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Fixing Blender 2.71 support (Thanks to fluffrabbit)

David Catuhe пре 11 година
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003c362468
2 измењених фајлова са 630 додато и 0 уклоњено
  1. 122 0
      Exporters/Blender/io_scene_map/__init__.py
  2. 508 0
      Exporters/Blender/io_scene_map/export_map.py

+ 122 - 0
Exporters/Blender/io_scene_map/__init__.py

@@ -0,0 +1,122 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+bl_info = {
+    "name": "Quake MAP format",
+    "author": "Campbell Barton",
+    "blender": (2, 57, 0),
+    "location": "File > Export",
+    "description": "Export MAP brushes, nurbs surfaces, "
+                   "lamps and empties as map nodes",
+    "warning": "",
+    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
+                "Scripts/Import-Export/Quake_MAP",
+    "tracker_url": "",
+    "support": 'OFFICIAL',
+    "category": "Import-Export"}
+
+# To support reload properly, try to access a package var, if it's there, reload everything
+if "bpy" in locals():
+    import imp
+    if "export_map" in locals():
+        imp.reload(export_map)
+
+
+import bpy
+from bpy.props import StringProperty, FloatProperty, BoolProperty
+from bpy_extras.io_utils import ExportHelper
+
+
+class ExportMAP(bpy.types.Operator, ExportHelper):
+    """Export selection to a quake map"""
+    bl_idname = "export_scene.quake_map"
+    bl_label = "Export MAP"
+    bl_options = {'PRESET'}
+
+    filename_ext = ".map"
+    filter_glob = StringProperty(default="*.map", options={'HIDDEN'})
+
+    face_thickness = FloatProperty(
+            name="Face Thickness",
+            description=("Thickness given to geometry which can't be "
+                         "converted into a brush"),
+            min=0.0001, max=10.0,
+            default=0.1,
+            )
+    global_scale = FloatProperty(
+            name="Scale",
+            description="Scale everything by this value",
+            min=0.01, max=1000.0,
+            default=100.0,
+            )
+    grid_snap = BoolProperty(
+            name="Grid Snap",
+            description="Round to whole numbers",
+            default=False,
+            )
+    texture_null = StringProperty(
+            name="Tex Null",
+            description="Texture used when none is assigned",
+            default="NULL",
+            )
+    texture_opts = StringProperty(
+            name="Tex Opts",
+            description="Brush texture options",
+            default='0 0 0 1 1 0 0 0',
+            )
+
+    def execute(self, context):
+        # import math
+        # from mathutils import Matrix
+        if not self.filepath:
+            raise Exception("filepath not set")
+
+        '''
+        global_matrix = Matrix()
+        global_matrix[0][0] = global_matrix[1][1] = global_matrix[2][2] = self.global_scale
+        global_matrix = global_matrix * axis_conversion(to_forward=self.axis_forward, to_up=self.axis_up).to_4x4()
+
+        keywords = self.as_keywords(ignore=("axis_forward", "axis_up", "global_scale", "check_existing", "filter_glob"))
+        keywords["global_matrix"] = global_matrix
+        '''
+
+        keywords = self.as_keywords(ignore=("check_existing", "filter_glob"))
+
+        from . import export_map
+        return export_map.save(self, context, **keywords)
+
+
+def menu_func(self, context):
+    self.layout.operator(ExportMAP.bl_idname, text="Quake MAP (.map)")
+
+
+def register():
+    bpy.utils.register_module(__name__)
+
+    bpy.types.INFO_MT_file_export.append(menu_func)
+
+
+def unregister():
+    bpy.utils.unregister_module(__name__)
+
+    bpy.types.INFO_MT_file_export.remove(menu_func)
+
+if __name__ == "__main__":
+    register()

+ 508 - 0
Exporters/Blender/io_scene_map/export_map.py

@@ -0,0 +1,508 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8-80 compliant>
+
+import bpy
+import os
+
+# TODO, make options
+PREF_SCALE = 100
+PREF_FACE_THICK = 0.1
+PREF_GRID_SNAP = False
+# Quake 1/2?
