os.path.join(root, infile), "r") as f:
printOverride("Loading blockstate data from: "+f.name)
return BlockStateData.fromJson(leaf, json.load(f).get("blockStateData"))
def fromJson(leaf, data): return BlockStateData(data["block"].split(":")[0], data["block"].split(":")[1], data["state"]) if "block" in data else BlockStateData(leaf.getId().split(":")[0], leaf.getId().split(":")[1], data["state"])
class LeafBlock:
def __init__(self, namespace, block_name, texture_name):
self.namespace = namespace
self.block_name = block_name
self.texture_name = texture_name
base_model = "leaves"
has_carpet = False
has_no_tint = False
has_texture_override = False
should_generate_item_model = False
use_legacy_model = False
texture_prefix = ""
overlay_texture_id = ""
block_id_override = None
texture_id_override = None
dynamictrees_namespace = None
blockstate_data = None
sprite_overrides = None
def getId(self):
if (self.block_id_override != None): return self.block_id_override
return self.namespace+":"+self.block_name
def getTextureId(self):
if (self.texture_id_override != None): return self.texture_id_override
return self.namespace+":block/"+self.texture_prefix+self.texture_name
class CarpetBlock:
def __init__(self, carpet_id, leaf):
self.carpet_id = carpet_id
self.leaf = leaf
if (leaf.has_no_tint): self.base_model = "leaf_carpet_notint"
base_model = "leaf_carpet"
# This is where the magic happens
def autoGen(jsonData, args):
notint_overrides = jsonData["noTint"]
block_texture_overrides = jsonData["blockTextures"]
overlay_textures = jsonData["overlayTextures"]
compileonly_textures = jsonData["compileOnly"]
block_id_overrides = jsonData["blockIds"]
leaves_with_carpet = jsonData["leavesWithCarpet"]
dynamictrees_namespaces = jsonData["dynamicTreesNamespaces"]
generate_itemmodels_overrides = jsonData["generateItemModels"]
block_state_copies = jsonData["blockStateCopies"]
print("Generating assets...")
if (os.path.exists("./assets")): shutil.rmtree("./assets")
copy_tree("./base/assets/", "./assets/")
if minify: minifyJsonFiles()
filecount = 0
if (args.programmer): unpackTexturepacks("./input/programmer_art")
unpackTexturepacks()
unpackMods()
scanModsForTextures()
for root, dirs, files in os.walk("./input/assets"):
for infile in files:
if infile.endswith(".png") and (len(root.split("/")) > 3):
texture_name = infile.replace(".png", "")
leaf = LeafBlock(root.split("/")[3], texture_name, texture_name)
# Handle leaf textures in subfolders
if (len(root.split("/")) > 6):
leaf.texture_prefix = root.split("/")[6]+"/"
if (leaf.block_name == "leaves"): # For mods that use a structure like "texture/woodtype/leaves.png"
leaf.block_name = leaf.texture_prefix.replace("/", "_")+leaf.block_name
printGreen(leaf.getId())
printOverride("Auto-redirected from "+leaf.getId())
else: # For mods that use a structure like "texture/natural/some_leaves.png"
printGreen(leaf.getId())
printOverride("Prefix: "+ leaf.texture_prefix);
else: printGreen(leaf.getId())
# We don't want to generate assets for overlay textures
if (leaf.getTextureId()) in overlay_textures.values():
printOverride("Skipping overlay texture")
continue
# We don't want to generate assets for compile-only textures
if (leaf.getTextureId()) in compileonly_textures:
printOverride("Skipping compile-only texture")
continue
texture = Image.open(os.path.join(root, infile))
leaf.use_legacy_model = texture.size[0] != texture.size[1]
if leaf.use_legacy_model: printOverride("Animated using legacy model")
if args.legacy:
leaf.use_legacy_model = True
printOverride("Using legacy model as requested")
# Generate texture
if not leaf.use_legacy_model: generateTexture(root, infile, args.programmer)
# Set block id and apply overrides
if leaf.getId() in block_id_overrides:
leaf.block_id_override = block_id_overrides[leaf.getId()]
printOverride("ID Override: "+leaf.getId())
# Set texture id and apply overrides
leaf.has_texture_override = leaf.getId() in block_texture_overrides
if leaf.has_texture_override:
leaf.texture_id_override = block_texture_overrides[leaf.getId()]
printOverride("Texture Override: "+leaf.getTextureId())
# Check if the block appears in the notint overrides
leaf.has_no_tint = leaf.getId() in notint_overrides
if leaf.use_legacy_model:
leaf.base_model = "leaves_legacy"
elif leaf.has_no_tint:
leaf.base_model = "leaves_notint"
printOverride("No tint")
# Check if the block has an additional overlay texture
if leaf.getId() in overlay_textures:
leaf.base_model = "leaves_overlay"
leaf.overlay_texture_id = overlay_textures[leaf.getId()]
printOverride("Has overlay texture: "+leaf.overlay_texture_id)
# Check if the block has a dynamic trees addon namespace
if (leaf.namespace) in dynamictrees_namespaces:
leaf.dynamictrees_namespace = dynamictrees_namespaces[leaf.namespace]
# Check if the block should generate an item model
if leaf.getId() in generate_itemmodels_overrides:
leaf.should_generate_item_model = True
printOverride("Also generating item model")
# Check for blockstate data
if infile.replace(".png", ".betterleaves.json") in files:
with open(os.path.join(root, infile.replace(".png", ".betterleaves.json")), "r") as f:
jsonFile = json.load(f)
if "blockStateData" in jsonFile:
leaf.blockstate_data = BlockStateData.fromFile(leaf, root, infile.replace(".png", ".betterleaves.json"))
if "spriteOverrides" in jsonFile:
leaf.sprite_overrides = jsonFile["spriteOverrides"]
# Generate blockstates & models
generateBlockstate(leaf, block_state_copies)
generateBlockModels(leaf)
generateItemModel(leaf)
# Certain mods contain leaf carpets.
# Because we change the leaf texture, we need to fix the carpet models.
if (leaf.getId()) in leaves_with_carpet:
carpet_ids = leaves_with_carpet[leaf.getId()]
if not isinstance(carpet_ids, list): carpet_ids = [carpet_ids] # In case only one carpet is provided (as a string), turn it into a list
for carpet_id in carpet_ids:
carpet = CarpetBlock(carpet_id, leaf)
generateCarpetAssets(carpet)
printOverride(f"Generating leaf carpet: {carpet.carpet_id}")
filecount += 1
# End of autoGen
print()
if (args.programmer): cleanupTexturepacks("./input/programmer_art")
cleanupTexturepacks()
cleanupMods()
printCyan("Processed {} leaf blocks".format(filecount))
def unpackMods():
for root, dirs, files in os.walk("./input/mods"):
for infile in files:
if infile.endswith(".jar"):
print("Unpacking mod: "+infile)
zf = zipfile.ZipFile(os.path.join(root, infile), 'r')
