mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
258 lines
8.7 KiB
Python
258 lines
8.7 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 bpy
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from bpy_extras.object_utils import object_data_add
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from mathutils import Vector,Matrix
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from math import pi
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from .map import parse_map, MapError
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from .quakepal import palette
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from .wad import WadFile
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from .entity import entity_box, set_entity_props
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def parse_vector(vstr):
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v = vstr.split()
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for i in range(len(v)):
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v[i] = float(v[i])
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return Vector(v)
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def load_image(tx):
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if tx.name in bpy.data.images:
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return bpy.data.images[tx.name]
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img = bpy.data.images.new(tx.name, tx.miptex.width, tx.miptex.height)
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p = [0.0] * tx.miptex.width * tx.miptex.height * 4
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d = tx.miptex.texels[0]
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for j in range(tx.miptex.height):
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for k in range(tx.miptex.width):
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c = palette[d[j * tx.miptex.width + k]]
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# quake textures are top to bottom, but blender images
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# are bottom to top
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l = ((tx.miptex.height - 1 - j) * tx.miptex.width + k) * 4
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p[l + 0] = c[0] / 255.0
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p[l + 1] = c[1] / 255.0
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p[l + 2] = c[2] / 255.0
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p[l + 3] = 1.0
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img.pixels[:] = p[:]
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img.pack(True)
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return img
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def load_material(tx):
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if tx.name in bpy.data.materials:
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return bpy.data.materials[tx.name]
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mat = bpy.data.materials.new(tx.name)
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mat.diffuse_color = (1, 1, 1, 1)
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mat.specular_intensity = 0
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if tx.image:
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tex = bpy.data.textures.new(tx.name, 'IMAGE')
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tex.extension = 'REPEAT'
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tex.use_preview_alpha = True
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tex.image = tx.image
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mat.texture_slots.add()
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ts = mat.texture_slots[0]
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ts.texture = tex
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ts.use_map_alpha = True
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ts.texture_coords = 'UV'
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return mat
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def load_textures(texdefs, wads):
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class MT:
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def __init__(self, x, y):
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self.width = x
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self.height = y
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for tx in texdefs:
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if hasattr(tx, "miptex"):
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continue
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if not wads or not wads[0]:
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tx.miptex = MT(64,64)
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tx.image = None
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else:
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try:
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tx.miptex = wads[0].getData(tx.name)
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tx.image = load_image(tx)
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except KeyError:
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tx.miptex = MT(64,64)
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tx.image = None
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tx.material = load_material(tx)
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def build_uvs(verts, faces, texdefs):
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uvs = [None] * len(faces)
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for i, f in enumerate(faces):
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tx = texdefs[i]
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fuv = []
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for vi in f:
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v = Vector(verts[vi])
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s = (v.dot(tx.vecs[0][0]) + tx.vecs[0][1]) / tx.miptex.width
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t = (v.dot(tx.vecs[1][0]) + tx.vecs[1][1]) / tx.miptex.height
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fuv.append((s, 1 - t))
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uvs[i] = fuv
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return uvs
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def process_entity(ent, wads):
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qfmap = bpy.context.scene.qfmap
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classname = ent.d["classname"]
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name = classname
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if "classname" in ent.d and ent.d["classname"][:5] == "light":
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light = bpy.data.lights.new("light", 'POINT')
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if "light" in ent.d:
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light.distance = float(ent.d["light"])
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elif "_light" in ent.d:
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light.distance = float(ent.d["_light"])
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else:
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light.distance = 300.0
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light.falloff_type = 'CUSTOM_CURVE'
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obj = bpy.data.objects.new(name, light)
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elif ent.b:
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verts = []
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faces = []
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texdefs = []
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for bverts, bfaces, btexdefs in ent.b:
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base = len(verts)
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verts.extend(bverts)
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texdefs.extend(btexdefs)
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for f in bfaces:
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for i in range(len(f)):
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f[i] += base
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f.reverse()
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if not f[-1]:
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t = f[0]
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del f[0]
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f.append(t)
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faces.extend(bfaces)
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load_textures(texdefs, wads)
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uvs = build_uvs(verts, faces, texdefs)
