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author | Ludovic Pouzenc <ludovic@pouzenc.fr> | 2018-12-31 18:48:50 +0100 |
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committer | Ludovic Pouzenc <ludovic@pouzenc.fr> | 2018-12-31 19:17:37 +0100 |
commit | 0c1aec42f4c23dc3a0671fe95089f27047284d79 (patch) | |
tree | 27c05b971cd2074f20a719048d0c3191f165aff6 | |
parent | 64f9fbff414c6f17c2256dcd6c932b5d0c3f1380 (diff) | |
download | blender-export-hl1map-0c1aec42f4c23dc3a0671fe95089f27047284d79.tar.gz blender-export-hl1map-0c1aec42f4c23dc3a0671fe95089f27047284d79.tar.bz2 blender-export-hl1map-0c1aec42f4c23dc3a0671fe95089f27047284d79.zip |
First export plugin version
-rw-r--r-- | INSTALL | 17 | ||||
-rw-r--r-- | LICENSE | 339 | ||||
-rwxr-xr-x | io_scene_hl1map/__init__.py | 128 | ||||
-rwxr-xr-x | io_scene_hl1map/export_hl1map.py | 178 |
4 files changed, 662 insertions, 0 deletions
@@ -0,0 +1,17 @@ +INSTALL IT +You have to put the io_scene_hl1map folder into a valid blender addon folder. +(replace "2.NN" with actual Blender version you use) +On MSWindows it cloud be : C:\Program Files\Blender Foundation\Blender\2.NN\scripts\addons +On GNU/Linux it could be : ~/.config/blender/2.NN/scripts/addons + +ENABLE IT +Start Blender, go to File > User Preferences, tab Add-ons. +Filter on "Import-Export" category +Check "Export Half-Life 1 Tools Format (.map)" addon. +Press "Save User Settings" button if you want it to stay enabled accros Blender restarts. + +USE IT +Use it by File > Export > Half-Life 1 Tools (.map) +Choose a path and file name with .map extension +Check options in "Export HL1 .map" side view. +Press "Export HL1 .map" button near the choosen filepath. @@ -0,0 +1,339 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This +General Public License applies to most of the Free Software +Foundation's software and to any other program whose authors commit to +using it. (Some other Free Software Foundation software is covered by +the GNU Lesser General Public License instead.) You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. 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If this is what you want to do, use the GNU Lesser General +Public License instead of this License. diff --git a/io_scene_hl1map/__init__.py b/io_scene_hl1map/__init__.py new file mode 100755 index 0000000..cfe9cd2 --- /dev/null +++ b/io_scene_hl1map/__init__.py @@ -0,0 +1,128 @@ +# ##### 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 ##### + +bl_info = { + "name": "Export Half-Life 1 Tools Format (.map)", + "author": "Ludovic Pouzenc", + "version": (0, 2, 0), + "blender": (2, 79, 0), + "location": "File > Export > Half-Life 1 tools (.map)", + "description": "Export mesh to Half-Life 1 tools (.map)", + "warning": "", + #"wiki_url": "http://to.do", + "category": "Import-Export"} + +""" +Related links: +https://developer.valvesoftware.com/wiki/MAP_file_format + +Usage Notes: +Map file could be opened in Valve Hammer 3.4 editor (prefered bit windows only) +or passed to orignal's or ZLHT's compiler tools (use wine to run them on linux) + +MAP format defines solids (brushes) as a set of intersecting planes. +Planes a defined by 3 points in space (could be different from face's vertices) + +This is (very) unusual. This cannot reprents things such as : +* Concave meshes +* Non-planar faces +Existing tools that use this .map format probably don't cope with : +* ngons with n > 32 + +For now this script do : +* For each mesh in current scene +** Simplify it (remove doubles in vertices, fill holes, connect vertices to not have concave faces nor non planar faces) +** Recalc face normals to have them pointing to this outside of the mesh +* For each object in current scene that is type 'MESH' +** Take the mesh and local to world matrix +** Make a .map brush for each mesh's blender face (world coords, scaled by blender_to_map_scale_factor) +** Put AAATRIGGER texture stupidly +** Output it as part of worldspawn