zf.extractall(os.path.join(root, infile.replace(".jar", "_temp")))
zf.close()
def cleanupMods():
if (os.path.exists("./input/mods")): shutil.rmtree("./input/mods")
os.makedirs("./input/mods")
def scanModsForTextures():
for root, dirs, files in os.walk("./input/mods"):
for infile in files:
if len(root.split("assets")) > 1:
assetpath = root.split("assets")[1][1:]
modid = assetpath.split("textures")[0].replace("/", "")
if "textures/block" in root and infile.endswith(".png") and "leaves" in infile:
print(f"Found texture {assetpath}/{infile} in mod {modid}")
inputfolder = os.path.join("./input/assets/", assetpath)
os.makedirs(inputfolder, exist_ok=True)
shutil.copyfile(os.path.join(root, infile), os.path.join(inputfolder, infile))
def unpackTexturepacks(rootFolder="./input/texturepacks"):
for root, dirs, files in os.walk(rootFolder):
for infile in files:
if infile.endswith(".zip"):
print("Unpacking texturepack: "+infile)
zf = zipfile.ZipFile(os.path.join(root, infile), 'r')
zf.extractall(os.path.join(root, infile.replace(".zip", "_temp")))
zf.close()
def cleanupTexturepacks(rootFolder="./input/texturepacks"):
for root, dirs, files in os.walk(rootFolder):
for folder in dirs:
if folder.endswith("_temp"):
shutil.rmtree(os.path.join(root, folder))
def scanPacksForTexture(baseRoot, baseInfile, rootFolder="./input/texturepacks"):
for root, dirs, files in os.walk(rootFolder):
for infile in files:
if "assets" in root and "assets" in baseRoot:
if infile.endswith(".png") and (len(root.split("/")) > 3) and (baseInfile == infile) and (root.split("assets")[1] == baseRoot.split("assets")[1]):
printCyan(" Using texture from: " + root.split("assets")[0].replace(rootFolder, ""))
return root;
return baseRoot
def generateTexture(root, infile, useProgrammerArt=False):
outfolder = root.replace("assets", "").replace("input", "assets")
os.makedirs(outfolder, exist_ok=True)
# Check for texture stitching data
textureMap = {}
if os.path.isfile(os.path.join(root, infile.replace(".png", ".betterleaves.json"))):
with open(os.path.join(root, infile.replace(".png", ".betterleaves.json")), "r") as f:
json_data = json.load(f)
if "textureStitching" in json_data:
printOverride("Using texture stitching data from: " + f.name)
# Create texture map from stitching data
for key, value in json_data["textureStitching"].items():
if "-" in key:
for i in range(int(key.split("-")[0]), int(key.split("-")[1])+1): textureMap[str(i)] = value
else: textureMap[key] = value
# Turn texture map into absolute paths
for key, value in textureMap.items():
textureRoot = f"./input/assets/{value.split(':')[0]}/textures/"
textureFile = value.split(":")[1] + ".png"
if "/" in textureFile:
textureRoot += textureFile.rsplit("/")[0]
textureFile = textureFile[len(textureFile.rsplit("/")[0])+1:] # The rest of the string, starting behind the first '/'
textureRoot = scanPacksForTexture(textureRoot, textureFile)
if useProgrammerArt: root = scanPacksForTexture(textureRoot, textureFile, "./input/programmer_art")
textureMap[key] = os.path.join(textureRoot, textureFile)
root = scanPacksForTexture(root, infile)
if useProgrammerArt: root = scanPacksForTexture(root, infile, "./input/programmer_art")
outfile = os.path.splitext(os.path.join(outfolder, infile))[0] + ".png"
if infile != outfile:
try:
# First, let's open the regular texture
vanilla = Image.open(os.path.join(root, infile))
width, height = vanilla.size
# Second, let's generate a transparent texture that's twice the size
transparent = Image.new("RGBA", [int(2 * s) for s in vanilla.size], (255, 255, 255, 0))
out = transparent.copy()
# Now we paste the regular texture in a 3x3 grid, centered in the middle
for x in range(-1, 2):
for y in range(-1, 2):
texture = vanilla
index = (x + 2) + (y + 1) * 3 # Turns coordinates into a number from 1 to 9
if str(index) in textureMap: # Load texture from texture stitching map
texture = Image.open(textureMap[str(index)])
out.paste(texture, (int(width / 2 + width * x), int(height / 2 + height * y)))
# As the last step, we apply our custom mask to round the edges and smoothen things out
mask_location = f"input/masks/{width}px" # If possible, use a mask designed for the texture's size
if not os.path.isdir(mask_location) or len(os.listdir(mask_location)) == 0: mask_location = "input/masks/16px"
random.seed(infile) # Use the filename as a seed. This ensures we always get the same mask per block.
mask_location += f"/{random.choice(os.listdir(mask_location))}" # Choose a random mask to get some variation between the different types of leaves
mask = Image.open(mask_location).convert('L').resize(out.size, resample=Image.NEAREST)
out = Image.composite(out, transparent, mask)
# Finally, we save the texture to the assets folder
out.save(outfile, vanilla.format)
except IOError:
print("Error while generating texture for '%s'" % infile)
def generateBlockstate(leaf, block_state_copies):
mod_namespace = leaf.getId().split(":")[0]
block_name = leaf.getId().split(":")[1]
block_state_namespace = mod_namespace
block_state_name = block_name
state = ""
if leaf.blockstate_data != None: # In case custom blockstate data is defined
block_state_namespace = leaf.blockstate_data.namespace
block_state_name = leaf.blockstate_data.block_name
state = leaf.blockstate_data.state
# Create structure for blockstate file
block_state_file = f"assets/{block_state_namespace}/blockstates/{block_state_name}.json"
block_state_data = {
"variants": {
f"{state}": []
}
}
if os.path.exists(block_state_file): # In case the blockstate file already exists, we want to add to it
with open(block_state_file, "r") as f:
block_state_data = json.load(f)
if state not in block_state_data["variants"]: block_state_data["variants"][state] = []
# Add four rotations for each of the four individual leaf models
for i in range(1, 5):
block_state_data["variants"][state] += { "model": f"{mod_namespace}:block/{block_name}{i}" }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 90 }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 180 }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 270 },
# Create blockstates folder if it doesn't exist already
os.makedirs("assets/{}/blockstates/".format(block_state_namespace), exist_ok=True)
# Write blockstate file
with open(block_state_file, "w") as f:
dumpJson(block_state_data, f)
# Do the same for the dynamic trees namespace
if leaf.dynamictrees_namespace != None:
