# 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 ##### # import os import bpy from bpy_extras.object_utils import object_data_add from mathutils import Vector,Matrix from .map import parse_map, MapError from .quakepal import palette from .wad import WadFile from .entity import entity_box def parse_vector(vstr): v = vstr.split() for i in range(len(v)): v[i] = float(v[i]) return Vector(v) def load_image(tx): if tx.name in bpy.data.images: return bpy.data.images[tx.name] img = bpy.data.images.new(tx.name, tx.miptex.width, tx.miptex.height) p = [0.0] * tx.miptex.width * tx.miptex.height * 4 d = tx.miptex.texels[0] for j in range(tx.miptex.height): for k in range(tx.miptex.width): c = palette[d[j * tx.miptex.width + k]] # quake textures are top to bottom, but blender images # are bottom to top l = ((tx.miptex.height - 1 - j) * tx.miptex.width + k) * 4 p[l + 0] = c[0] / 255.0 p[l + 1] = c[1] / 255.0 p[l + 2] = c[2] / 255.0 p[l + 3] = 1.0 img.pixels[:] = p[:] img.pack(True) return img def load_material(tx): if tx.name in bpy.data.materials: return bpy.data.materials[tx.name] mat = bpy.data.materials.new(tx.name) mat.diffuse_color = (1, 1, 1) mat.use_raytrace = False tex = bpy.data.textures.new(tx.name, 'IMAGE') tex.extension = 'REPEAT' tex.use_preview_alpha = True tex.image = tx.image mat.texture_slots.add() ts = mat.texture_slots[0] ts.texture = tex ts.use_map_alpha = True ts.texture_coords = 'UV' return mat def load_textures(texdefs, wads): for tx in texdefs: if hasattr(tx, "miptex"): continue tx.miptex = wads[0].getData(tx.name) tx.image = load_image(tx) tx.material = load_material(tx) def build_uvs(verts, faces, texdefs): uvs = [None] * len(faces) for i, f in enumerate(faces): tx = texdefs[i] fuv = [] for vi in f: v = Vector(verts[vi]) s = (v.dot(tx.vecs[0][0]) + tx.vecs[0][1]) / tx.miptex.width t = (v.dot(tx.vecs[1][0]) + tx.vecs[1][1]) / tx.miptex.height fuv.append((s, 1 - t)) uvs[i] = fuv return uvs def process_entity(ent, wads): qfmap = bpy.context.scene.qfmap classname = ent.d["classname"] entityclass = qfmap.entity_classes.entity_classes[classname] name = classname if "classname" in ent.d and ent.d["classname"][:5] == "light": light = bpy.data.lamps.new("light", 'POINT') if "light" in ent.d: light.distance = float(ent.d["light"]) elif "_light" in ent.d: light.distance = float(ent.d["_light"]) else: light.distance = 300.0 light.falloff_type = 'CUSTOM_CURVE' obj = bpy.data.objects.new(name, light) obj.location = parse_vector (ent.d["origin"]) bpy.context.scene.objects.link(obj) bpy.context.scene.objects.active=obj obj.select = True elif ent.b: verts = [] faces = [] texdefs = [] for bverts, bfaces, btexdefs in ent.b: base = len(verts) verts.extend(bverts) texdefs.extend(btexdefs) for f in bfaces: for i in range(len(f)): f[i] += base f.reverse() if not f[-1]: t = f[0] del f[0] f.append(t) faces.extend(bfaces) load_textures(texdefs, wads) uvs = build_uvs(verts, faces, texdefs) mesh = bpy.data.meshes.new(name) for tx in texdefs: if hasattr(tx, "matindex"): continue for i, mat in enumerate(mesh.materials): if mat.name == tx.material.name: tx.matindex = i if hasattr(tx, "matindex"): continue tx.matindex = len(mesh.materials) mesh.materials.append(tx.material) mesh.from_pydata(verts, [], faces) uvlay = mesh.uv_textures.new(name) uvloop = mesh.uv_layers[0] for i, texpoly in enumerate(uvlay.data): poly = mesh.polygons[i] uv = uvs[i] tx = texdefs[i] texpoly.image = tx.image poly.material_index = tx.matindex for j, k in enumerate(poly.loop_indices): uvloop.data[k].uv = uv[j] mesh.update() obj = bpy.data.objects.new(name, mesh) bpy.context.scene.objects.link(obj) bpy.context.scene.objects.active=obj obj.select = True else: if entityclass.size: mesh = entity_box(entityclass) obj = bpy.data.objects.new(name, mesh) else: obj = bpy.data.objects.new(name, None) obj.empty_draw_type = 'CUBE' obj.empty_draw_size = 8 obj.show_name = True obj.location = parse_vector (ent.d["origin"]) bpy.context.scene.objects.link(obj) bpy.context.scene.objects.active=obj obj.select = True def import_map(operator, context, filepath): bpy.context.user_preferences.edit.use_global_undo = False for obj in bpy.context.scene.objects: obj.select = False try: entities = parse_map (filepath) except MapError as err: raise operator.report({'ERROR'}, repr(err)) return {'CANCELLED'} wads=[] if entities: if "_wad" in entities[0].d: wads = entities[0].d["_wad"].split(";") elif "wad" in entities[0].d: wads = entities[0].d["wad"].split(";") wadpath = bpy.context.scene.qfmap.wadpath for i in range(len(wads)): try: wads[i] = WadFile.load(os.path.join(wadpath, wads[i])) except IOError: wads[i] = WadFile.load(os.path.join(wadpath, os.path.basename(wads[i]))) for ent in entities: process_entity(ent, wads) bpy.context.user_preferences.edit.use_global_undo = True return {'FINISHED'}