15 Commits

Author SHA1 Message Date
William Herald Snyder
56f6ce6940 Fill doublesidedness and transparency (TODO: figure out additive mapping/emulation) from material settings 2022-10-03 23:06:33 -04:00
William Herald Snyder
f44c7bfdf3 DFS property fill starts from BSDF Principled Base Color input and runs until a texture image is hit. The extension of the texture image's source path is always replaced with .tga. Operator skips previously handled materials. 2022-10-03 22:56:45 -04:00
William Herald Snyder
8bf2196991 Don't change rendertype on matfill and fill texture_0 as well as diffuse map 2022-10-03 21:16:59 -04:00
William Herald Snyder
1252a6d192 Grayscale bumpmaps support via option files 2022-10-03 14:12:21 -04:00
William Herald Snyder
9fcdb3dfb7 Quick and dirty option file parser 2022-10-03 14:11:44 -04:00
William Herald Snyder
dd17fe902e Normal mapping support, though bump mapping is not supported yet. To support it, .tga.option files will have to be read and the various bump mapping munge parameters will need proper interpretation. Emulating the bump effect via shader nodes is straightforward. 2022-10-03 12:30:34 -04:00
William Herald Snyder
226682de8b Data field 0 overrunning bounds of UI_MATERIAL_ANIMATION_LENGTHS bugfix 2022-10-03 10:28:53 -04:00
William Herald Snyder
69e959e7a3 Proper scroll speed units + scene fps accounted for 2022-10-03 08:38:13 -04:00
William Herald Snyder
188b270ad1 Linear interpolation for scrolling keyframes. Keyframe are created on the active action of the materials node tree. TODO: determine correct scroll speed speed units 2022-10-02 18:19:29 -04:00
William Herald Snyder
9a344d0652 Simple UV scrolling nodes in place. Simple approach will probably remain since the only interaction will be with image textures nodes 2022-10-02 16:30:11 -04:00
William Herald Snyder
ea82d24356 Glow flag supported via mixing emission and BSDF. TODO: poll GT on automatically setting renderer to Eevee, find out if both emission and BSDF are necessary or just the latter when glow is enabled, find out if rendertype 1 is relevant, outline general implementation of props to nodes mapping procedure 2022-10-02 15:55:47 -04:00
William Herald Snyder
6e05bba9e5 Fix import order bug in materials_to_blend that invalidated script reloading 2022-10-02 13:31:16 -04:00
William Herald Snyder
9981b64d60 Missing armature bug fix 2022-10-01 15:17:02 -04:00
William Herald Snyder
48aabaf8d4 Anim import code moved to new file 2022-10-01 15:10:00 -04:00
William Herald Snyder
329303e256 Silly _REVERSE_RENDERTYPES_MAPPING replaced with dict comprehension 2022-10-01 12:17:26 -04:00
8 changed files with 352 additions and 139 deletions

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@@ -64,6 +64,7 @@ from .msh_skeleton_properties import *
from .msh_collision_prim_properties import * from .msh_collision_prim_properties import *
from .msh_material_operators import * from .msh_material_operators import *
from .msh_scene_to_blend import * from .msh_scene_to_blend import *
from .msh_anim_to_blend import *
from .zaa_to_blend import * from .zaa_to_blend import *