dyntrees_block_state_file = f"assets/{leaf.dynamictrees_namespace}/blockstates/{block_name}.json"
os.makedirs("assets/{}/blockstates/".format(leaf.dynamictrees_namespace), exist_ok=True)
# Write blockstate file
with open(dyntrees_block_state_file, "w") as f:
dumpJson(block_state_data, f)
# Additional block state copies
if (leaf.getId()) in block_state_copies:
block_state_copy_ids = block_state_copies[leaf.getId()]
if not isinstance(block_state_copy_ids, list): block_state_copy_ids = [block_state_copy_ids] # In case only one blockstate is provided (as a string), turn it into a list
for block_state_copy_id in block_state_copy_ids:
block_state_copy_namespace = block_state_copy_id.split(":")[0]
block_state_copy_name = block_state_copy_id.split(":")[1]
block_state_copy_file = f"assets/{block_state_copy_namespace}/blockstates/{block_state_copy_name}.json"
os.makedirs("assets/{}/blockstates/".format(block_state_copy_namespace), exist_ok=True)
# Write blockstate file
with open(block_state_copy_file, "w") as f:
dumpJson(block_state_data, f)
printOverride(f"Writing blockstate copy: {block_state_copy_id}")
def generateBlockModels(leaf):
mod_namespace = leaf.getId().split(":")[0]
block_name = leaf.getId().split(":")[1]
# Create models folder if it doesn't exist already
os.makedirs("assets/{}/models/block/".format(mod_namespace), exist_ok=True)
# Create the four individual leaf models
for i in range(1, 5):
# Create structure for block model file
block_model_file = f"assets/{mod_namespace}/models/block/{block_name}{i}.json"
block_model_data = {
"parent": f"betterleaves:block/{leaf.base_model}{i}",
"textures": {
"all": f"{leaf.getTextureId()}"
}
}
# Add overlay texture on request
if (leaf.overlay_texture_id != ""):
block_model_data["textures"]["overlay"] = leaf.overlay_texture_id
# Add additional textures
if (leaf.sprite_overrides):
for key in leaf.sprite_overrides:
block_model_data["textures"][key] = leaf.sprite_overrides[key];
# Write block model file
with open(block_model_file, "w") as f:
dumpJson(block_model_data, f)
def generateItemModel(leaf):
mod_namespace = leaf.getId().split(":")[0]
block_name = leaf.getId().split(":")[1]
# Create models folder if it doesn't exist already
os.makedirs("assets/{}/models/block/".format(mod_namespace), exist_ok=True)
block_item_model_file = f"assets/{mod_namespace}/models/block/{block_name}.json"
if leaf.has_texture_override: # Used for items that have a different texture than the block model
item_model_data = {
"parent": f"betterleaves:block/{leaf.base_model}",
"textures": {
"all": f"{mod_namespace}:block/{block_name}"
}
}
else: # By default, the regular block texture is used
item_model_data = {
"parent": f"betterleaves:block/{leaf.base_model}",
"textures": {
"all": f"{leaf.getTextureId()}"
}
}
# Add overlay texture on request
if (leaf.overlay_texture_id != ""):
item_model_data["textures"]["overlay"] = leaf.overlay_texture_id
with open(block_item_model_file, "w") as f:
dumpJson(item_model_data, f)
if leaf.should_generate_item_model:
# Create models folder if it doesn't exist already
os.makedirs("assets/{}/models/item/".format(mod_namespace), exist_ok=True)
item_model_file = f"assets/{mod_namespace}/models/item/{block_name}.json"
with open(item_model_file, "w") as f:
dumpJson(item_model_data, f)
def generateCarpetAssets(carpet):
mod_namespace = carpet.carpet_id.split(":")[0]
block_name = carpet.carpet_id.split(":")[1]
# Create blockstate folder if it doesn't exist already
os.makedirs("assets/{}/blockstates/".format(mod_namespace), exist_ok=True)
# Create structure for blockstate file
block_state_file = f"assets/{mod_namespace}/blockstates/{block_name}.json"
block_state_data = {
"variants": {
"": []
}
}
# Add four rotations for the carpet model
block_state_data["variants"][""] += { "model": f"{mod_namespace}:block/{block_name}" }, { "model": f"{mod_namespace}:block/{block_name}", "y": 90 }, { "model": f"{mod_namespace}:block/{block_name}", "y": 180 }, { "model": f"{mod_namespace}:block/{block_name}", "y": 270 },
# Write blockstate file
with open(block_state_file, "w") as f:
dumpJson(block_state_data, f)
# Create models folder if it doesn't exist already
os.makedirs("assets/{}/models/block/".format(mod_namespace), exist_ok=True)
# Create structure for block model file
block_model_file = f"assets/{mod_namespace}/models/block/{block_name}.json"
block_model_data = {
"parent": f"betterleaves:block/{carpet.base_model}",
"textures": {
"wool": f"{carpet.leaf.getTextureId()}"
}
}
# Save the carpet block model file
with open(block_model_file, "w") as f:
dumpJson(block_model_data, f)
def minifyJsonFiles(rootDir="./assets"):
for root, dirs, files in os.walk(rootDir):
for infile in files:
if infile.endswith(".json"):
minifyExistingJson(root, infile)
def minifyExistingJson(root, infile):
with open(os.path.join(root, infile), "r") as rf:
data = json.load(rf)
with open(os.path.join(root, infile), "w") as wf:
json.dump(data, wf, separators=(',', ':'))
from src.generator import autoGen
from src.download_helper import downloadFromModrinth
from src.zip_utils import makeZip
import src.json_utils
def writeMetadata(args):
edition = args.edition
@@ -490,25 +22,6 @@ def writeMetadata(args):
line = line.replace("${version}", args.version).replace("${edition}", edition).replace("${year}", str(time.localtime().tm_year))
outfile.write(line)
# See https://stackoverflow.com/a/1855118
def zipdir(path, ziph):
# ziph is zipfile handle
for root, dirs, files in os.walk(path):
for file in files:
ziph.write(os.path.join(root, file),
os.path.relpath(os.path.join(root, file),
os.path.join(path, '..')))
# Creates a compressed zip file
def makeZip(filename, programmer_art=False):
with zipfile.ZipFile(filename, 'w', zipfile.ZIP_DEFLATED, compresslevel=9) as zipf:
zipdir('assets/', zipf)
zipf.write('pack.mcmeta')
zipf.write('pack_programmer_art.png', arcname='pack.png') if programmer_art else zipf.write('pack.png')
zipf.write('LICENSE')
zipf.write('README.md')
# This is the main entry point, executed when the script is run
if __name__ == '__main__':
start_time = time.perf_counter()
@@ -529,7 +42,7 @@ if __name__ == '__main__':
print("Motschen's Better Leaves Lite")
print("https://github.com/TeamMidnightDust/BetterLeavesLite")
print()
if args.minify: minify = True
if args.minify: src.json_utils.minify = True
if args.download != None: downloadFromModrinth(args.download)
# Loads overrides from the json file