+# Quake 3+?
+PREF_DEF_TEX_OPTS = '0 0 0 1 1 0 0 0'  # not user settable yet
+
+PREF_NULL_TEX = 'NULL'  # not user settable yet
+PREF_INVIS_TEX = 'common/caulk'
+
+
+def face_uv_get(face):
+    """ Workaround 2.5x change.
+    """
+    me = face.id_data
+    uv_faces = me.uv_textures.active
+    if uv_faces:
+        return uv_faces.data[face.index]
+    else:
+        return None
+
+
+def face_material_get(face):
+    me = face.id_data
+    try:
+        return me.materials[face.material_index]
+    except:
+        return None
+
+
+def write_cube2brush(file, faces):
+    """
+    Takes 6 faces and writes a brush,
+    these faces can be from 1 mesh, 1 cube within a mesh of larger cubes
+    Faces could even come from different meshes or be contrived.
+    """
+    # comment only
+    # file.write('// brush "%s", "%s"\n' % (ob.name, ob.data.name))
+    file.write('// brush from cube\n{\n')
+
+    if PREF_GRID_SNAP:
+        format_vec = '( %d %d %d ) '
+    else:
+        format_vec = '( %.8f %.8f %.8f ) '
+
+    for f in faces:
+        # from 4 verts this gets them in reversed order and only 3 of them
+        # 0,1,2,3 -> 2,1,0
+        me = f.id_data  # XXX25
+        for v in f.vertices[:][2::-1]:
+            file.write(format_vec % me.vertices[v].co[:])
+
+        material = face_material_get(f)
+
+        if material and material.game_settings.invisible:
+            file.write(PREF_INVIS_TEX)
+        else:
+            uf = face_uv_get(f)
+
+            image = uf.image if uf else None
+
+            if image:
+                file.write(os.path.splitext(
+                        bpy.path.basename(image.filepath))[0])
+            else:
+                file.write(PREF_NULL_TEX)
+
+        # Texture stuff ignored for now
+        file.write(" %s\n" % PREF_DEF_TEX_OPTS)
+    file.write('}\n')
+
+
+def round_vec(v):
+    if PREF_GRID_SNAP:
+        return v.to_tuple(0)
+    else:
+        return v[:]
+
+
+def write_face2brush(file, face):
+    """
+    takes a face and writes it as a brush
+    each face is a cube/brush
+    """
+
+    if PREF_GRID_SNAP:
+        format_vec = '( %d %d %d ) '
+    else:
+        format_vec = '( %.8f %.8f %.8f ) '
+
+    image_text = PREF_NULL_TEX
+
+    material = face_material_get(face)
+
+    if material and material.game_settings.invisible:
+        image_text = PREF_INVIS_TEX
+    else:
+        uf = face_uv_get(face)
+
+        image = uf.image if uf else None
+
+        if image:
+            image_text = os.path.splitext(bpy.path.basename(image.filepath))[0]
+
+    # reuse face vertices
+    _v = face.id_data.vertices  # XXX25
+    f_vertices = [_v[vi] for vi in face.vertices]
+    del _v  # XXX25
+
+    # original verts as tuples for writing
+    orig_vco = [v.co[:] for v in f_vertices]
+
+    # new verts that give the face a thickness
+    dist = PREF_SCALE * PREF_FACE_THICK
+    new_vco = [round_vec(v.co - (v.normal * dist)) for v in f_vertices]
+    #new_vco = [round_vec(v.co - (face.no * dist)) for v in face]
+
+    file.write('// brush from face\n{\n')
+    # front
+    for co in orig_vco[2::-1]:
+        file.write(format_vec % co)
+    file.write(image_text)
+    # Texture stuff ignored for now
+    file.write(" %s\n" % PREF_DEF_TEX_OPTS)
+
+    for co in new_vco[:3]:
+        file.write(format_vec % co)
+    if uf and uf.use_twoside:
+        file.write(image_text)
+    else:
+        file.write(PREF_INVIS_TEX)
+
+    # Texture stuff ignored for now
+    file.write(" %s\n" % PREF_DEF_TEX_OPTS)
+
+    # sides.
