[Bf-extensions-cvs] [3b7cc4a] master: Re-Add Quake/Doom3 map exporter.

Bastien Montagne noreply at git.blender.org
Sun Jul 19 18:23:41 CEST 2015


Commit: 3b7cc4a11dfa085c2da2008a8e4a85452a17ebdd
Author: Bastien Montagne
Date:   Sun Jul 19 17:31:25 2015 +0200
Branches: master
https://developer.blender.org/rBAC3b7cc4a11dfa085c2da2008a8e4a85452a17ebdd

Re-Add Quake/Doom3 map exporter.

History of this code is rather fuzzy, quake part is from Campbell and scorpion81 I think,
doom part is from me.

Simpler to keep this here, since it seems there is still some interest to those stuff...

===================================================================

A	io_scene_map/__init__.py
A	io_scene_map/export_map.py

===================================================================

diff --git a/io_scene_map/__init__.py b/io_scene_map/__init__.py
new file mode 100644
index 0000000..b0019ce
--- /dev/null
+++ b/io_scene_map/__init__.py
@@ -0,0 +1,127 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+bl_info = {
+    "name": "Quake/Doom3 MAP format",
+    "author": "Campbell Barton, scorpion81, Bastien Montagne",
+    "version": (2, 0, 0),
+    "blender": (2, 6, 9),
+    "location": "File > Export",
+    "description": "Export MAP brushes, nurbs surfaces, "
+                   "lamps and empties as map nodes",
+    "warning": "",
+    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
+                "Scripts/Import-Export/Quake_MAP",
+    "tracker_url": "",
+    "category": "Import-Export"}
+
+# To support reload properly, try to access a package var, if it's there, reload everything
+if "bpy" in locals():
+    import imp
+    if "export_map" in locals():
+        imp.reload(export_map)
+
+
+import bpy
+from bpy.props import StringProperty, FloatProperty, BoolProperty
+from bpy_extras.io_utils import ExportHelper
+
+
+class ExportMAP(bpy.types.Operator, ExportHelper):
+    """Export selection to a quake map"""
+    bl_idname = "export_scene.quake_map"
+    bl_label = "Export MAP"
+    bl_options = {'PRESET'}
+
+    filename_ext = ".map"
+    filter_glob = StringProperty(default="*.map", options={'HIDDEN'})
+
+    doom3_format = BoolProperty(
+            name="Doom 3 Format",
+            description="Export to Doom3 MAP Format",
+            default=True)
+            
+    face_thickness = FloatProperty(
+            name="Face Thickness",
+            description=("Thickness given to geometry which can't be "
+                         "converted into a brush"),
+            min=0.0001, max=10.0,
+            default=0.1,
+            )
+    global_scale = FloatProperty(
+            name="Scale",
+            description="Scale everything by this value",
+            min=0.01, max=1000.0,
+            default=100.0,
+            )
+    grid_snap = BoolProperty(
+            name="Grid Snap",
+            description="Round to whole numbers",
+            default=False,
+            )
+    texture_null = StringProperty(
+            name="Tex Null",
+            description="Texture used when none is assigned",
+            default="NULL",
+            )
+    texture_opts = StringProperty(
+            name="Tex Opts",
+            description="Brush texture options",
+            default='0 0 0 1 1 0 0 0',
+            )
+
+    def execute(self, context):
+        # import math
+        # from mathutils import Matrix
+        if not self.filepath:
+            raise Exception("filepath not set")
+
+        '''
+        global_matrix = Matrix()
+        global_matrix[0][0] = global_matrix[1][1] = global_matrix[2][2] = self.global_scale
+        global_matrix = global_matrix * axis_conversion(to_forward=self.axis_forward, to_up=self.axis_up).to_4x4()
+
+        keywords = self.as_keywords(ignore=("axis_forward", "axis_up", "global_scale", "check_existing", "filter_glob"))
+        keywords["global_matrix"] = global_matrix
+        '''
+
+        keywords = self.as_keywords(ignore=("check_existing", "filter_glob"))
+
+        from . import export_map