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@@ -1,2 +1,4 @@
pillow>=11.1.0
setuptools>=76.0.0
setuptools>=76.0.0
tqdm>=4.67.1
requests>=2.32.0

13
src/betterleaves_json.py Normal file
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@@ -0,0 +1,13 @@
import json
import os
from src.data.leafblock import LeafBlock
from src.data.blockstate_data import BlockStateData
def applyJson(leaf: LeafBlock, root, infile, files):
if infile.replace(".png", ".betterleaves.json") in files:
with open(os.path.join(root, infile.replace(".png", ".betterleaves.json")), "r") as f:
jsonFile = json.load(f)
if "blockStateData" in jsonFile:
leaf.blockstate_data = BlockStateData.fromFile(leaf, root, infile.replace(".png", ".betterleaves.json"))
if "spriteOverrides" in jsonFile:
leaf.sprite_overrides = jsonFile["spriteOverrides"]

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@@ -0,0 +1,67 @@
import os
import json
from src.json_utils import dumpJson
from src.utilities import printOverride
def generateBlockstate(leaf, block_state_copies):
mod_namespace = leaf.getId().split(":")[0]
block_name = leaf.getId().split(":")[1]
block_state_namespace = mod_namespace
block_state_name = block_name
state = ""
if leaf.blockstate_data != None: # In case custom blockstate data is defined
block_state_namespace = leaf.blockstate_data.namespace
block_state_name = leaf.blockstate_data.block_name
state = leaf.blockstate_data.state
# Create structure for blockstate file
block_state_file = f"assets/{block_state_namespace}/blockstates/{block_state_name}.json"
block_state_data = {
"variants": {
f"{state}": []
}
}
if os.path.exists(block_state_file): # In case the blockstate file already exists, we want to add to it
with open(block_state_file, "r") as f:
block_state_data = json.load(f)
if state not in block_state_data["variants"]: block_state_data["variants"][state] = []
# Add four rotations for each of the four individual leaf models
for i in range(1, 5):
block_state_data["variants"][state] += { "model": f"{mod_namespace}:block/{block_name}{i}" }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 90 }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 180 }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 270 },
# Create blockstates folder if it doesn't exist already
os.makedirs("assets/{}/blockstates/".format(block_state_namespace), exist_ok=True)
# Write blockstate file
with open(block_state_file, "w") as f:
dumpJson(block_state_data, f)
# Do the same for the dynamic trees namespace
if leaf.dynamictrees_namespace != None:
dyntrees_block_state_file = f"assets/{leaf.dynamictrees_namespace}/blockstates/{block_name}.json"
os.makedirs("assets/{}/blockstates/".format(leaf.dynamictrees_namespace), exist_ok=True)
# Write blockstate file
with open(dyntrees_block_state_file, "w") as f:
dumpJson(block_state_data, f)
# Additional block state copies
if (leaf.getId()) in block_state_copies:
block_state_copy_ids = block_state_copies[leaf.getId()]
if not isinstance(block_state_copy_ids, list): block_state_copy_ids = [block_state_copy_ids] # In case only one blockstate is provided (as a string), turn it into a list
for block_state_copy_id in block_state_copy_ids:
block_state_copy_namespace = block_state_copy_id.split(":")[0]
block_state_copy_name = block_state_copy_id.split(":")[1]
block_state_copy_file = f"assets/{block_state_copy_namespace}/blockstates/{block_state_copy_name}.json"
os.makedirs("assets/{}/blockstates/".format(block_state_copy_namespace), exist_ok=True)
# Write blockstate file
with open(block_state_copy_file, "w") as f:
dumpJson(block_state_data, f)
printOverride(f"Writing blockstate copy: {block_state_copy_id}")

