mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 16:10:53 +00:00
4fc9316320
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.
166 lines
5.4 KiB
Python
166 lines
5.4 KiB
Python
# vim:ts=4:et
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import os
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import sys
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import bpy
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import bmesh
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from mathutils import Vector,Matrix
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from math import pi
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def active_uv(mesh):
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for uvt in mesh.uv_textures:
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if uvt.active:
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return uvt
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return None
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def make_face(bmface, mesh):
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uvtex = active_uv(mesh)
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uvfaces = mesh.uv_layers[uvtex.name].data
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face = mesh.polygons[bmface.index]
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mat = mesh.materials[face.material_index]
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uvs = uvfaces[face.loop_start:face.loop_start + face.loop_total]
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uvs = list(map(lambda a: a.uv, uvs))
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v = list(face.vertices[-3:])
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v.reverse()
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return (mesh.vertices[v[0]].co, mesh.vertices[v[1]].co,
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mesh.vertices[v[2]].co, mat.name, 0, 0, 0, 1, 1)
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def make_brushes(obj):
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act = bpy.context.scene.objects.active
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bpy.context.scene.objects.active = obj
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bpy.ops.object.editmode_toggle()
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brushmesh = bmesh.from_edit_mesh(obj.data).copy()
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bpy.ops.object.editmode_toggle()
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bpy.context.scene.objects.active = act
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brushes = []
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face_set = set(brushmesh.faces)
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while face_set:
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face_queue = [face_set.pop()]
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brush = []
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while face_queue:
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face = face_queue.pop()
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brush.append(face)
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for edge in face.edges:
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for link_face in edge.link_faces:
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if link_face in face_set:
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face_set.remove(link_face)
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face_queue.append(link_face)
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brushes.append(brush)
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mesh = obj.to_mesh(bpy.context.scene, True, 'PREVIEW')
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mesh.transform(obj.matrix_world)
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for b in brushes:
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for i in range(len(b)):
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b[i] = make_face(b[i], mesh)
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return brushes
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def export_mesh(obj):
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qfe = obj.qfentity
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edict = entity_dict(qfe)
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if qfe.classname:
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edict["classname"] = qfe.classname
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ec = bpy.context.scene.qfmap.entity_classes.get(edict["classname"])
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if not ec or ec.size:
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edict["origin"] = "{l.x:.0f} {l.y:.0f} {l.z:.0f}".format(l=obj.location)
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return edict, []
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return edict, make_brushes(obj)
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def export_lamp(obj):
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qfe = obj.qfentity
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edict = entity_dict(qfe)
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if qfe.classname:
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edict["classname"] = qfe.classname
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if not edict.get("classname"):
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edict["classname"] = "light"
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edict["origin"] = "{l.x:.0f} {l.y:.0f} {l.z:.0f}".format(l=obj.location)
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light = obj.data
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edict["light"] = light.distance
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return edict
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def vector_str(vect):
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return "{v.x:.0f} {v.y:.0f} {v.z:.0f}".format(v=vect)
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def export_empty(obj):
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qfe = obj.qfentity
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edict = entity_dict(qfe)
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if qfe.classname:
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edict["classname"] = qfe.classname
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edict["origin"] = vector_str(obj.location)
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return edict
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def write_brush(outfile, brush):
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outfile.write("{\n")
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for f in brush:
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outfile.write("( {} ) ( {} ) ( {} ) {} {} {} {} {} {}\n".format(
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vector_str(f[0]), vector_str(f[1]), vector_str(f[2]),
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f[3], f[4], f[5], f[6], f[7], f[8]))
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outfile.write("}\n")
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def write_entity(outfile, edict, brushes):
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outfile.write("{\n")
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for item in edict.items():
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outfile.write("\"{item[0]}\" \"{item[1]}\"\n".format(item=item))
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for brush in brushes:
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write_brush(outfile, brush)
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outfile.write("}\n")
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def entity_dict(ent):
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edict = {}
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for field in ent.fields:
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edict[field.name] = field.value
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return edict
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def export_map(operator, context, filepath):
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bpy.context.user_preferences.edit.use_global_undo = False
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world_objects = []
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entities = []
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for obj in bpy.context.scene.objects:
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qfe = obj.qfentity
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edict = entity_dict(qfe)
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if (obj.type == 'MESH'
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and (qfe.classname == 'worldspawn'
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or (not qfe.classname and "classname" not in edict))):
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world_objects.append(obj)
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elif (obj.type in {'MESH', 'LAMP', 'EMPTY'}
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and (qfe.classname or ("classname" in edict))):
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entities.append(obj)
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world_brushes = []
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world_dict = {"classname":"worldspawn"}
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for obj in world_objects:
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world_dict.update(entity_dict(obj.qfentity))
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world_brushes.extend(make_brushes(obj))
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outfile = open(filepath, "wt")
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write_entity(outfile, world_dict, world_brushes)
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for obj in entities:
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if obj.type == 'MESH':
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edict, brushes = export_mesh(obj)
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elif obj.type == 'LAMP':
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brushes = []
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edict = export_lamp(obj)
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elif obj.type == 'EMPTY':
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brushes = []
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edict = export_empty(obj)
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write_entity(outfile, edict, brushes)
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outfile.close()
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bpy.context.user_preferences.edit.use_global_undo = True
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return {'FINISHED'}
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