+        return export_map.save(self, context, **keywords)
+
+
+def menu_func(self, context):
+    self.layout.operator(ExportMAP.bl_idname, text="Quake/Doom3 MAP (.map)")
+
+
+def register():
+    bpy.utils.register_module(__name__)
+
+    bpy.types.INFO_MT_file_export.append(menu_func)
+
+
+def unregister():
+    bpy.utils.unregister_module(__name__)
+
+    bpy.types.INFO_MT_file_export.remove(menu_func)
+
+if __name__ == "__main__":
+    register()
diff --git a/io_scene_map/export_map.py b/io_scene_map/export_map.py
new file mode 100644
index 0000000..5c868d8
--- /dev/null
+++ b/io_scene_map/export_map.py
@@ -0,0 +1,620 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+#http://www.pasteall.org/47943/python
+
+# <pep8-80 compliant>
+
+import bpy
+import os
+import mathutils
+from mathutils import Vector
+
+# TODO, make options
+PREF_SCALE = 1
+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'
+PREF_DOOM3_FORMAT = True
+
+
+def face_uv_image_get(me, face):
+    uv_faces = me.uv_textures.active
+    if uv_faces:
+        return uv_faces.data[face.index].image
+    else:
+        return None
+
+
+def face_uv_coords_get(me, face):
+    tf_uv_faces = me.tessface_uv_textures.active
+    if tf_uv_faces:
+        return tf_uv_faces.data[face.index].uv_raw[:]
+    else:
+        return None
+
+
+def face_material_get(me, face):
+    idx = face.material_index
+    return me.materials[idx] if idx < len(me.materials) else None
+
+
+def poly_to_doom(me, p, radius):
+    """
+    Convert a face into Doom3 representation (infinite plane defined by its normal
+    and distance from origin along that normal).
+    """
+    # Compute the distance to the mesh from the origin to the plane.
+    # Line from origin in the direction of the face normal.
+    origin = Vector((0, 0, 0))
+    target = Vector(p.normal) * radius
+    # Find the target point.
+    intersect = mathutils.geometry.intersect_line_plane(origin, target, Vector(p.center), Vector(p.normal))
+    # We have to handle cases where intersection with face happens on the "negative" part of the vector!
+    length = intersect.length
+    nor = p.normal.copy()
+    if (nor.dot(intersect.normalized()) > 0):
+        length *= -1
+    nor.resize_4d()
+    nor.w = length
+    return nor
+
+
+def doom_are_same_planes(p1, p2):
+    """
+    To avoid writing two planes that are nearly the same!
+    """
+    # XXX Is sign of the normal/length important in Doom for plane definition??? For now, assume that no!
+    if p1.w < 0:
+        p1 = p1 * -1.0
+    if p2.w < 0:
+        p2 = p2 * -1.0
+
+    threshold = 0.0001
+
+    if abs(p1.w - p2.w) > threshold:
+        return False
+
+    # Distances are the same, check orientations!
+    if p1.xyz.normalized().dot(p2.xyz.normalized()) < (1 - threshold):
+        return False
+
+    # Same plane!
+    return True
+
+
+def doom_check_plane(done_planes, plane):
+    """
+    Check if plane as already been handled, or is similar enough to an already handled one.
+    Return True if it has already been handled somehow.
+    done_planes is expected to be a dict {written_plane: {written_plane, similar_plane_1, similar_plane_2, ...}, ...}.
+    """
+    p_key = tuple(plane)
+    if p_key in done_planes:
+        return True
+    for p, dp in done_planes.items():
+        if p_key in dp:
+            return True
+        elif doom_are_same_planes(Vector(p), plane):
+            done_planes[p].add(p_key)
+            return True
+    done_planes[p_key] = {p_key}
+    return False
+
+
+def ob_to_radius(ob):
+    radius = max(Vector(pt).length for pt in ob.bound_box)
+
+    # Make the ray casts, go just outside the bounding sphere.
+    return radius * 1.1
+
+
+def is_cube_facegroup(faces):
+    """
+    Returns 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
+    Returns a bool, true if the faces make an extruded tri solid
+    """
+
+    # tricyl 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 u

@@ Diff output truncated at 10240 characters. @@



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