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import os
from src.json_utils import dumpJson
def generateCarpetAssets(carpet):
mod_namespace = carpet.carpet_id.split(":")[0]
block_name = carpet.carpet_id.split(":")[1]
# Create blockstate folder if it doesn't exist already
os.makedirs("assets/{}/blockstates/".format(mod_namespace), exist_ok=True)
# Create structure for blockstate file
block_state_file = f"assets/{mod_namespace}/blockstates/{block_name}.json"
block_state_data = {
"variants": {
"": []
}
}
# Add four rotations for the carpet model
block_state_data["variants"][""] += { "model": f"{mod_namespace}:block/{block_name}" }, { "model": f"{mod_namespace}:block/{block_name}", "y": 90 }, { "model": f"{mod_namespace}:block/{block_name}", "y": 180 }, { "model": f"{mod_namespace}:block/{block_name}", "y": 270 },
# Write blockstate file
with open(block_state_file, "w") as f:
dumpJson(block_state_data, f)
# Create models folder if it doesn't exist already
os.makedirs("assets/{}/models/block/".format(mod_namespace), exist_ok=True)
# Create structure for block model file
block_model_file = f"assets/{mod_namespace}/models/block/{block_name}.json"
block_model_data = {
"parent": f"betterleaves:block/{carpet.base_model}",
"textures": {
"wool": f"{carpet.leaf.getTextureId()}"
}
}
# Save the carpet block model file
with open(block_model_file, "w") as f:
dumpJson(block_model_data, f)

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import os
import json
from src.data.leafblock import LeafBlock
from src.utilities import printOverride
class BlockStateData:
def __init__(self, namespace, block_name, state):
self.namespace = namespace
self.block_name = block_name
self.state = state
@classmethod # https://stackoverflow.com/a/682545
def fromJson(cls, leaf: LeafBlock, data):
return cls(data["block"].split(":")[0], data["block"].split(":")[1], data["state"]) if "block" in data else cls(leaf.getId().split(":")[0], leaf.getId().split(":")[1], data["state"])
@classmethod
def fromFile(cls, leaf: LeafBlock, root, infile):
with open(os.path.join(root, infile), "r") as f:
printOverride("Loading blockstate data from: "+f.name)
return BlockStateData.fromJson(leaf, json.load(f).get("blockStateData"))

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src/data/carpetblock.py Normal file
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class CarpetBlock:
def __init__(self, carpet_id, leaf):
self.carpet_id = carpet_id
self.leaf = leaf
if (leaf.has_no_tint): self.base_model = "leaf_carpet_notint"
base_model = "leaf_carpet"