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mesh = bpy.data.meshes.new(name)
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for tx in texdefs:
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if hasattr(tx, "matindex"):
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continue
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for i, mat in enumerate(mesh.materials):
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if mat.name == tx.material.name:
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tx.matindex = i
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if hasattr(tx, "matindex"):
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continue
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tx.matindex = len(mesh.materials)
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mesh.materials.append(tx.material)
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mesh.from_pydata(verts, [], faces)
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"""uvlay = mesh.uv_textures.new(name)
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uvloop = mesh.uv_layers[0]
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for i, texpoly in enumerate(uvlay.data):
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poly = mesh.polygons[i]
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uv = uvs[i]
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tx = texdefs[i]
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texpoly.image = tx.image
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poly.material_index = tx.matindex
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for j, k in enumerate(poly.loop_indices):
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uvloop.data[k].uv = uv[j]"""#FIXME
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mesh.update()
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obj = bpy.data.objects.new(name, mesh)
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else:
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try:
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entityclass = qfmap.entity_classes[classname]
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except KeyError:
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entityclass = None
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if entityclass and entityclass.size:
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mesh = entity_box(entityclass)
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obj = bpy.data.objects.new(name, mesh)
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else:
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obj = bpy.data.objects.new(name, None)
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obj.empty_draw_type = 'CUBE'
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obj.empty_draw_size = 8
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obj.show_name = True
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if "origin" in ent.d:
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obj.location = parse_vector (ent.d["origin"])
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angles = Vector()
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if not ent.b:
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#brush entities doen't normally support rotation
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if "angle" in ent.d:
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angles = Vector((0, 0, float(ent.d["angle"])))
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del ent.d["angle"]
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elif "angles" in ent.d:
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angles = parse_vector(ent.d["angles"])
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angles = angles.xzy
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del ent.d["angles"]
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obj.rotation_mode = 'XZY'
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obj.rotation_euler = angles * pi / 180
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bpy.context.layer_collection.collection.objects.link(obj)
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bpy.context.view_layer.objects.active = obj
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obj.select_set(True)
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set_entity_props(obj, ent)
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def import_map(operator, context, filepath):
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undo = bpy.context.preferences.edit.use_global_undo
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bpy.context.preferences.edit.use_global_undo = False
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try:
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for obj in bpy.context.scene.objects:
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obj.select_set(False)
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entities = parse_map (filepath)
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except MapError as err:
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operator.report({'ERROR'}, repr(err))
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return {'CANCELLED'}
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else:
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wads=[]
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if entities:
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if "_wad" in entities[0].d:
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wads = entities[0].d["_wad"].split(";")
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elif "wad" in entities[0].d:
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wads = entities[0].d["wad"].split(";")
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wadpath = bpy.context.scene.qfmap.wadpath
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for i in range(len(wads)):
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try:
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wads[i] = WadFile.load(os.path.join(wadpath, wads[i]))
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except IOError:
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try:
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wads[i] = WadFile.load(os.path.join(wadpath,
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os.path.basename(wads[i])))
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except IOError:
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#give up
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operator.report({'INFO'}, "Cant't find %s" % wads[i])
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wads[i] = None
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for ent in entities:
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process_entity(ent, wads)
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finally:
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bpy.context.preferences.edit.use_global_undo = undo
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return {'FINISHED'}
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def import_pts(operator, context, filepath):
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bpy.context.user_preferences.edit.use_global_undo = False
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for obj in bpy.context.scene.objects:
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obj.select_set(False)
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lines = open(filepath, "rt").readlines()
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verts = [None] * len(lines)
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edges = [None] * (len(lines) - 1)
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for i, line in enumerate(lines):
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if i:
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edges[i - 1] = (i - 1, i)
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v = line.split(" ")
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verts[i] = tuple(map(lambda x: float(x), v))
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mesh = bpy.data.meshes.new("leak points")
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mesh.from_pydata(verts, edges, [])
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mesh.update()
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obj = bpy.data.objects.new("leak points", mesh)
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bpy.context.scene.objects.link(obj)
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bpy.context.scene.objects.active=obj
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obj.select_set(True)
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bpy.context.user_preferences.edit.use_global_undo = True
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return {'FINISHED'}
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