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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
    
    PREF_SCALE= Draw.Create(100)
    PREF_FACE_THICK= Draw.Create(0.1)
    PREF_GRID_SNAP= Draw.Create(0)
    # Quake 1/2?
    # PREF_DEF_TEX_OPTS= Draw.Create(' 0 0 0 1 1\n') # not user settable yet
    # Quake 3+?
    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):
    	'''
    	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')
    
    	if PREF_GRID_SNAP.val:		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
    		for v in f.v[2::-1]:
    			file.write(format_vec % tuple(v.co) )	
    		
    		try:	mode= f.mode
    		except:	mode= 0
    		
    		if mode & Mesh.FaceModes.INVISIBLE:
    			file.write(PREF_INVIS_TEX.val)
    		else:
    			try:	image= f.image
    			except:	image= None
    			
    			if image:	file.write(sys.splitext(sys.basename(image.filename))[0])
    			else:		file.write(PREF_NULL_TEX.val)
    			
    		# Texture stuff ignored for now
    		file.write(PREF_DEF_TEX_OPTS.val)
    	file.write('}\n')
    
    
    def round_vec(v):
    	if PREF_GRID_SNAP.val:
    		return round(v.x), round(v.y), round(v.z)
    	else:
    		return tuple(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.val:		format_vec= '( %d %d %d ) '
    	else:						format_vec= '( %.8f %.8f %.8f ) '
    	
    	
    	image_text= PREF_NULL_TEX.val
    	
    	try:	mode= face.mode
    	except:	mode= 0
    	
    	if mode & Mesh.FaceModes.INVISIBLE:
    		image_text= PREF_INVIS_TEX.val
    	else:
    		try:	image= face.image
    		except:	image= None
    		if image:	image_text = sys.splitext(sys.basename(image.filename))[0]
    	
    	# original verts as tuples for writing
    	orig_vco= [tuple(v.co) for v in face]
    	
    	# new verts that give the face a thickness
    	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]
    	
    	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(PREF_DEF_TEX_OPTS.val)
    	
    	
    	for co in new_vco[:3]:
    		file.write(format_vec % co )
    	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.
    	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.val)
    		file.write(PREF_DEF_TEX_OPTS.val)
    
    	file.write('}\n')
    
    def is_cube_facegroup(faces):
    	'''
    	Returens 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:
    		if len(f)!= 4:
    			return False
    		
    		for v in f:
    			verts[v.index]= 0
    	
    	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():
    		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
    	Returens 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)== 3:
    			tottri+=1
    		
    		for v in f:
    			verts[v.index]= 0
    	
    	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():
    		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.data) 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.val:
    		file.write('"origin" "%d %d %d"\n' % tuple([round(axis*PREF_SCALE.val) for axis in ob.getLocation('worldspace')]) )
    	else:
    		file.write('"origin" "%.6f %.6f %.6f"\n' % tuple([axis*PREF_SCALE.val for axis in ob.getLocation('worldspace')]) )
    	file.write('}\n')
    	return True
    
    
    def export_map(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
    	
    	Window.WaitCursor(1)
    	time= sys.time()
    	print 'Map Exporter 0.0'
    	file= open(filepath, 'w')
    	
    	
    	obs_mesh= []
    	obs_lamp= []
    	obs_surf= []
    	obs_empty= []
    	
    	SCALE_MAT= Mathutils.Matrix()
    	SCALE_MAT[0][0]= SCALE_MAT[1][1]= SCALE_MAT[2][2]= PREF_SCALE.val
    	
    	dummy_mesh= Mesh.New()
    	
    	TOTBRUSH= TOTLAMP= TOTNODE= 0
    	
    	for ob in Object.GetSelected():
    		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)
    	
    	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.getFromObject(ob.name)
    		
    		#print len(mesh_split2connected(dummy_mesh))
    		
    		# Is the object 1 cube? - object-is-a-brush
    		dummy_mesh.transform(ob.matrixWorld*SCALE_MAT) # 1 to tx the normals also
    		
    		if PREF_GRID_SNAP.val:
    			for v in dummy_mesh.verts:
    				co= v.co
    				co.x= round(co.x)
    				co.y= round(co.y)
    				co.z= round(co.z)
    		
    		# 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)
    				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
    			
    	
    	dummy_mesh.verts= None
    	
    
    	valid_dims= 3,5,7,9,11,13,15
    	for ob in obs_surf:
    		'''
    		Surf, patches
    		'''
    		surf_name= ob.getData(name_only=1)
    		data= Curve.Get(surf_name)
    		mat = ob.matrixWorld*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):
    			u= nurb.pointsU
    			v= nurb.pointsV
    			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:
    					
    					if u_iter == 0:
    						file.write('(')
    					
    					u_iter += 1
    					
    					# add nmapping 0 0 ?
    					if PREF_GRID_SNAP.val:
    						file.write(' ( %d %d %d 0 0 )' % round_vec(Mathutils.Vector(p[0:3]) * mat))
    					else:
    						file.write(' ( %.6f %.6f %.6f 0 0 )' % tuple(Mathutils.Vector(p[0:3]) * mat))
    					
    					# 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 "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.dist* PREF_SCALE.val))
    		if PREF_GRID_SNAP.val:
    			file.write('"origin" "%d %d %d"\n' % tuple([round(axis*PREF_SCALE.val) for axis in ob.getLocation('worldspace')]) )
    		else:
    			file.write('"origin" "%.6f %.6f %.6f"\n' % tuple([axis*PREF_SCALE.val for axis in ob.getLocation('worldspace')]) )
    		file.write('"_color" "%.6f %.6f %.6f"\n' % tuple(lamp.col))
    		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
    	
    	Window.WaitCursor(0)
    	
    	print 'Exported Map in %.4fsec' % (sys.time()-time)
    	print 'Brushes: %d  Nodes: %d  Lamps %d\n' % (TOTBRUSH, TOTNODE, TOTLAMP)
    	
    	
    def main():
    	Window.FileSelector(export_map, 'EXPORT MAP', '*.map')
    
    if __name__ == '__main__': main()
    # export_map('/foo.map')