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src/data/leafblock.py Normal file
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class LeafBlock:
def __init__(self, namespace, block_name, texture_name):
self.namespace = namespace
self.block_name = block_name
self.texture_name = texture_name
base_model = "leaves"
has_carpet = False
has_no_tint = False
has_texture_override = False
should_generate_item_model = False
use_legacy_model = False
texture_prefix = ""
overlay_texture_id = ""
block_id_override = None
texture_id_override = None
dynamictrees_namespace = None
blockstate_data = None
sprite_overrides = None
def getId(self):
if (self.block_id_override != None): return self.block_id_override
return self.namespace+":"+self.block_name
def getTextureId(self):
if (self.texture_id_override != None): return self.texture_id_override
return self.namespace+":block/"+self.texture_prefix+self.texture_name

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# Depencency imports
import os
import shutil
from PIL import Image
from setuptools._distutils.dir_util import copy_tree
# Local imports
from src.data.leafblock import LeafBlock
from src.data.carpetblock import CarpetBlock
from src.mod_utils import unpackMods, cleanupMods, scanModsForTextures
from src.texturepack_utils import unpackTexturepacks, cleanupTexturepacks
from src.utilities import printCyan, printGreen, printOverride
from src.texture_generator import generateTexture
from src.model_generator import generateBlockModels, generateItemModel
from src.blockstate_generator import generateBlockstate
from src.carpet_generator import generateCarpetAssets
from src.json_utils import minifyJsonFiles, minify
from src.betterleaves_json import applyJson
# This is where the magic happens
def autoGen(jsonData, args):
print("Generating assets...")
if (os.path.exists("./assets")): shutil.rmtree("./assets")
copy_tree("./base/assets/", "./assets/")
if minify: minifyJsonFiles()
filecount = 0
if (args.programmer): unpackTexturepacks("./input/programmer_art")
unpackTexturepacks()
unpackMods()
scanModsForTextures()
for root, dirs, files in os.walk("./input/assets"):
for infile in files:
if infile.endswith(".png") and (len(root.split("/")) > 3):
filecount += processLeaf(root, files, infile, jsonData, args)
print()
if (args.programmer): cleanupTexturepacks("./input/programmer_art")
cleanupTexturepacks()
cleanupMods()
printCyan("Processed {} leaf blocks".format(filecount))
def processLeaf(root, files, infile, jsonData, args) -> int:
texture_name = infile.replace(".png", "")
leaf = LeafBlock(root.split("/")[3], texture_name, texture_name)
notint_overrides = jsonData["noTint"]
block_texture_overrides = jsonData["blockTextures"]
overlay_textures = jsonData["overlayTextures"]
compileonly_textures = jsonData["compileOnly"]
block_id_overrides = jsonData["blockIds"]
leaves_with_carpet = jsonData["leavesWithCarpet"]
dynamictrees_namespaces = jsonData["dynamicTreesNamespaces"]
generate_itemmodels_overrides = jsonData["generateItemModels"]
block_state_copies = jsonData["blockStateCopies"]
# Handle leaf textures in subfolders
if (len(root.split("/")) > 6):
leaf.texture_prefix = root.split("/")[6]+"/"
if (leaf.block_name == "leaves"): # For mods that use a structure like "texture/woodtype/leaves.png"
leaf.block_name = leaf.texture_prefix.replace("/", "_")+leaf.block_name
printGreen(leaf.getId())
printOverride("Auto-redirected from "+leaf.getId())
else: # For mods that use a structure like "texture/natural/some_leaves.png"
printGreen(leaf.getId())
printOverride("Prefix: "+ leaf.texture_prefix);
else: printGreen(leaf.getId())
# We don't want to generate assets for compile-only or overlay textures
if leaf.getTextureId() in compileonly_textures or leaf.getTextureId() in overlay_textures.values():
printOverride(f"Skipping {'compile-only' if leaf.getTextureId() in compileonly_textures else 'overlay'} texture")
return 0
leaf.use_legacy_model = shouldUseLegacyModel(leaf, root, infile, args)
# Generate texture
if not leaf.use_legacy_model: generateTexture(root, infile, args.programmer)
# Set block id and apply overrides
if leaf.getId() in block_id_overrides:
leaf.block_id_override = block_id_overrides[leaf.getId()]
printOverride("ID Override: "+leaf.getId())
# Set texture id and apply overrides
leaf.has_texture_override = leaf.getId() in block_texture_overrides
if leaf.has_texture_override:
leaf.texture_id_override = block_texture_overrides[leaf.getId()]
printOverride("Texture Override: "+leaf.getTextureId())
# Check if the block appears in the notint overrides
leaf.has_no_tint = leaf.getId() in notint_overrides
if leaf.use_legacy_model:
leaf.base_model = "leaves_legacy"
elif leaf.has_no_tint:
leaf.base_model = "leaves_notint"
printOverride("No tint")
# Check if the block has an additional overlay texture
if leaf.getId() in overlay_textures:
leaf.base_model = "leaves_overlay"
leaf.overlay_texture_id = overlay_textures[leaf.getId()]
printOverride("Has overlay texture: "+leaf.overlay_texture_id)
# Check if the block has a dynamic trees addon namespace
if (leaf.namespace) in dynamictrees_namespaces:
leaf.dynamictrees_namespace = dynamictrees_namespaces[leaf.namespace]
# Check if the block should generate an item model
if leaf.getId() in generate_itemmodels_overrides:
leaf.should_generate_item_model = True
printOverride("Also generating item model")
# Check for blockstate data
applyJson(leaf, root, infile, files)
# Generate blockstates & models
generateBlockstate(leaf, block_state_copies)
generateBlockModels(leaf)
generateItemModel(leaf)
# Certain mods contain leaf carpets.
# Because we change the leaf texture, we need to fix the carpet models.
generateCarpet(leaf, leaves_with_carpet)
return 1
def shouldUseLegacyModel(leaf, root, infile, args) -> bool:
texture = Image.open(os.path.join(root, infile))
if texture.size[0] != texture.size[1]:
printOverride("Animated using legacy model")
return True
if args.legacy:
printOverride("Using legacy model as requested")
return True
return False
def generateCarpet(leaf, leaves_with_carpet):
if (leaf.getId()) not in leaves_with_carpet: return
carpet_ids = leaves_with_carpet[leaf.getId()]
# In case only one carpet is provided (as a string), turn it into a list
if not isinstance(carpet_ids, list): carpet_ids = [carpet_ids]
for carpet_id in carpet_ids:
carpet = CarpetBlock(carpet_id, leaf)
generateCarpetAssets(carpet)
printOverride(f"Generating leaf carpet: {carpet.carpet_id}")

