Add very preliminary support for map exporting.

There is no error checking, texture alignment or support for non-point
lights, but it's a start. Also, it's assumed all brushes are convex and
manifold.
This commit is contained in:
Bill Currie 2012-09-16 10:59:47 +09:00
parent 6b8df7f42a
commit 4fc9316320
2 changed files with 168 additions and 3 deletions

View File

@ -54,7 +54,7 @@ from bpy.app.handlers import persistent
from .entityclass import EntityClassDict, EntityClassError
from . import entity
from . import import_map
#from . import export_map
from . import export_map
def ecm_draw(self, context):
layout = self.layout
@ -267,8 +267,7 @@ class ExportMap(bpy.types.Operator, ExportHelper):
@classmethod
def poll(cls, context):
return (context.active_object != None
and type(context.active_object.data) == bpy.types.Mesh)
return True
def execute(self, context):
keywords = self.as_keywords (ignore=("check_existing", "filter_glob"))

View File

@ -0,0 +1,166 @@
# vim:ts=4:et
# ##### 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>
import os
import sys
import bpy
import bmesh
from mathutils import Vector,Matrix
from math import pi
def active_uv(mesh):
for uvt in mesh.uv_textures:
if uvt.active:
return uvt
return None
def make_face(bmface, mesh):
uvtex = active_uv(mesh)
uvfaces = mesh.uv_layers[uvtex.name].data
face = mesh.polygons[bmface.index]
mat = mesh.materials[face.material_index]
uvs = uvfaces[face.loop_start:face.loop_start + face.loop_total]
uvs = list(map(lambda a: a.uv, uvs))
v = list(face.vertices[-3:])
v.reverse()
return (mesh.vertices[v[0]].co, mesh.vertices[v[1]].co,
mesh.vertices[v[2]].co, mat.name, 0, 0, 0, 1, 1)
def make_brushes(obj):
act = bpy.context.scene.objects.active
bpy.context.scene.objects.active = obj
bpy.ops.object.editmode_toggle()
brushmesh = bmesh.from_edit_mesh(obj.data).copy()
bpy.ops.object.editmode_toggle()
bpy.context.scene.objects.active = act
brushes = []
face_set = set(brushmesh.faces)
while face_set:
face_queue = [face_set.pop()]
brush = []
while face_queue:
face = face_queue.pop()
brush.append(face)
for edge in face.edges:
for link_face in edge.link_faces:
if link_face in face_set:
face_set.remove(link_face)
face_queue.append(link_face)
brushes.append(brush)
mesh = obj.to_mesh(bpy.context.scene, True, 'PREVIEW')
mesh.transform(obj.matrix_world)
for b in brushes:
for i in range(len(b)):
b[i] = make_face(b[i], mesh)
return brushes
def export_mesh(obj):
qfe = obj.qfentity
edict = entity_dict(qfe)
if qfe.classname:
edict["classname"] = qfe.classname
ec = bpy.context.scene.qfmap.entity_classes.get(edict["classname"])
if not ec or ec.size:
edict["origin"] = "{l.x:.0f} {l.y:.0f} {l.z:.0f}".format(l=obj.location)
return edict, []
return edict, make_brushes(obj)
def export_lamp(obj):
qfe = obj.qfentity
edict = entity_dict(qfe)
if qfe.classname:
edict["classname"] = qfe.classname
if not edict.get("classname"):
edict["classname"] = "light"
edict["origin"] = "{l.x:.0f} {l.y:.0f} {l.z:.0f}".format(l=obj.location)
light = obj.data
edict["light"] = light.distance
return edict
def vector_str(vect):
return "{v.x:.0f} {v.y:.0f} {v.z:.0f}".format(v=vect)
def export_empty(obj):
qfe = obj.qfentity
edict = entity_dict(qfe)
if qfe.classname:
edict["classname"] = qfe.classname
edict["origin"] = vector_str(obj.location)
return edict
def write_brush(outfile, brush):
outfile.write("{\n")
for f in brush:
outfile.write("( {} ) ( {} ) ( {} ) {} {} {} {} {} {}\n".format(
vector_str(f[0]), vector_str(f[1]), vector_str(f[2]),
f[3], f[4], f[5], f[6], f[7], f[8]))
outfile.write("}\n")
def write_entity(outfile, edict, brushes):
outfile.write("{\n")
for item in edict.items():
outfile.write("\"{item[0]}\" \"{item[1]}\"\n".format(item=item))
for brush in brushes:
write_brush(outfile, brush)
outfile.write("}\n")
def entity_dict(ent):
edict = {}
for field in ent.fields:
edict[field.name] = field.value
return edict
def export_map(operator, context, filepath):
bpy.context.user_preferences.edit.use_global_undo = False
world_objects = []
entities = []
for obj in bpy.context.scene.objects:
qfe = obj.qfentity
edict = entity_dict(qfe)
if (obj.type == 'MESH'
and (qfe.classname == 'worldspawn'
or (not qfe.classname and "classname" not in edict))):
world_objects.append(obj)
elif (obj.type in {'MESH', 'LAMP', 'EMPTY'}
and (qfe.classname or ("classname" in edict))):
entities.append(obj)
world_brushes = []
world_dict = {"classname":"worldspawn"}
for obj in world_objects:
world_dict.update(entity_dict(obj.qfentity))
world_brushes.extend(make_brushes(obj))
outfile = open(filepath, "wt")
write_entity(outfile, world_dict, world_brushes)
for obj in entities:
if obj.type == 'MESH':
edict, brushes = export_mesh(obj)
elif obj.type == 'LAMP':
brushes = []
edict = export_lamp(obj)
elif obj.type == 'EMPTY':
brushes = []
edict = export_empty(obj)
write_entity(outfile, edict, brushes)
outfile.close()
bpy.context.user_preferences.edit.use_global_undo = True
return {'FINISHED'}