entity in .map + +Line termination aren't well specified, this plugin will use system default (CRLF on Win, LF on Lin...) +""" + +if "bpy" in locals(): + import importlib + if "export_hl1map" in locals(): + importlib.reload(export_hl1map) + +import bpy +from bpy.props import ( + BoolProperty, + CollectionProperty, + FloatProperty, + StringProperty, + ) +from bpy_extras.io_utils import ( + ExportHelper, + ) + +class ExportHL1MAP(bpy.types.Operator, ExportHelper): + """Export Half-Life 1 Tools Format (.map)""" + bl_idname = 'export_scene.hl1_map' + bl_label = 'Export HL1 .map' + + filename_ext = '.map' + + filter_glob = StringProperty(default='*'+filename_ext, options={'HIDDEN'}) + + use_selection = BoolProperty( + name='Selection Only', + description='Export selected objects only', + default=False, + ) + + blender_to_map_scale_factor = FloatProperty( + name='Upscaling factor', + description='Scale from blender world coordinates to map brush coordinates', + default=100, + ) + + worldspawn_props = { + 'classname': 'worldspawn', + 'sounds': 1, + 'MaxRange': 4096, + 'mapversion': 220, + 'wad': '\\half-life\\valve\\xeno.wad;\\half-life\\valve\\decals.wad;\\half-life\\valve\\halflife.wad;\\half-life\\valve\\liquids.wad' + } + + def execute(self, context): + from . import export_hl1map + keywords = self.as_keywords(ignore=('filter_glob','check_existing')) + keywords['worldspawn_props'] = self.worldspawn_props + print('export_hl1map.save(self, context, ', keywords, ')') + return export_hl1map.save(self, context, **keywords) + + + +# Add to a menu +def menu_func_export(self, context): + self.layout.operator(ExportHL1MAP.bl_idname, text="Half-Life 1 tools (.map)") + +def register(): + bpy.utils.register_module(__name__) + bpy.types.INFO_MT_file_export.append(menu_func_export) + + +def unregister(): + bpy.utils.unregister_module(__name__) + bpy.types.INFO_MT_file_export.remove(menu_func_export) + +if __name__ == "__main__": + register() diff --git a/io_scene_hl1map/export_hl1map.py b/io_scene_hl1map/export_hl1map.py new file mode 100755 index 0000000..45cc1b9 --- /dev/null +++ b/io_scene_hl1map/export_hl1map.py @@ -0,0 +1,178 @@ +# ##### 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 bpy +import bmesh +from mathutils import Vector +from bpy_extras.io_utils import create_derived_objects, free_derived_objects + +# https://developer.valvesoftware.com/wiki/MAP_file_format + +def fmt3(vec3): + return '%f %f %f'%(vec3.x, vec3.y, vec3.z) + #return ' '.join(['%%.%df']*3)%tuple([precision]*3)%(vec3.x, vec3.y, vec3.z) +def fmt_plane(plane3dots): + return '( %s ) ( %s ) ( %s )'%(fmt3(plane3dots[0]), fmt3(plane3dots[1]), fmt3(plane3dots[2])) +def fmt_tex(tev, toff): + return '[ %s %.1f ]'%(fmt3(tev), toff) +def fmt_face(plane3dots, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY): + return '%s %s %s %s %s'%( + fmt_plane(plane3dots), tename, + fmt_tex(tev1, teoff1), + fmt_tex(tev2, teoff2), + fmt3(Vector([rot, scaleX, scaleY])) + ) + +def output_entity_start(dict_props, fh): + fh.write('{\n') + for k,v in dict_props.items(): + fh.write('\t%-16s "%s"\n'%('"'+k+'"',v)) + +def output_brush_start(fh): + fh.write('\t{\n') + +def output_brush_face(plane3dots, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY, fh): + fh.write('\t\t%s\n'%fmt_face(plane3dots, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY)) + +def output_brush_end(fh): + fh.write('\t}\n') + +def output_entity_end(fh): + fh.write('}\n') + +def normal(plane3dots): + v01 = plane3dots[1] - plane3dots[0] + v02 = plane3dots[2] - plane3dots[0] + n = v01.cross(v02) + n.normalize() + return n + +def flip(plane3dots): + tmp = plane3dots[2] + plane3dots[2] = plane3dots[1] + plane3dots[1] = tmp + +def debug1(o=''): + #print(o) + return None + +def debug2(fano,plane3dots): + fano.normalize() + debug1(fano) + v01 = plane3dots[1] - plane3dots[0] + v02 = plane3dots[2] - plane3dots[0] + n = v01.cross(v02) + n.normalize() + debug1(n) + debug1(fano-n) + debug1() + + +def