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import os
import json
minify = False
def minifyJsonFiles(rootDir="./assets"):
for root, dirs, files in os.walk(rootDir):
for infile in files:
if infile.endswith(".json"):
minifyExistingJson(root, infile)
def minifyExistingJson(root, infile):
with open(os.path.join(root, infile), "r") as rf:
data = json.load(rf)
with open(os.path.join(root, infile), "w") as wf:
json.dump(data, wf, separators=(',', ':'))
def dumpJson(data, f):
json.dump(data, f, separators=(',', ':')) if minify else json.dump(data, f, indent=4)

28
src/mod_utils.py Normal file
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import os
import zipfile
import shutil
def unpackMods():
for root, dirs, files in os.walk("./input/mods"):
for infile in files:
if infile.endswith(".jar"):
print("Unpacking mod: "+infile)
zf = zipfile.ZipFile(os.path.join(root, infile), 'r')
zf.extractall(os.path.join(root, infile.replace(".jar", "_temp")))
zf.close()
def cleanupMods():
if (os.path.exists("./input/mods")): shutil.rmtree("./input/mods")
os.makedirs("./input/mods")
def scanModsForTextures():
for root, dirs, files in os.walk("./input/mods"):
for infile in files:
if len(root.split("assets")) > 1:
assetpath = root.split("assets")[1][1:]
modid = assetpath.split("textures")[0].replace("/", "")
if "textures/block" in root and infile.endswith(".png") and "leaves" in infile:
print(f"Found texture {assetpath}/{infile} in mod {modid}")
inputfolder = os.path.join("./input/assets/", assetpath)
os.makedirs(inputfolder, exist_ok=True)
shutil.copyfile(os.path.join(root, infile), os.path.join(inputfolder, infile))

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import os
from src.json_utils import dumpJson
def generateBlockModels(leaf):
mod_namespace = leaf.getId().split(":")[0]
block_name = leaf.getId().split(":")[1]
# Create models folder if it doesn't exist already
os.makedirs("assets/{}/models/block/".format(mod_namespace), exist_ok=True)
# Create the four individual leaf models
for i in range(1, 5):
# Create structure for block model file
block_model_file = f"assets/{mod_namespace}/models/block/{block_name}{i}.json"
block_model_data = {
"parent": f"betterleaves:block/{leaf.base_model}{i}",
"textures": {
"all": f"{leaf.getTextureId()}"
}
}
# Add overlay texture on request
if (leaf.overlay_texture_id != ""):
block_model_data["textures"]["overlay"] = leaf.overlay_texture_id
# Add additional textures
if (leaf.sprite_overrides):
for key in leaf.sprite_overrides:
block_model_data["textures"][key] = leaf.sprite_overrides[key];
# Write block model file
with open(block_model_file, "w") as f:
dumpJson(block_model_data, f)
def generateItemModel(leaf):
mod_namespace = leaf.getId().split(":")[0]
block_name = leaf.getId().split(":")[1]
# Create models folder if it doesn't exist already
os.makedirs("assets/{}/models/block/".format(mod_namespace), exist_ok=True)
block_item_model_file = f"assets/{mod_namespace}/models/block/{block_name}.json"
if leaf.has_texture_override: # Used for items that have a different texture than the block model
item_model_data = {
"parent": f"betterleaves:block/{leaf.base_model}",
"textures": {
"all": f"{mod_namespace}:block/{block_name}"
}
}
else: # By default, the regular block texture is used
item_model_data = {
"parent": f"betterleaves:block/{leaf.base_model}",
"textures": {
"all": f"{leaf.getTextureId()}"
}
}
# Add overlay texture on request
if (leaf.overlay_texture_id != ""):
item_model_data["textures"]["overlay"] = leaf.overlay_texture_id
with open(block_item_model_file, "w") as f:
dumpJson(item_model_data, f)
if leaf.should_generate_item_model:
# Create models folder if it doesn't exist already
os.makedirs("assets/{}/models/item/".format(mod_namespace), exist_ok=True)
item_model_file = f"assets/{mod_namespace}/models/item/{block_name}.json"
with open(item_model_file, "w") as f:
dumpJson(item_model_data, f)

