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- # ##### 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'}
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