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@@ -0,0 +1,106 @@
""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
import bpy
import bmesh
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from .msh_scene import Scene
from .msh_material_to_blend import *
from .msh_model import *
from .msh_skeleton_utilities import *
from .msh_skeleton_to_blend import *
from .msh_model_gather import get_is_model_hidden
from .msh_mesh_to_blend import model_to_mesh_object
from .crc import *
import os
# Extracts and applies anims in the scene to the currently selected armature
def extract_and_apply_anim(filename : str, scene : Scene):
arma = bpy.context.view_layer.objects.active
if not arma or arma.type != 'ARMATURE':
raise Exception("Select an armature to attach the imported animation to!")
if scene.animation is None:
raise Exception("No animation found in msh file!")
else:
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
if anim_name in bpy.data.actions:
bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
action = bpy.data.actions.new(anim_name)
action.use_fake_user = True
if not arma.animation_data:
arma.animation_data_create()
# Record the starting transforms of each bone. Pose space is relative
# to bones starting transforms. Starting = in edit mode
bone_bind_poses = {}
bpy.context.view_layer.objects.active = arma
bpy.ops.object.mode_set(mode='EDIT')
for edit_bone in arma.data.edit_bones:
if edit_bone.parent:
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
else:
bone_local = arma.matrix_local @ edit_bone.matrix
bone_bind_poses[edit_bone.name] = bone_local.inverted()
bpy.ops.object.mode_set(mode='OBJECT')
for bone in arma.pose.bones:
if to_crc(bone.name) in scene.animation.bone_frames:
bind_mat = bone_bind_poses[bone.name]
translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
for frame in rotation_frames:
i = frame.index
q = (bind_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
fcurve_rot_w.keyframe_points.insert(i,q.w)
fcurve_rot_x.keyframe_points.insert(i,q.x)
fcurve_rot_y.keyframe_points.insert(i,q.y)
fcurve_rot_z.keyframe_points.insert(i,q.z)
fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
for frame in translation_frames:
i = frame.index
t = (bind_mat @ Matrix.Translation(convert_vector_space(frame.translation))).translation
fcurve_loc_x.keyframe_points.insert(i,t.x)
fcurve_loc_y.keyframe_points.insert(i,t.y)
fcurve_loc_z.keyframe_points.insert(i,t.z)
arma.animation_data.action = action

