blender/release/scripts/export_map.py

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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
'''
return False
# 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)
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')