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Sergey Sharybin authored
Looks like it was a typo passing calc_tessface keyword to mesh.update function
Sergey Sharybin authoredLooks like it was a typo passing calc_tessface keyword to mesh.update function
export_map.py 13.68 KiB
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# <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):
'''
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:
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
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.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'}