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@@ -10,6 +10,8 @@ from math import sqrt
from bpy.props import BoolProperty, EnumProperty, StringProperty from bpy.props import BoolProperty, EnumProperty, StringProperty
from bpy.types import Operator, Menu from bpy.types import Operator, Menu
from .option_file_parser import MungeOptions
import os import os
@@ -33,28 +35,67 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
slots = sum([list(ob.material_slots) for ob in bpy.context.selected_objects if ob.type == 'MESH'],[]) slots = sum([list(ob.material_slots) for ob in bpy.context.selected_objects if ob.type == 'MESH'],[])
mats = [slot.material for slot in slots if (slot.material and slot.material.node_tree)] mats = [slot.material for slot in slots if (slot.material and slot.material.node_tree)]
mats_visited = set()
for mat in mats: for mat in mats:
if mat.name in mats_visited or not mat.swbf_msh_mat:
continue
else:
mats_visited.add(mat.name)
mat.swbf_msh_mat.doublesided = not mat.use_backface_culling
mat.swbf_msh_mat.hardedged_transparency = (mat.blend_method == "CLIP")
mat.swbf_msh_mat.blended_transparency = (mat.blend_method == "BLEND")
# Below is all for filling the diffuse map/texture_0 fields
try: try:
for BSDF_node in [n for n in mat.node_tree.nodes if n.type == 'BSDF_PRINCIPLED']: for BSDF_node in [n for n in mat.node_tree.nodes if n.type == 'BSDF_PRINCIPLED']:
base_col = BSDF_node.inputs['Base Color'] base_col = BSDF_node.inputs['Base Color']
for link in base_col.links : stack = []
link_node = link.from_node
if link_node.type != 'TEX_IMAGE': texture_node = None
continue
tex_name = link_node.image.filepath current_socket = base_col
print(tex_name) if base_col.is_linked:
stack.append(base_col.links[0].from_node)
i = tex_name.find(".tga") while stack:
curr_node = stack.pop()
if curr_node.type == 'TEX_IMAGE':
texture_node = curr_node
break
else:
next_nodes = []
for node_input in curr_node.inputs:
for link in node_input.links:
next_nodes.append(link.from_node)
# reversing it so we go from up to down
stack += reversed(next_nodes)
if texture_node is not None:
tex_path = texture_node.image.filepath
tex_name = os.path.basename(tex_path)
i = tex_name.find('.')
# Get rid of trailing number in case one is present # Get rid of trailing number in case one is present
if i > 0: if i > 0:
tex_name = tex_name[0:i+4] tex_name = tex_name[0:i] + ".tga"
refined_tex_path = os.path.join(os.path.dirname(tex_path), tex_name)
mat.swbf_msh_mat.diffuse_map = refined_tex_path
mat.swbf_msh_mat.texture_0 = refined_tex_path
mat.swbf_msh_mat.rendertype = 'NORMAL_BF2'
mat.swbf_msh_mat.diffuse_map = tex_name
break break
except: except:
# Many chances for null ref exceptions. None if user reads doc section... # Many chances for null ref exceptions. None if user reads doc section...
@@ -107,12 +148,20 @@ to provide an exact emulation"""
def execute(self, context): def execute(self, context):
material = bpy.data.materials[self.material_name] material = bpy.data.materials.get(self.material_name, None)
if material and material.swbf_msh_mat: if not material or not material.swbf_msh_mat:
return {'CANCELLED'}
mat_props = material.swbf_msh_mat mat_props = material.swbf_msh_mat
texture_input_nodes = []
surface_output_nodes = []
# Op will give up if no diffuse map is present.
# Eventually more nuance will be added for different
# rtypes
diffuse_texture_path = mat_props.diffuse_map diffuse_texture_path = mat_props.diffuse_map
if diffuse_texture_path and os.path.exists(diffuse_texture_path): if diffuse_texture_path and os.path.exists(diffuse_texture_path):
@@ -121,23 +170,130 @@ to provide an exact emulation"""
bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled") bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
texImage = material.node_tree.nodes.new('ShaderNodeTexImage') texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(diffuse_texture_path) texImage.image = bpy.data.images.load(diffuse_texture_path)
texImage.image.alpha_mode = 'CHANNEL_PACKED' texImage.image.alpha_mode = 'CHANNEL_PACKED'
material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color']) material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
texture_input_nodes.append(texImage)
bsdf.inputs["Roughness"].default_value = 1.0 bsdf.inputs["Roughness"].default_value = 1.0
bsdf.inputs["Specular"].default_value = 0.0 bsdf.inputs["Specular"].default_value = 0.0
if mat_props.hardedged_transparency: if mat_props.hardedged_transparency and not mat_props.glow:
material.blend_method = "CLIP" material.blend_method = "CLIP"
material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha']) material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
material.use_backface_culling = not bool(mat_props.doublesided) material.use_backface_culling = not bool(mat_props.doublesided)
output = material.node_tree.nodes.new("ShaderNodeOutputMaterial") surface_output_nodes.append(tuple(('BSDF', bsdf)))
material.node_tree.links.new(output.inputs['Surface'], bsdf.outputs['BSDF'])
# Glow (adds another shader output)
if mat_props.glow:
emission = material.node_tree.nodes.new("ShaderNodeEmission")
material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color'])
emission_strength_multiplier = material.node_tree.nodes.new("ShaderNodeMath")
emission_strength_multiplier.operation = 'MULTIPLY'
emission_strength_multiplier.inputs[1].default_value = 32.0
material.node_tree.links.new(emission_strength_multiplier.inputs[0], texImage.outputs['Alpha'])
material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0])
surface_output_nodes.append(tuple(("Emission", emission)))
surfaces_output = None
if (len(surface_output_nodes) == 1):
surfaces_output = surface_output_nodes[0][1]
else:
mix = material.node_tree.nodes.new("ShaderNodeMixShader")
material.node_tree.links.new(mix.inputs[1], surface_output_nodes[0][1].outputs[0])
material.node_tree.links.new(mix.inputs[2], surface_output_nodes[1][1].outputs[0])
surfaces_output = mix
# Normal/bump mapping (needs more rendertype support!)
if "NORMALMAP" in mat_props.rendertype and mat_props.normal_map and os.path.exists(mat_props.normal_map):
normalMapTexImage = material.node_tree.nodes.new('ShaderNodeTexImage')
normalMapTexImage.image = bpy.data.images.load(mat_props.normal_map)
normalMapTexImage.image.alpha_mode = 'CHANNEL_PACKED'
normalMapTexImage.image.colorspace_settings.name = 'Non-Color'
texture_input_nodes.append(normalMapTexImage)
options = MungeOptions(mat_props.normal_map + ".option")
if options.get_bool("bumpmap"):
# First we must convert the RGB data to brightness
rgb_to_bw_node = material.node_tree.nodes.new("ShaderNodeRGBToBW")
material.node_tree.links.new(rgb_to_bw_node.inputs["Color"], normalMapTexImage.outputs["Color"])
# Now create a bump map node (perhaps we could also use this with normals and just plug color into normal input?)
bumpMapNode = material.node_tree.nodes.new('ShaderNodeBump')
bumpMapNode.inputs["Distance"].default_value = options.get_float("bumpscale", default=1.0)
material.node_tree.links.new(bumpMapNode.inputs["Height"], rgb_to_bw_node.outputs["Val"])
normalsOutputNode = bumpMapNode
else:
normalMapNode = material.node_tree.nodes.new('ShaderNodeNormalMap')
material.node_tree.links.new(normalMapNode.inputs["Color"], normalMapTexImage.outputs["Color"])
normalsOutputNode = normalMapNode
material.node_tree.links.new(bsdf.inputs['Normal'], normalsOutputNode.outputs["Normal"])
output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
material.node_tree.links.new(output.inputs['Surface'], surfaces_output.outputs[0])
# Scrolling
# This approach works 90% of the time, but notably produces very incorrect results
# on mus1_bldg_world_1,2,3
# Clear all anims in all cases
if material.node_tree.animation_data:
material.node_tree.animation_data.action.fcurves.clear()
if "SCROLL" in mat_props.rendertype:
uv_input = material.node_tree.nodes.new("ShaderNodeUVMap")
vector_add = material.node_tree.nodes.new("ShaderNodeVectorMath")
# Add keyframes
scroll_per_sec_divisor = 255.0
frame_step = 60.0
fps = bpy.context.scene.render.fps
for i in range(2):
vector_add.inputs[1].default_value[0] = i * mat_props.scroll_speed_u * frame_step / scroll_per_sec_divisor
vector_add.inputs[1].keyframe_insert("default_value", index=0, frame=i * frame_step * fps)
vector_add.inputs[1].default_value[1] = i * mat_props.scroll_speed_v * frame_step / scroll_per_sec_divisor
vector_add.inputs[1].keyframe_insert("default_value", index=1, frame=i * frame_step * fps)
material.node_tree.links.new(vector_add.inputs[0], uv_input.outputs[0])
for texture_node in texture_input_nodes:
material.node_tree.links.new(texture_node.inputs["Vector"], vector_add.outputs[0])
# Don't know how to set interpolation when adding keyframes
# so we must do it after the fact
if material.node_tree.animation_data:
for fcurve in material.node_tree.animation_data.action.fcurves:
for kf in fcurve.keyframe_points.values():
kf.interpolation = 'LINEAR'
'''
else: else:
# Todo: figure out some way to raise an error but continue operator execution... # Todo: figure out some way to raise an error but continue operator execution...
@@ -145,7 +301,7 @@ to provide an exact emulation"""
return {'CANCELLED'} return {'CANCELLED'}
else: else:
raise RuntimeError(f"Diffuse texture at path: '{diffuse_texture_path}' was not found.") raise RuntimeError(f"Diffuse texture at path: '{diffuse_texture_path}' was not found.")
'''
return {'FINISHED'} return {'FINISHED'}

