import bpy import bmesh from mathutils import Vector # https://developer.valvesoftware.com/wiki/MAP_file_format def fmt3(vec3): return "%.10f %.10f %.10f"%(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): print("{") for k,v in dict_props.items(): print("\t\"%s\" \"%s\""%(k,v)) def output_brush_start(): print("\t{") def output_brush_face(plane3dots, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY): print("\t\t%s"%fmt_face(plane3dots, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY)) def output_brush_end(): print("\t}") def output_entity_end(): print("}") 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 debug(fano,plane3dots): fano.normalize() print(fano) v01 = plane3dots[1] - plane3dots[0] v02 = plane3dots[2] - plane3dots[0] n = v01.cross(v02) n.normalize() print(n) print(fano-n) print() # https://developer.valvesoftware.com/wiki/MAP_file_format 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' } blender_to_map_scale_factor = 100 scene = bpy.context.scene # Simplify each mesh once (a mesh could be used by multiple objects) unique_meshes = set([ob.data for ob in scene.objects if ob.type == 'MESH']) for mesh in unique_meshes: bm = bmesh.new() bm.from_mesh(mesh) bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.01) 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() # Export each object in .map all_objects_with_mesh_type = [ob for ob in scene.objects if ob.type == 'MESH'] output_entity_start(worldspawn_props) for ob in all_objects_with_mesh_type: 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() 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 with 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[2-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) flip(brback) #print("Front&Back Flipped") #debug(mat_to_map.to_3x3() * fa.normal, front) output_brush_face(brfront, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY) #debug(mat_to_map.to_3x3() *-fa.normal, back) output_brush_face(brback, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY) # 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) #print("Side Flipped") #print(normal(side)) output_brush_face(brside, tename, tev1, teoff1, tev2, teoff2, rot, scaleX, scaleY) output_brush_end() output_entity_end()