+    if len(orig_vco) == 3:  # Tri, it seemms tri brushes are supported.
+        index_pairs = ((0, 1), (1, 2), (2, 0))
+    else:
+        index_pairs = ((0, 1), (1, 2), (2, 3), (3, 0))
+
+    for i1, i2 in index_pairs:
+        for co in orig_vco[i1], orig_vco[i2], new_vco[i2]:
+            file.write(format_vec % co)
+        file.write(PREF_INVIS_TEX)
+        file.write(" %s\n" % PREF_DEF_TEX_OPTS)
+
+    file.write('}\n')
+
+
+def is_cube_facegroup(faces):
+    """
+    Returns a bool, true if the faces make up a cube
+    """
+    # cube must have 6 faces
+    if len(faces) != 6:
+        # print('1')
+        return False
+
+    # Check for quads and that there are 6 unique verts
+    verts = {}
+    for f in faces:
+        f_v = f.vertices[:]
+        if len(f_v) != 4:
+            return False
+
+        for v in f_v:
+            verts[v] = 0
+
+    if len(verts) != 8:
+        return False
+
+    # Now check that each vert has 3 face users
+    for f in faces:
+        f_v = f.vertices[:]
+        for v in f_v:
+            verts[v] += 1
+
+    for v in verts.values():
+        if v != 3:  # vert has 3 users?
+            return False
+
+    # Could we check for 12 unique edges??, probably not needed.
+    return True
+
+
+def is_tricyl_facegroup(faces):
+    """
+    is the face group a tri cylinder
+    Returns a bool, true if the faces make an extruded tri solid
+    """
+
+    # cube must have 5 faces
+    if len(faces) != 5:
+        #  print('1')
+        return False
+
+    # Check for quads and that there are 6 unique verts
+    verts = {}
+    tottri = 0
+    for f in faces:
+        if len(f.vertices) == 3:
+            tottri += 1
+
+        for vi in f.vertices:
+            verts[vi] = 0
+
+    if len(verts) != 6 or tottri != 2:
+        return False
+
+    # Now check that each vert has 3 face users
+    for f in faces:
+        for vi in f.vertices:
+            verts[vi] += 1
+
+    for v in verts.values():
+        if v != 3:  # vert has 3 users?
+            return False
+
+    # Could we check for 12 unique edges??, probably not needed.
+    return True
+
+
+def write_node_map(file, ob):
+    """
+    Writes the properties of an object (empty in this case)
+    as a MAP node as long as it has the property name - classname
+    returns True/False based on weather a node was written
+    """
+    props = [(p.name, p.value) for p in ob.game.properties]
+
+    IS_MAP_NODE = False
+    for name, value in props:
+        if name == "classname":
+            IS_MAP_NODE = True
+            break
+
+    if not IS_MAP_NODE:
+        return False
+
+    # Write a node
+    file.write('{\n')
+    for name_value in props:
+        file.write('"%s" "%s"\n' % name_value)
+    if PREF_GRID_SNAP:
+        file.write('"origin" "%d %d %d"\n' %
+                   tuple([round(axis * PREF_SCALE)
+                          for axis in ob.matrix_world.to_translation()]))
+    else:
+        file.write('"origin" "%.6f %.6f %.6f"\n' %
+                   tuple([axis * PREF_SCALE
+                          for axis in ob.matrix_world.to_translation()]))
+
+    file.write('}\n')
+    return True
+
+
+def export_map(context, filepath):
+    """
+    pup_block = [\
+    ('Scale:', PREF_SCALE, 1, 1000,
+            'Scale the blender scene by this value.'),\
+    ('Face Width:', PREF_FACE_THICK, 0.01, 10,
+            'Thickness of faces exported as brushes.'),\
+    ('Grid Snap', PREF_GRID_SNAP,
+            'snaps floating point values to whole numbers.'),\
+    'Null Texture',\
+    ('', PREF_NULL_TEX, 1, 128,
+            'Export textureless faces with this texture'),\
