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  • #!BPY
    
    """
    Name: 'Quake 3 (.map)'
    Blender: 249
    Group: 'Export'
    Tooltip: 'Export to Quake map format'
    """
    
    __author__ = 'Campbell Barton'
    __version__ = '0.1a'
    __email__ = "ideasman42@gmail.com"
    __bpydoc__ = """\
    This script Exports a Quake 3 map format.
    
     Supports meshes, lights and nurbs patch surfaces
    """
    
    # ***** BEGIN GPL LICENSE BLOCK *****
    #
    # Script copyright (C): Campbell Barton
    #
    # 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
    #
    # ***** END GPL LICENCE BLOCK *****
    # --------------------------------------------------------------------------
    
    from Blender import *
    import BPyMesh
    
    
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    PREF_SCALE = Draw.Create(100)
    PREF_FACE_THICK = Draw.Create(0.1)
    PREF_GRID_SNAP = Draw.Create(0)
    
    # Quake 1/2?
    
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    # PREF_DEF_TEX_OPTS = Draw.Create(' 0 0 0 1 1\n') # not user settable yet
    
    # Quake 3+?
    
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    PREF_DEF_TEX_OPTS = Draw.Create(' 0 0 0 1 1 0 0 0\n')  # not user settable yet
    
    PREF_NULL_TEX = Draw.Create('NULL')  # not user settable yet
    PREF_INVIS_TEX = Draw.Create('common/caulk')
    
    
    
    def write_cube2brush(file, faces):
    
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        '''
        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.getData(name_only=1)))
        file.write('// brush from cube\n{\n')
    
    
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        if PREF_GRID_SNAP.val:
            format_vec = '( %d %d %d ) '
        else:
            format_vec = '( %.8f %.8f %.8f ) '
    
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        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
            for v in f.v[2::-1]:
    
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                file.write(format_vec % v.co[:])
    
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            try:
                mode = f.mode
            except:
                mode = 0
    
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            if mode & Mesh.FaceModes.INVISIBLE:
                file.write(PREF_INVIS_TEX.val)
            else:
    
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                try:
                    image = f.image
                except:
                    image = None
    
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                if image:
                    file.write(sys.splitext(sys.basename(image.filename))[0])
                else:
                    file.write(PREF_NULL_TEX.val)
    
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            # Texture stuff ignored for now
            file.write(PREF_DEF_TEX_OPTS.val)
        file.write('}\n')
    
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        if PREF_GRID_SNAP.val:
    
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            return v.to_tuple(0)
    
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        else:
    
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            return v[:]
    
    
    
    def write_face2brush(file, face):
    
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        '''
        takes a face and writes it as a brush
        each face is a cube/brush
        '''
    
    
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        if PREF_GRID_SNAP.val:
            format_vec = '( %d %d %d ) '
        else:
            format_vec = '( %.8f %.8f %.8f ) '
    
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        image_text = PREF_NULL_TEX.val
    
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        try:
            mode = face.mode
        except:
            mode = 0
    
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        if mode & Mesh.FaceModes.INVISIBLE:
    
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            image_text = PREF_INVIS_TEX.val
    
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        else:
    
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            try:
                image = face.image
            except:
                image = None
            if image:
                image_text = sys.splitext(sys.basename(image.filename))[0]
    
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        # original verts as tuples for writing
    
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        orig_vco = [v.co[:] for v in face]
    
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        # new verts that give the face a thickness
    
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        dist = PREF_SCALE.val * PREF_FACE_THICK.val
        new_vco = [round_vec(v.co - (v.no * dist)) for v in face]
        #new_vco = [round_vec(v.co - (face.no * dist)) for v in face]
    
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        file.write('// brush from face\n{\n')
        # front
        for co in orig_vco[2::-1]:
    
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            file.write(format_vec % co)
    
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        file.write(image_text)
        # Texture stuff ignored for now
        file.write(PREF_DEF_TEX_OPTS.val)
    
        for co in new_vco[:3]:
    
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            file.write(format_vec % co)
    
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        if mode & Mesh.FaceModes.TWOSIDE:
            file.write(image_text)
        else:
            file.write(PREF_INVIS_TEX.val)
    
