#!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')