+    'Unseen Texture',\
+    ('', PREF_INVIS_TEX, 1, 128,
+            'Export invisible faces with this texture'),\
+    ]
+
+    if not Draw.PupBlock('map export', pup_block):
+        return
+    """
+    import time
+    from mathutils import Matrix
+    from bpy_extras import mesh_utils
+
+    t = time.time()
+    print("Map Exporter 0.0")
+    file = open(filepath, 'w')
+
+    scene = context.scene
+    objects = context.selected_objects
+
+    obs_mesh = []
+    obs_lamp = []
+    obs_surf = []
+    obs_empty = []
+
+    SCALE_MAT = Matrix()
+    SCALE_MAT[0][0] = SCALE_MAT[1][1] = SCALE_MAT[2][2] = PREF_SCALE
+
+    TOTBRUSH = TOTLAMP = TOTNODE = 0
+
+    for ob in objects:
+        type = ob.type
+        if type == 'MESH':
+            obs_mesh.append(ob)
+        elif type == 'SURFACE':
+            obs_surf.append(ob)
+        elif type == 'LAMP':
+            obs_lamp.append(ob)
+        elif type == 'EMPTY':
+            obs_empty.append(ob)
+
+    if obs_mesh or obs_surf:
+        # brushes and surf's must be under worldspan
+        file.write('\n// entity 0\n')
+        file.write('{\n')
+        file.write('"classname" "worldspawn"\n')
+
+    print("\twriting cubes from meshes")
+    for ob in obs_mesh:
+        dummy_mesh = ob.to_mesh(scene, True, 'PREVIEW')
+
+        #print len(mesh_split2connected(dummy_mesh))
+
+        # Is the object 1 cube? - object-is-a-brush
+        # 1 to tx the normals also
+        dummy_mesh.transform(ob.matrix_world * SCALE_MAT)
+
+        if PREF_GRID_SNAP:
+            for v in dummy_mesh.vertices:
+                v.co[:] = v.co.to_tuple(0)
+
+        # High quality normals
+        #XXX25: BPyMesh.meshCalcNormals(dummy_mesh)
+
+        # We need tessfaces
+        dummy_mesh.update(calc_tessface=True)
+
+        # Split mesh into connected regions
+        for face_group in mesh_utils.mesh_linked_tessfaces(dummy_mesh):
+            if is_cube_facegroup(face_group):
+                write_cube2brush(file, face_group)
+                TOTBRUSH += 1
+            elif is_tricyl_facegroup(face_group):
+                write_cube2brush(file, face_group)
+                TOTBRUSH += 1
+            else:
+                for f in face_group:
+                    write_face2brush(file, f)
+                    TOTBRUSH += 1
+
+            #print 'warning, not exporting "%s" it is not a cube' % ob.name
+        bpy.data.meshes.remove(dummy_mesh)
+
+    valid_dims = 3, 5, 7, 9, 11, 13, 15
+    for ob in obs_surf:
+        '''
+        Surf, patches
+        '''
+        data = ob.data
+        surf_name = data.name
+        mat = ob.matrix_world * SCALE_MAT
+
+        # This is what a valid patch looks like
+
+        """
+// brush 0
+{
+patchDef2
+{
+NULL
+( 3 3 0 0 0 )
+(
+( ( -64 -64 0 0 0 ) ( -64 0 0 0 -2 ) ( -64 64 0 0 -4 ) )
+( ( 0 -64 0 2 0 ) ( 0 0 0 2 -2 ) ( 0 64 0 2 -4 ) )
+( ( 64 -64 0 4 0 ) ( 64 0 0 4 -2 ) ( 80 88 0 4 -4 ) )
+)
+}
+}
+        """
+        for i, nurb in enumerate(data.splines):
+            u = nurb.point_count_u
+            v = nurb.point_count_v
+            if u in valid_dims and v in valid_dims:
+
+                file.write('// brush %d surf_name\n' % i)
+                file.write('{\n')
+                file.write('patchDef2\n')
+                file.write('{\n')
+                file.write('NULL\n')
+                file.write('( %d %d 0 0 0 )\n' % (u, v))
+                file.write('(\n')
+
+                u_iter = 0
+                for p in nurb.points:
+
+                    if u_iter == 0:
+                        file.write('(')
+
+                    u_iter += 1
+
+                    # add nmapping 0 0 ?