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@@ -2,10 +2,9 @@
import bpy import bpy
from typing import Dict from typing import Dict
from .msh_material import *
from .msh_material_gather import *
from .msh_material_properties import * from .msh_material_properties import *
from .msh_material_operators import * from .msh_material import *
from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING
@@ -15,6 +14,8 @@ import os
def find_texture_path(folder_path : str, name : str) -> str: def find_texture_path(folder_path : str, name : str) -> str:
if not folder_path or not name: if not folder_path or not name:
@@ -105,7 +106,7 @@ def _fill_material_props_data(material, material_properties):
anim_length_index = int(sqrt(material.data[0])) anim_length_index = int(sqrt(material.data[0]))
if anim_length_index < 0: if anim_length_index < 0:
anim_length_index = 0 anim_length_index = 0
elif anim_length_index > len(UI_MATERIAL_ANIMATION_LENGTHS): elif anim_length_index >= len(UI_MATERIAL_ANIMATION_LENGTHS):
anim_length_index = len(UI_MATERIAL_ANIMATION_LENGTHS) - 1 anim_length_index = len(UI_MATERIAL_ANIMATION_LENGTHS) - 1
material_properties.animation_length = UI_MATERIAL_ANIMATION_LENGTHS[anim_length_index][0] material_properties.animation_length = UI_MATERIAL_ANIMATION_LENGTHS[anim_length_index][0]