        # Texture stuff ignored for now
        file.write(PREF_DEF_TEX_OPTS.val)
    
        # sides.
    
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        if len(orig_vco) == 3:  # Tri, it seemms tri brushes are supported.
            index_pairs = ((0, 1), (1, 2), (2, 0))
    
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        else:
    
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            index_pairs = ((0, 1), (1, 2), (2, 3), (3, 0))
    
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        for i1, i2 in index_pairs:
            for co in orig_vco[i1], orig_vco[i2], new_vco[i2]:
    
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                file.write(format_vec % co)
    
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            file.write(PREF_INVIS_TEX.val)
            file.write(PREF_DEF_TEX_OPTS.val)
    
        file.write('}\n')
    
    def is_cube_facegroup(faces):
    
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        '''
        Returens a bool, true if the faces make up a cube
        '''
        # cube must have 6 faces
        if len(faces) != 6:
    
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            # print('1')
    
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            return False
    
        # Check for quads and that there are 6 unique verts
    
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        verts = {}
    
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        for f in faces:
    
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            if len(f) != 4:
    
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                return False
    
            for v in f:
    
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                verts[v.index] = 0
    
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        if len(verts) != 8:
            return False
    
        # Now check that each vert has 3 face users
        for f in faces:
            for v in f:
                verts[v.index] += 1
    
        for v in verts.itervalues():
    
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            if v != 3:  # vert has 3 users?
    
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                return False
    
        # Could we check for 12 unique edges??, probably not needed.
        return True
    
    
    def is_tricyl_facegroup(faces):
    
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        '''
        is the face group a tri cylinder
        Returens a bool, true if the faces make an extruded tri solid
        '''
    
        # cube must have 5 faces
        if len(faces) != 5:
    
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            #  print('1')
    
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            return False
    
        # Check for quads and that there are 6 unique verts
    
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        verts = {}
        tottri = 0
    
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        for f in faces:
    
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            if len(f) == 3:
                tottri += 1
    
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            for v in f:
    
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                verts[v.index] = 0
    
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        if len(verts) != 6 or tottri != 2:
            return False
    
        # Now check that each vert has 3 face users
        for f in faces:
            for v in f:
                verts[v.index] += 1
    
        for v in verts.itervalues():
    
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            if v != 3:  # vert has 3 users?
    
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                return False
    
        # Could we check for 12 unique edges??, probably not needed.
        return True
    
    def write_node_map(file, ob):
    
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        '''
        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
        '''
    
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        props = [(p.name, p.data) for p in ob.game_properties]
    
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        IS_MAP_NODE = False
    
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        for name, value in props:
    
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            if name == "classname":
                IS_MAP_NODE = True
    
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                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.val:
    
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            file.write('"origin" "%d %d %d"\n' %
                       tuple([round(axis * PREF_SCALE.val)
                              for axis in ob.getLocation('worldspace')]))
    
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        else:
    
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            file.write('"origin" "%.6f %.6f %.6f"\n' %
                       tuple([axis * PREF_SCALE.val
                              for axis in ob.getLocation('worldspace')]))
    
    
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        file.write('}\n')
        return True
    
    
    
    def export_map(filepath):
    
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        """
    
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        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
    
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        """
    
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        Window.WaitCursor(1)
    
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        time = sys.time()
        print("Map Exporter 0.0")
        file = open(filepath, 'w')
    
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        obs_mesh = []
        obs_lamp = []
        obs_surf = []
        obs_empty = []
    
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        SCALE_MAT = Mathutils.Matrix()
        SCALE_MAT[0][0] = SCALE_MAT[1][1] = SCALE_MAT[2][2] = PREF_SCALE.val
    
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        dummy_mesh = Mesh.New()
    
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        TOTBRUSH = TOTLAMP = TOTNODE = 0
    
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        for ob in Object.GetSelected():
    
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            type = ob.type
            if type == 'Mesh':
                obs_mesh.append(ob)
            elif type == 'Surf':
                obs_surf.append(ob)
            elif type == 'Lamp':
                obs_lamp.append(ob)
            elif type == 'Empty':
                obs_empty.append(ob)
    
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        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')
    
    
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        print("\twriting cubes from meshes")
    
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        for ob in obs_mesh:
            dummy_mesh.getFromObject(ob.name)
    