save(operator, context, filepath, worldspawn_props, blender_to_map_scale_factor, use_selection=True): + """Save the Blender scene to a map file.""" + + # Make sure that data we want to access is not out of sync because edit mode is in use + if bpy.ops.object.mode_set.poll(): + bpy.ops.object.mode_set(mode='OBJECT') + + sc = context.scene + if use_selection: + objects = list(ob for ob in sc.objects if ob.is_visible(sc) and ob.type == 'MESH' and ob.data and ob.select) + else: + objects = list(ob for ob in sc.objects if ob.is_visible(sc) and ob.type == 'MESH' and ob.data) + + # Simplify each mesh once (a mesh could be used by multiple objects) + for mesh in set([ob.data for ob in objects]): + bm = bmesh.new() + bm.from_mesh(mesh) + bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=1/blender_to_map_scale_factor) + bmesh.ops.holes_fill(bm, edges=bm.edges) #, sides=0 + bmesh.ops.connect_verts_concave(bm, faces=bm.faces) + bmesh.ops.connect_verts_nonplanar(bm, faces=bm.faces) #, angle_limit=0.0 + bmesh.ops.planar_faces(bm, faces=bm.faces) + bmesh.ops.recalc_face_normals(bm, faces=bm.faces) + bm.to_mesh(mesh) + bm.free() + + # Iterate over objects, make computations (set of cross planes) and print them as worldspawn entity brushes + with open(filepath, 'w') as fh: + output_entity_start(worldspawn_props, fh) + for ob in objects: + debug1(ob.name) + mat_to_map = ob.matrix_world * blender_to_map_scale_factor + mesh = ob.data + mesh.update(calc_tessface=True) + for fa in mesh.tessfaces: + output_brush_start(fh) + tename='AAATRIGGER' + tev1 = Vector([1,0,0]) + teoff1 = 0 + tev2 = Vector([0,-1,0]) + teoff2 = 0 + rot = 0 + scaleX = 1 + scaleY = 1 + # Make a brush in .map for each face in blender + # Brushes are (strangely) defined as a set of intersecting planes in .map + # Planes are defined with 3 3D points belonging to it + # "They must be in a clockwise order when facing the outside of the plane + # that is, the side that points outwards from the brush" + brfront = [None,None,None] + brback = [None,None,None] + # For now this code take the 3 first vectices of the face + # TODO This can cause troubles if they are colinear or if they have narrow angle + for i in [0,1,2]: + vi = mesh.vertices[fa.vertices[i]].co + # front plane in brush will match face in blender (in global coords, with a scale factor) + brfront[i] = mat_to_map * vi + # back plane will be 1 (map) unit inside (normal facing outside, so substract it) + brback[i] = mat_to_map * ( vi - fa.normal / blender_to_map_scale_factor ) + # Check if coords are in clockwise order, else flip them + fano = mat_to_map.to_3x3() * fa.normal + frno = normal(brfront) + epsilon = 0.1 + if ( (fano - frno).length_squared > epsilon ): + flip(brfront) + debug1('Front Flipped') + else: + flip(brback) + debug1('Back Flipped') + debug2(mat_to_map.to_3x3() * fa.normal, brfront) + debug2(mat_to_map.to_3x3() *-fa.normal, brback) + output_brush_face(brfront, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY, fh) + output_brush_face(brback, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY, fh) + # make 1 side face in brush per blender edge + for i,j in fa.edge_keys: + brside = [None,None,None] + brside[0] = mat_to_map * ( mesh.vertices[i].co ) + brside[1] = mat_to_map * ( mesh.vertices[j].co ) + brside[2] = mat_to_map * ( mesh.vertices[j].co - fa.normal ) + # Let have a plane define by a point A and a normal n + # Let M a point in space. M is on the plane if AM.n = 0 + # Now we want to know if the "side" face normal is poiting outwards of the brush (<0) + # Take A = side[0], M = fa.center (that is inside the brush), n = normal(side) + if ( (mat_to_map * fa.center - brside[0]).dot(normal(brside)) < 0): + flip(brside) + debug1('Side Flipped') + debug1(normal(brside)) + output_brush_face(brside, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY, fh) + output_brush_end(fh) + # endfor fa in mesh.tessfaces: + output_entity_end(fh) + return {'FINISHED'} + |