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@@ -18,19 +18,7 @@ _RENDERTYPES_MAPPING = {
"NORMALMAPPED_TILED_ENVMAPPED_BF2": Rendertype.NORMALMAPPED_TILED_ENVMAP} "NORMALMAPPED_TILED_ENVMAPPED_BF2": Rendertype.NORMALMAPPED_TILED_ENVMAP}
_REVERSE_RENDERTYPES_MAPPING = { _REVERSE_RENDERTYPES_MAPPING = {val: key for (key, val) in _RENDERTYPES_MAPPING.items()}
Rendertype.NORMAL : "NORMAL_BF2",
Rendertype.SCROLLING : "SCROLLING_BF2",
Rendertype.ENVMAPPED : "ENVMAPPED_BF2",
Rendertype.ANIMATED : "ANIMATED_BF2",
Rendertype.REFRACTION : "REFRACTION_BF2",
Rendertype.BLINK : "BLINK_BF2",
Rendertype.NORMALMAPPED_TILED : "NORMALMAPPED_TILED_BF2",
Rendertype.NORMALMAPPED_ENVMAPPED : "NORMALMAPPED_ENVMAPPED_BF2",
Rendertype.NORMALMAPPED : "NORMALMAPPED_BF2",
Rendertype.NORMALMAPPED_TILED_ENVMAP : "NORMALMAPPED_TILED_ENVMAPPED_BF2"}
def remove_unused_materials(materials: Dict[str, Material], def remove_unused_materials(materials: Dict[str, Material],

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@@ -30,6 +30,7 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
# Pure bones are just bones and after all objects are explored the only # Pure bones are just bones and after all objects are explored the only
# entries remaining in this dict will be bones without geometry. # entries remaining in this dict will be bones without geometry.
pure_bones_from_armature = {} pure_bones_from_armature = {}
armature_found = None
objects_to_export = select_objects(export_target) objects_to_export = select_objects(export_target)

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@@ -23,92 +23,6 @@ import os
# Extracts and applies anims in the scene to the currently selected armature
def extract_and_apply_anim(filename : str, scene : Scene):
arma = bpy.context.view_layer.objects.active
if not arma or arma.type != 'ARMATURE':
raise Exception("Select an armature to attach the imported animation to!")
if scene.animation is None:
raise Exception("No animation found in msh file!")
else:
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
if anim_name in bpy.data.actions:
bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
action = bpy.data.actions.new(anim_name)
action.use_fake_user = True
if not arma.animation_data:
arma.animation_data_create()
# Record the starting transforms of each bone. Pose space is relative
# to bones starting transforms. Starting = in edit mode
bone_bind_poses = {}
bpy.context.view_layer.objects.active = arma
bpy.ops.object.mode_set(mode='EDIT')
for edit_bone in arma.data.edit_bones:
if edit_bone.parent:
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
else:
bone_local = arma.matrix_local @ edit_bone.matrix
bone_bind_poses[edit_bone.name] = bone_local.inverted()
bpy.ops.object.mode_set(mode='OBJECT')
for bone in arma.pose.bones:
if to_crc(bone.name) in scene.animation.bone_frames:
bind_mat = bone_bind_poses[bone.name]
translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
for frame in rotation_frames:
i = frame.index
q = (bind_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
fcurve_rot_w.keyframe_points.insert(i,q.w)
fcurve_rot_x.keyframe_points.insert(i,q.x)
fcurve_rot_y.keyframe_points.insert(i,q.y)
fcurve_rot_z.keyframe_points.insert(i,q.z)
fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
for frame in translation_frames:
i = frame.index
t = (bind_mat @ Matrix.Translation(convert_vector_space(frame.translation))).translation
fcurve_loc_x.keyframe_points.insert(i,t.x)
fcurve_loc_y.keyframe_points.insert(i,t.y)
fcurve_loc_z.keyframe_points.insert(i,t.z)
arma.animation_data.action = action
# Create the msh hierachy. Armatures are not created here. # Create the msh hierachy. Armatures are not created here.
def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]: def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]:

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@@ -0,0 +1,46 @@
""" Parses .tga.option and .msh.option files. Only used with the former as of now. """
import os
class MungeOptions:
def __init__(self, path_to_option_file):
self.options = {}
if os.path.exists(path_to_option_file):
with open(path_to_option_file, 'r') as option_file:
option_text = option_file.read()
option_parts = option_text.split()
current_parameter = ""
for part in option_parts:
if part.startswith("-"):
current_parameter = part[1:]
self.options[current_parameter] = ""
elif current_parameter:
current_value = self.options[current_parameter]
# Keep adding to value in case there are vector options
self.options[current_parameter] += part if not current_value else (" " + part)
def is_option_present(self, param):
return param in self.options
def get_bool(self, param, default=False):
return True if param in self.options else default
def get_float(self, param, default=0.0):
if param in self.options:
try:
result = float(self.options[param])
except:
result = default
finally:
return result
else:
return default
def get_string(self, param, default=""):
return self.options.get(param, default)