+                    if PREF_GRID_SNAP:
+                        file.write(" ( %d %d %d 0 0 )" %
+                                   round_vec(mat * p.co.xyz))
+                    else:
+                        file.write(' ( %.6f %.6f %.6f 0 0 )' %
+                                   (mat * p.co.xyz)[:])
+
+                    # Move to next line
+                    if u_iter == u:
+                        file.write(' )\n')
+                        u_iter = 0
+
+                file.write(')\n')
+                file.write('}\n')
+                file.write('}\n')
+                # Debugging
+                # for p in nurb: print 'patch', p
+
+            else:
+                print("Warning: not exporting patch",
+                      surf_name, u, v, 'Unsupported')
+
+    if obs_mesh or obs_surf:
+        file.write('}\n')  # end worldspan
+
+    print("\twriting lamps")
+    for ob in obs_lamp:
+        print("\t\t%s" % ob.name)
+        lamp = ob.data
+        file.write('{\n')
+        file.write('"classname" "light"\n')
+        file.write('"light" "%.6f"\n' % (lamp.distance * PREF_SCALE))
+        if PREF_GRID_SNAP:
+            file.write('"origin" "%d %d %d"\n' %
+                       tuple([round(axis * PREF_SCALE)
+                              for axis in ob.matrix_world.to_translation()]))
+        else:
+            file.write('"origin" "%.6f %.6f %.6f"\n' %
+                       tuple([axis * PREF_SCALE
+                              for axis in ob.matrix_world.to_translation()]))
+
+        file.write('"_color" "%.6f %.6f %.6f"\n' % tuple(lamp.color))
+        file.write('"style" "0"\n')
+        file.write('}\n')
+        TOTLAMP += 1
+
+    print("\twriting empty objects as nodes")
+    for ob in obs_empty:
+        if write_node_map(file, ob):
+            print("\t\t%s" % ob.name)
+            TOTNODE += 1
+        else:
+            print("\t\tignoring %s" % ob.name)
+
+    file.close()
+
+    print("Exported Map in %.4fsec" % (time.time() - t))
+    print("Brushes: %d  Nodes: %d  Lamps %d\n" % (TOTBRUSH, TOTNODE, TOTLAMP))
+
+
+def save(operator,
+         context,
+         filepath=None,
+         global_scale=100.0,
+         face_thickness=0.1,
+         texture_null="NULL",
+         texture_opts='0 0 0 1 1 0 0 0',
+         grid_snap=False,
+         ):
+
+    global PREF_SCALE
+    global PREF_FACE_THICK
+    global PREF_NULL_TEX
+    global PREF_DEF_TEX_OPTS
+    global PREF_GRID_SNAP
+
+    PREF_SCALE = global_scale
+    PREF_FACE_THICK = face_thickness
+    PREF_NULL_TEX = texture_null
+    PREF_DEF_TEX_OPTS = texture_opts
+    PREF_GRID_SNAP = grid_snap
+
+    export_map(context, filepath)
+
+    return {'FINISHED'}