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import json
import os
import random
from PIL import Image
# Local imports
from src.texturepack_utils import scanPacksForTexture
from src.utilities import printOverride
def generateTexture(root, infile, useProgrammerArt=False):
outfolder = root.replace("assets", "").replace("input", "assets")
os.makedirs(outfolder, exist_ok=True)
# Check for texture stitching data
textureMap = createTextureMap(root, infile, useProgrammerArt)
root = scanPacksForTexture(root, infile)
if useProgrammerArt: root = scanPacksForTexture(root, infile, "./input/programmer_art")
outfile = os.path.splitext(os.path.join(outfolder, infile))[0] + ".png"
if infile != outfile:
try:
stitchTexture(textureMap, root, infile, outfile)
except IOError:
print("Error while generating texture for '%s'" % infile)
def createTextureMap(root, infile, useProgrammerArt):
textureMap = {}
if os.path.isfile(os.path.join(root, infile.replace(".png", ".betterleaves.json"))):
with open(os.path.join(root, infile.replace(".png", ".betterleaves.json")), "r") as f:
json_data = json.load(f)
if "textureStitching" in json_data:
printOverride("Using texture stitching data from: " + f.name)
# Create texture map from stitching data
for key, value in json_data["textureStitching"].items():
if "-" in key:
for i in range(int(key.split("-")[0]), int(key.split("-")[1])+1): textureMap[str(i)] = value
else: textureMap[key] = value
# Turn texture map into absolute paths
for key, value in textureMap.items():
textureRoot = f"./input/assets/{value.split(':')[0]}/textures/"
textureFile = value.split(":")[1] + ".png"
if "/" in textureFile:
textureRoot += textureFile.rsplit("/")[0]
textureFile = textureFile[len(textureFile.rsplit("/")[0])+1:] # The rest of the string, starting behind the first '/'
textureRoot = scanPacksForTexture(textureRoot, textureFile)
if useProgrammerArt: root = scanPacksForTexture(textureRoot, textureFile, "./input/programmer_art")
textureMap[key] = os.path.join(textureRoot, textureFile)
return textureMap
def stitchTexture(textureMap, root, infile, outfile):
# First, let's open the regular texture
vanilla = Image.open(os.path.join(root, infile))
width, height = vanilla.size
# Second, let's generate a transparent texture that's twice the size
transparent = Image.new("RGBA", [int(2 * s) for s in vanilla.size], (255, 255, 255, 0))
out = transparent.copy()
# Now we paste the regular texture in a 3x3 grid, centered in the middle
for x in range(-1, 2):
for y in range(-1, 2):
texture = vanilla
index = (x + 2) + (y + 1) * 3 # Turns coordinates into a number from 1 to 9
if str(index) in textureMap: # Load texture from texture stitching map
texture = Image.open(textureMap[str(index)])
out.paste(texture, (int(width / 2 + width * x), int(height / 2 + height * y)))
# As the last step, we apply our custom mask to round the edges and smoothen things out
mask_location = f"input/masks/{width}px" # If possible, use a mask designed for the texture's size
if not os.path.isdir(mask_location) or len(os.listdir(mask_location)) == 0: mask_location = "input/masks/16px"
random.seed(infile) # Use the filename as a seed. This ensures we always get the same mask per block.
mask_location += f"/{random.choice(os.listdir(mask_location))}" # Choose a random mask to get some variation between the different types of leaves
mask = Image.open(mask_location).convert('L').resize(out.size, resample=Image.NEAREST)
out = Image.composite(out, transparent, mask)
# Finally, we save the texture to the assets folder
out.save(outfile, vanilla.format)

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import os
import zipfile
import shutil
from src.utilities import printCyan
def unpackTexturepacks(rootFolder="./input/texturepacks"):
for root, dirs, files in os.walk(rootFolder):
for infile in files:
if infile.endswith(".zip"):
print("Unpacking texturepack: "+infile)
zf = zipfile.ZipFile(os.path.join(root, infile), 'r')
zf.extractall(os.path.join(root, infile.replace(".zip", "_temp")))
zf.close()
def cleanupTexturepacks(rootFolder="./input/texturepacks"):
for root, dirs, files in os.walk(rootFolder):
for folder in dirs:
if folder.endswith("_temp"):
shutil.rmtree(os.path.join(root, folder))
def scanPacksForTexture(baseRoot, baseInfile, rootFolder="./input/texturepacks"):
for root, dirs, files in os.walk(rootFolder):
for infile in files:
if "assets" in root and "assets" in baseRoot:
if infile.endswith(".png") and (len(root.split("/")) > 3) and (baseInfile == infile) and (root.split("assets")[1] == baseRoot.split("assets")[1]):
printCyan(" Using texture from: " + root.split("assets")[0].replace(rootFolder, ""))
return root;
return baseRoot

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src/utilities.py Normal file
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def printGreen(out): print("\033[92m{}\033[00m".format(out))
def printCyan(out): print("\033[96m{}\033[00m" .format(out))
def printOverride(out): print(" -> {}".format(out))

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src/zip_utils.py Normal file
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import os
import zipfile
# See https://stackoverflow.com/a/1855118
def zipdir(path, ziph):
# ziph is zipfile handle
for root, dirs, files in os.walk(path):
for file in files:
ziph.write(os.path.join(root, file),
os.path.relpath(os.path.join(root, file),
os.path.join(path, '..')))
# Creates a compressed zip file
def makeZip(filename, programmer_art=False):
with zipfile.ZipFile(filename, 'w', zipfile.ZIP_DEFLATED, compresslevel=9) as zipf:
zipdir('assets/', zipf)
zipf.write('pack.mcmeta')
zipf.write('pack_programmer_art.png', arcname='pack.png') if programmer_art else zipf.write('pack.png')
zipf.write('LICENSE')
zipf.write('README.md')