From 7870f73a4ebc6295a3cdbe1a9a71ecd675a105fc Mon Sep 17 00:00:00 2001 From: Campbell Barton <ideasman42@gmail.com> Date: Fri, 27 May 2011 16:39:06 +0000 Subject: [PATCH] quake map exporter from blender 2.4x --- io_scene_map/export_map.py | 454 +++++++++++++++++++++++++++++++++++++ 1 file changed, 454 insertions(+) create mode 100644 io_scene_map/export_map.py diff --git a/io_scene_map/export_map.py b/io_scene_map/export_map.py new file mode 100644 index 000000000..2262ae3b8 --- /dev/null +++ b/io_scene_map/export_map.py @@ -0,0 +1,454 @@ +#!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') -- GitLab