            #print len(mesh_split2connected(dummy_mesh))
    
            # Is the object 1 cube? - object-is-a-brush
    
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            # 1 to tx the normals also
            dummy_mesh.transform(ob.matrixWorld * SCALE_MAT)
    
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            if PREF_GRID_SNAP.val:
                for v in dummy_mesh.verts:
    
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                    v.co[:] = v.co.to_tuple(0)
    
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            # High quality normals
            BPyMesh.meshCalcNormals(dummy_mesh)
    
            # Split mesh into connected regions
            for face_group in BPyMesh.mesh2linkedFaces(dummy_mesh):
                if is_cube_facegroup(face_group):
                    write_cube2brush(file, face_group)
    
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                    TOTBRUSH += 1
    
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                elif is_tricyl_facegroup(face_group):
                    write_cube2brush(file, face_group)
    
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                    TOTBRUSH += 1
    
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                else:
                    for f in face_group:
                        write_face2brush(file, f)
    
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                        TOTBRUSH += 1
    
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                #print 'warning, not exporting "%s" it is not a cube' % ob.name
    
    
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        dummy_mesh.verts = None
    
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        valid_dims = 3, 5, 7, 9, 11, 13, 15
    
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        for ob in obs_surf:
            '''
            Surf, patches
            '''
    
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            surf_name = ob.getData(name_only=1)
            data = Curve.Get(surf_name)
            mat = ob.matrixWorld * SCALE_MAT
    
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            # 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 ) )
    )
    }
    }
    
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            """
            for i, nurb in enumerate(data):
    
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                u = nurb.pointsU
                v = nurb.pointsV
    
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                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')
    
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                    file.write('( %d %d 0 0 0 )\n' % (u, v))
    
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                    file.write('(\n')
    
                    u_iter = 0
                    for p in nurb:
    
                        if u_iter == 0:
                            file.write('(')
    
                        u_iter += 1
    
                        # add nmapping 0 0 ?
                        if PREF_GRID_SNAP.val:
    
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                            file.write(" ( %d %d %d 0 0 )" %
                                       round_vec(Mathutils.Vector(p[0:3]) * mat))
    
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                        else:
    
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                            file.write(' ( %.6f %.6f %.6f 0 0 )' %
                                       (Mathutils.Vector(p[0:3]) * mat)[:])
    
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                        # 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:
    
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                    print("Warning: not exporting patch",
                          surf_name, u, v, 'Unsupported')
    
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        if obs_mesh or obs_surf:
    
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            file.write('}\n')  # end worldspan
    
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        print("\twriting lamps")
    
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        for ob in obs_lamp:
    
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            print("\t\t%s" % ob.name)
            lamp = ob.data
    
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            file.write('{\n')
            file.write('"classname" "light"\n')
    
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            file.write('"light" "%.6f"\n' % (lamp.dist * PREF_SCALE.val))
    
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            if PREF_GRID_SNAP.val:
    
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                file.write('"origin" "%d %d %d"\n' %
                           tuple([round(axis * PREF_SCALE.val)
                                  for axis in ob.getLocation('worldspace')]))
    
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            else:
    
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                file.write('"origin" "%.6f %.6f %.6f"\n' %
                           tuple([axis * PREF_SCALE.val
                                  for axis in ob.getLocation('worldspace')]))
    
    
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            file.write('"_color" "%.6f %.6f %.6f"\n' % tuple(lamp.col))
            file.write('"style" "0"\n')
            file.write('}\n')
    
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            TOTLAMP += 1
    
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        print("\twriting empty objects as nodes")
    
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        for ob in obs_empty:
            if write_node_map(file, ob):
    
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                print("\t\t%s" % ob.name)
                TOTNODE += 1
    
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            else:
    
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                print("\t\tignoring %s" % ob.name)
    
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        Window.WaitCursor(0)
    
    
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        print("Exported Map in %.4fsec" % (sys.time() - time))
        print("Brushes: %d  Nodes: %d  Lamps %d\n" % (TOTBRUSH, TOTNODE, TOTLAMP))
    
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        Window.FileSelector(export_map, 'EXPORT MAP', '*.map')
    
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    if __name__ == '__main__':
        main()
    
    
    # export_map('/foo.map')